Cover Image
市場調查報告書

消費者電子產品手勢識別市場預測:各產品 (智慧型手機,遊戲主機,筆記型電腦,TV,STB),各技術,各地區

Gesture Recognition in Consumer Electronics Market: By Products (Smartphones, Gaming Devices, Laptops, Television, Set Top Box); By Technology & By Geography - (2013-2020)

出版商 IndustryARC 商品編碼 622505
出版日期 內容資訊 英文 152 Pages
商品交期: 最快1-2個工作天內
價格
Back to Top
消費者電子產品手勢識別市場預測:各產品 (智慧型手機,遊戲主機,筆記型電腦,TV,STB),各技術,各地區 Gesture Recognition in Consumer Electronics Market: By Products (Smartphones, Gaming Devices, Laptops, Television, Set Top Box); By Technology & By Geography - (2013-2020)
出版日期: 2017年08月29日 內容資訊: 英文 152 Pages
簡介

本報告提供全球消費者電子產品手勢識別市場相關調查分析,提供市場形勢,市場動態,策略性分析,市場分析 (各市場區隔),再加上主要企業等相關的系統性資訊。

第1章 全球手勢識別:市場概要

第2章 摘要整理

第3章 全球手勢識別:市場形勢

  • 市場佔有率分析
  • 前五名公司的財務分析

第4章 全球手勢識別:市場動態

  • 推動市場要素
  • 阻礙市場要素
  • 市場課題
  • 產業的魅力

第5章 全球手勢識別市場:策略性分析

  • 價值鏈分析
  • 價格分析
  • 機會分析
  • 產品/市場生命週期分析

第6章 手勢識別的類型

  • 手勢
  • 面部表情
  • 身體運動
  • 手指手勢

第7章 全球手勢識別市場:各產品

  • 遊戲主機
  • 智慧型手機
  • 平板電腦
  • 筆記型電腦
  • PC
  • 智慧型電視
  • STB
  • 穿戴式設備
  • 其他

第8章 消費者電子產品手勢識別市場:各技術

  • 互動式顯示器
  • 相機識別 2D·3D
  • 紅外線感測
  • 容量感測
  • 超音波感測
  • 近場電場
  • MEMS
  • 其他

第9章 全球消費者電子產品手勢識別市場:各地區

  • 簡介
  • 南北美洲
  • 歐洲
  • 亞太地區
  • 其他

第10章 市場熵

第11章 投資機會

第12章 企業簡介

  • Cognivue Corporation
  • Elliptic Labs
  • Eyesight Technology, Ltd.
  • Gesturetek
  • Gestigon Gmbh
  • Intel Corporation
  • Leap Motion
  • LG electronics Inc.
  • Microchip Technologies
  • Microsoft Corporation
  • Movea SA
  • Oblong Industries
  • Panasonic
  • Pointgrab
  • Qualcomm
  • Reactrix
  • Samsung Electronics
  • Softkinetic
  • SONY
  • Texas Instruments
  • Thalmic Labs, Inc.

第13章 附錄

目錄

Gesture recognition technology is mainly based on sensors that are used to recognize human gestures. Gesture recognition in consumer electronics are classified into 4 types that include hand gestures, finger gestures, body movements, and facial expressions.

Gesture recognition is a type of technology that recognizes specific as well as very common human gestures and processes these gestures to interact with the computing devices. Gesture Recognition in consumer electronics can be broadly classified into four categories that include: hand gestures, body movements, facial expressions, and finger gestures. Sensing technologies like infrared sensing, ultrasonic sensing, capacitive sensing, electric near-field sensing and so on are commonly used to detect gestures in various electronic devices. Gesture Recognition technology is mostly used in consumer electronics.

This technology is used in the electronic devices such as smartphones, gaming consoles, laptops, tablets, smart televisions, and smart wearable devices. It is estimated that gaming and smartphones gesture recognition market will grow rapidly from 2013 to 2020 when compared to others. For example, in 2013 the worldwide sales of smartphones are estimated to be 970 million units, and are estimated to reach 2.8 billion units by 2020. Hence the gesture recognition technology in the smartphones grows rapidly. Gesture recognition technology is based on the sensors such as image sensors, light sensors, infrared sensors, MEMS and others. The market for Image sensors and infrared sensors are growing rapidly as these sensors are included in all the gesture recognition products. The detailed market analysis, factors responsible for driving the market, challenges, and constraints, the new technologies are also explained in this report.

