市場調查報告書
商品編碼
1466672
擴增實境與虛擬實境市場:按技術、產品、設備、組織規模、應用分類 - 2024-2030 年全球預測Augmented & Virtual Reality Market by Technology (Augmented Reality, Virtual Reality), Product (Hardware, Software), Devices, Organization Size, Application - Global Forecast 2024-2030 |
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擴增實境和虛擬實境市場規模預計2023年為360.8億美元,2024年達到425.2億美元,預計2030年將達到1144.6億美元,複合年成長率為17.92%。
擴增實境和虛擬實境 (AR/VR) 包括將數位內容與使用者的現實環境融合或創建身臨其境型的電腦模擬環境的創新技術。這些技術利用感測器、相機、顯示器和軟體來創造超越傳統 2D 螢幕的互動式體驗。處理器和顯示卡等硬體組件的進步使得強大的運算能力能夠支援複雜的 AR/VR 應用。此外,全球網路連線的改善使更多人可以使用 AR/VR 服務。然而,長時間使用AR/ VR頭戴裝置可能會導致部分使用者出現暈動病、眼睛疲勞等身體不適。也就是說,VR 模擬有望幫助醫生在實際手術前進行手術練習,學生可以透過 AR 增強的虛擬遊覽進行身臨其境型學習體驗,並有望在擴增實境和虛擬實境(AR/VR)領域創造潛在機會。 。
主要市場統計 | |
---|---|
基準年[2023] | 360.8億美元 |
預測年份 [2024] | 425.2億美元 |
預測年份 [2030] | 1144.6億美元 |
複合年成長率(%) | 17.92% |
虛擬實境技術普及,實現逼真模擬
擴增實境透過將數位元素與用戶的即時環境整合並將電腦生成的圖像疊加到用戶的物理世界觀上來豐富用戶對現實的感知。基於標記的擴增實境依賴於預先定義的視覺標記(通常是 2D 影像或 QR 碼),當 AR 裝置的攝影機偵測到這些標記時,會觸發虛擬內容的顯示。有源標記是一種帶有 LED 或其他光源的電子設備,可發出 AR 系統可識別的特定圖案或顏色。與主動標記相反,被動標記不發射光源。相反,它依靠打印在紙張或其他材料上的獨特圖案來進行識別。無標記 AR(擴增實境)使用先進的電腦視覺演算法和感測器來檢測和追蹤現實世界中的物體和特徵,而無需依賴先驗資訊。基於影像的處理分析攝影機影像中的連續影格以識別獨特的特徵,而基於模型的追蹤用於識別目的。虛擬實境讓使用者沉浸在使用電腦圖形和 360 度攝影機創建的全數位化環境中。非穿透性技術是指無法完全吸引或吞噬使用者感官的系統。此類系統不是為使用者提供完全互動的環境,而是透過將 3D 電腦生成的影像投影到螢幕或監視器上來提供有限的沉浸感。完全身臨其境型技術透過電腦產生的刺激完全取代使用者的感官輸入來提供更深層的沉浸感。半滲透技術結合了非滲透和完全身臨其境型的元素。半沉浸式體驗使用大型投影螢幕和先進的顯示系統,為使用者提供高保真視覺效果,同時允許與現實世界互動。
產品:用於內容創建的 AR/VR 軟體普及
AR/VR 硬體取決於舒適度、經濟性和相容性等因素,並包括耳機、控制器、感測器和追蹤設備等關鍵組件。在 AR 應用中,攝影機追蹤使用者的動作以產生周圍環境的 3D 模型,而 VR 裝置則使用外部攝影機進行精確的頭部追蹤和運動偵測。高解析度 OLED 顯示器提供低餘輝和高刷新率,減少運動模糊和延遲,為 VR 裝置帶來身臨其境的體驗。位置追蹤器可偵測使用者在定義空間內的移動,並向 AR/VR 系統提供精確的位置資料。半導體提供高效的處理和渲染功能,包括 AR/VR 設備。感測器是提供輸入資料以追蹤 AR/VR 環境中使用者移動和互動的關鍵組件。 AR/VR 軟體的偏好包括易用性、與第三方工具和服務整合的能力以及各種可用內容。 3D 建模結合了 AR/VR 功能來增強原型製作和視覺化階段。 AR遠端協作工具提高了跨產業的溝通效率。透過將 AR 技術融入文件管理系統和視覺化技術,可以透過身臨其境的互動式體驗來有效地存取和理解內容。在VR內容創作中,VR設備整合了一個環境,使設計者能夠快速建立互動式體驗。利用 AR/VR 最佳化工作流程將提高各產業的生產力。
AR/VR 設備不斷發展的格局,以改善設備使用者體驗並廣泛採用擴增實境和虛擬實境技術
顯示牆和投影機是擴增實境和虛擬實境 (AR/VR) 景觀的重要組成部分,透過將數位內容投影到大表面上為使用者提供身臨其境的體驗。這些設備服務於模擬、訓練、研究和娛樂等應用。手勢追蹤設備使用手部動作和身體姿勢來促進使用者和 AR/VR 環境之間的無縫互動。頭戴式顯示器 (HMD) 是一種穿戴式顯示器,透過將視覺效果直接投射到使用者的視野中,為使用者提供身臨其境型的AR/VR 體驗。抬頭顯示器(HUD) 將必要的資訊投射到擋風玻璃或遮陽板等透明表面上,在不遮擋視線的情況下向使用者提供資訊。在AR/VR應用中,HUD應用於汽車導航系統、航空駕駛座、軍事裝備、運動用品等。
組織規模:大型企業快速採用 AR/VR
大公司正在採用 AR/VR 解決方案進行培訓、產品開拓、行銷和客戶服務。它們在虛擬設施參觀、身臨其境型員工培訓模擬、全像投影遠端協作以及透過 AR 增強型行動應用程式增強客戶體驗方面也很受歡迎。此外,由於其規模和複雜性,大型企業需要根據其特定需求量身定做的解決方案。中小型企業正在意識到採用 AR/VR 技術的潛在好處,但面臨預算限制,無法在 AR/VR 解決方案上進行大量投資。他們傾向於選擇經濟高效、可擴展的選項來解決特定的痛點,例如員工培訓、產品視覺化和擴充性的客戶參與。
應用:AR/VR技術在醫療、教育和培訓方面的新用途
在商業領域,擴增實境和虛擬實境(AR/VR)技術在零售、醫療保健、房地產、旅遊和旅遊等領域都有應用。製造、汽車、航太和國防等行業正在採用 AR/VR 來提高業務效率、員工培訓計劃和產品設計。教育機構正在利用 AR/VR 工具來創造跨學科的引人入勝的學習體驗,並提高學生的知識保留率。在建設產業,AR/VR被用於設計過程,能源公司受益於其在業務效率和資產管理方面的使用。在醫療保健領域,AR/VR技術被廣泛應用於手術規劃、患者復健和醫學教育,從而改善臨床結果。媒體和娛樂產業正在利用 AR/VR 解決方案進行遊戲、電影製作和實況活動,而 IT 和電訊組織則採用這些解決方案在其網路營運中心進行視覺化。隨著 AR/VR 技術的進步,交通運輸產業正在不斷發展,影響路線最佳化、倉庫管理和車輛維護。
區域洞察
由於對 AR/VR 研究和新產品開發活動的集中投資,擴增實境和虛擬實境市場正在成為美洲的新興市場。歐盟 (EU) 國家在培訓和知識共用方面採用 AR/VR 的情況顯著增加。在中東和非洲地區,智慧城市計畫正在推動擴增實境,包括將AR融入公共服務以及在教育、培訓、旅遊和石油和天然氣行業部署基於VR的解決方案馬蘇。亞太地區的 AR/VR 技術前景廣闊,因為該地區擁有龐大的消費群,推動了遊戲、零售、教育和醫療保健等多個領域對身臨其境型體驗的需求。此外,預計技術進步和擴展 AR/VR 在各個領域應用的研究將推動其在全球最終用途領域的使用。
FPNV定位矩陣
FPNV 定位矩陣對於評估擴增實境和虛擬實境市場至關重要。我們檢視與業務策略和產品滿意度相關的關鍵指標,以對供應商進行全面評估。這種深入的分析使用戶能夠根據自己的要求做出明智的決策。根據評估,供應商被分為四個成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可對擴增實境和虛擬實境市場中供應商的現狀進行深入而詳細的研究。全面比較和分析供應商在整體收益、基本客群和其他關鍵指標方面的貢獻,以便更好地了解公司的績效及其在爭奪市場佔有率時面臨的挑戰。此外,該分析還提供了對該行業競爭特徵的寶貴見解,包括在研究基準年觀察到的累積、分散主導地位和合併特徵等因素。這種詳細程度的提高使供應商能夠做出更明智的決策並制定有效的策略,從而在市場上獲得競爭優勢。
1. 市場滲透率:提供有關主要企業所服務的市場的全面資訊。
2. 市場開拓:我們深入研究利潤豐厚的新興市場,並分析其在成熟細分市場的滲透率。
3. 市場多元化:提供有關新產品發布、開拓地區、最新發展和投資的詳細資訊。
4. 競爭評估和情報:對主要企業的市場佔有率、策略、產品、認證、監管狀況、專利狀況和製造能力進行全面評估。
5. 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。
1.擴增實境和虛擬實境市場的市場規模和預測是多少?
2.在擴增實境和虛擬實境市場的預測期內,有哪些產品、細分市場、應用程式和領域需要考慮投資?
3.擴增實境和虛擬實境市場的技術趨勢和法規結構是什麼?
4.擴增實境和虛擬實境市場主要供應商的市場佔有率是多少?
5. 進入擴增實境和虛擬實境市場合適的型態和策略手段是什麼?
[196 Pages Report] The Augmented & Virtual Reality Market size was estimated at USD 36.08 billion in 2023 and expected to reach USD 42.52 billion in 2024, at a CAGR 17.92% to reach USD 114.46 billion by 2030.
Augmented & virtual reality (AR/VR) involves innovative technologies that merge digital content with the real-life environment of the user or generate an immersive, computer-simulated environment. These technologies utilize sensors, cameras, displays, and software to create an interactive experience beyond traditional 2D screens. Advancements in hardware components such as processors and graphics cards have enabled powerful computing capabilities for complex AR/VR applications. Additionally, increased internet connectivity worldwide has allowed a broader audience to access AR/VR services. However, prolonged AR/VR headset use may cause motion sickness, eye strain, or other physical discomforts to some users. Nevertheless, VR simulations are expected to aid doctors in practicing surgeries before actual operations, and students can engage in immersive learning experiences through AR-enhanced virtual field trips, which are expected to create potential opportunities for the augmented & virtual reality (AR/VR) market.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 36.08 billion |