1. Global Gesture Recognition Market Overview

2. Executive Summary

3. Global Gesture Recognition Market Landscape

  • 3.1. Market Share Analysis
  • 3.2. Top 5 Financial Analysis

4. Global Gesture Recognition Market Forces

  • 4.1. Market Drivers
  • 4.2. Market Constraints
  • 4.3. Market Challenges
  • 4.4. Attractiveness of the Gesture Recognition Industry
    • 4.4.1. Power of Suppliers
    • 4.4.2. Power of Customers
    • 4.4.3. Threat of New entrants
    • 4.4.4. Threat of Substitution
    • 4.4.5. Degree of Competition

5. Global Gesture Recognition Market - Strategic Analysis

  • 5.1. Value Chain Analysis
  • 5.2. Pricing Analysis
  • 5.3. Opportunities Analysis
  • 5.4. Product/Market Life Cycle Analysis

6. Types of Gesture Recognition

  • 6.1. Hand Gestures
  • 6.2. Facial Expressions
  • 6.3. Body Movements
  • 6.4. Finger Gestures

7. Global Gesture Recognition Market - By Products

  • 7.1. Gaming Devices
  • 7.2. Smartphones
  • 7.3. Tablets
  • 7.4. Laptops
  • 7.5. PCs
  • 7.6. Smart Televisions
  • 7.7. Set Top Boxes
  • 7.8. Wearable Devices
  • 7.9. Others

8. Global Gesture Recognition in Consumer Electronics Market - By Technology

  • 8.1. Interactive Displays
  • 8.2. Camera based recognition 2D& 3D
  • 8.3. Infrared Sensing
  • 8.4. Capacitive Sensing
  • 8.5. Ultrasonic Sensing
  • 8.6. Electric Near Field
  • 8.7. MEMS
  • 8.8. Others

9. Global Gesture Recognition in Consumer Electronics Market-Geographic Analysis

  • 9.1. Introduction
  • 9.2. Americas
    • 9.2.1. United States
    • 9.2.2. Canada
    • 9.2.3. Argentina
    • 9.2.4. Mexico
    • 9.2.5. Brazil
    • 9.2.6. Others
  • 9.3. Europe
    • 9.3.1. UK
    • 9.3.2. Germany
    • 9.3.3. France
    • 9.3.4. Others
  • 9.4. APAC
    • 9.4.1. China
    • 9.4.2. South Korea
    • 9.4.3. Japan
    • 9.4.4. Others
  • 9.5. ROW
    • 9.5.1. South Africa
    • 9.5.2. Saudi Arabia
    • 9.5.3. Russia
    • 9.5.4. Others

10. Market Entropy

  • 10.1. New Product Launches
  • 10.2. M&As, Collaborations, JVs and Partnerships

11. Investment Opportunities - Analysis by Target companies/customers, Capital Investments, ROI, Payback Period and Source of Funds.

12. Company Profiles (Overview, Financials, SWOT Analysis, Developments, Product Portfolio)

  • 12.1. Cognivue Corporation
  • 12.2. Elliptic Labs
  • 12.3. Eyesight Technology, Ltd.
  • 12.4. Gesturetek
  • 12.5. Gestigon Gmbh
  • 12.6. Intel Corporation
  • 12.7. Leap Motion
  • 12.8. LG electronics Inc.
  • 12.9. Microchip Technologies
  • 12.10. Microsoft Corporation
  • 12.11. Movea SA
  • 12.12. Oblong Industries
  • 12.13. Panasonic Corporation
  • 12.14. Pointgrab
  • 12.15. Qualcomm
  • 12.16. Reactrix
  • 12.17. Samsung Electronics
  • 12.18. Softkinetic
  • 12.19. Sony Corporation
  • 12.20. Texas Instruments
  • 12.21. Thalmic Labs, Inc.

More than 40 Companies are profiled in this Research Report, Complete List available on Request*

"*Financials would be provided on a best efforts basis for private companies"

13. Appendix

  • 13.1. Abbreviations
  • 13.2. Sources
  • 13.3. Research Methodology
  • 13.4. Bibliography
  • 13.5. Compilation of Expert Insights
Back to Top