Estimated Year [2024] | USD 42.52 billion |
Forecast Year [2030] | USD 114.46 billion |
CAGR (%) | 17.92% |
Technology: Proliferation of virtual reality to create realistic simulations
Augmented reality integrates digital elements with the real-time environment of the user and enriches their perception of reality by superimposing computer-generated images onto their view of the physical world. Marker-based augmented reality relies on pre-defined visual markers, usually 2D images or QR codes, to trigger the display of virtual content when detected by an AR device's camera. An active marker is an electronic device equipped with LEDs or other light sources emitting a specific pattern or color, which an AR system recognizes. In contrast to active markers, passive markers do not emit any light source; instead, they depend on the unique patterns printed on paper or other materials for identification purposes. Markerless augmented reality utilizes advanced computer vision algorithms and sensors to detect and track objects or features in the real world without relying on prior information. Image-based processing analyzes consecutive frames from a camera feed to identify distinctive features while model-based tracking is utilized for recognition purposes. Virtual reality immerses users into a fully digitized environment created using computer graphics or 360-degree video recordings. Non-immersive technology refers to systems that do not fully engage or envelop the senses of the user. These systems provide limited immersion by projecting 3D computer-generated imagery onto a screen or monitor rather than surrounding the user in a fully interactive environment. Fully immersive technology offers an even deeper level of engagement by completely replacing users' sensory input with computer-generated stimuli. Semi-immersive technologies combine elements from both non immersive and fully immersive systems. Semi-immersive experiences involve large projection screens or advanced display systems that surround users with high-fidelity visuals while allowing interaction with the real world.
Product: Rising penetration of AR/VR software for content creation
The AR/VR hardware depends on factors such as comfortability, affordability, and compatibility and includes primary components such as headsets, controllers, sensors, and tracking devices. Cameras track user movements and generate 3D models of the surroundings in AR applications, and VR devices use external cameras for precise head tracking and motion detection. The high-resolution OLED displays offer low persistence and high refresh rates to reduce motion blur and latency for an immersive experience in VR devices. Position trackers detect user movement within a defined space to provide accurate positioning data for AR/VR systems. Semiconductors provide efficient processing and rendering capabilities, including AR/VR devices. Sensors are critical components that provide input data for tracking user movements and interactions within AR/VR environments. The AR/VR software preferences include ease of use, their ability to integrate with third-party tools or services, and diversity of available content. 3D modeling incorporates AR/VR capabilities to enhance prototyping and visualization stages. AR remote collaboration tools improve communication efficiency across industries. Incorporating AR technology into documentation management systems and visualization techniques allows efficient content access and comprehension through an immersive and interactive experience. In VR content creation, VR devices integrate the environment for designers to build interactive experiences quickly. Workflow Optimization through AR/VR can increase productivity across industries.
Devices: Evolving AR/VR device landscape to enhance user experiences and widespread adoption of augmented and virtual reality technologies
Display walls and projectors are essential components in the augmented & virtual reality (AR/VR) landscape, providing an immersive experience for users by projecting digital content onto large surfaces. These devices cater to simulation, training, research, and entertainment applications. Gesture-tracking devices facilitate seamless interactions between users and AR/VR environments using hand movements or body gestures. Head-mounted displays (HMDs) are wearable displays that provide users with immersive AR/VR experiences by projecting visuals directly into their field of view. Head-up displays (HUDs) project essential information onto transparent surfaces such as windshields or visors to keep users informed without obstructing their view. In AR/VR applications, HUDs find usage in automotive navigation systems, aviation cockpits, military equipment, and sports gear.
Organization Size: Burgeoning adoption of AR/VR in large enterprises
Large enterprises adopt AR/VR solutions for training, product development, marketing, and customer service. In addition, it is preferred for virtual tours of facilities, immersive training simulations for employees, remote collaboration through holographic projections, and enhanced customer experiences through AR-enhanced mobile applications. Moreover, large enterprises require customized solutions tailored to their specific needs due to their scale and complexity. SMEs are increasingly recognizing the potential benefits of adopting AR/VR technologies; however, they face budget constraints that limit their ability to invest heavily in AR/VR solutions. They tend to opt for cost-effective and scalable options that address their specific pain points, such as workforce training, product visualization, and enhancing customer engagement.
Applications: Emerging utilization of AR/VR technologies for medical and education & training purposes
In the commercial sector, augmented & virtual reality (AR/VR) technologies have applications in retail, healthcare, real estate, travel, and tourism. Industries such as manufacturing, automotive, aerospace, and defense have embraced AR/VR to enhance operational efficiency, employee training programs, and product design. Educational institutions are leveraging AR/VR tools to create engaging learning experiences across different disciplines, improving student knowledge retention. In the construction industry, AR/VR is used for the design process, while energy companies benefit from its use in operational efficiency and asset management. The healthcare sector has witnessed significant adoption of AR/VR technologies for surgical planning, patient rehabilitation, and medical education, leading to improved clinical outcomes. The media & entertainment industry utilizes AR/VR solutions in gaming, film production, and live events, while IT and telecom organizations employ it for network operations center visualization. The transportation sector is evolving with advancements in AR/VR technologies, resulting in route optimization, warehouse management, and vehicle maintenance.
Regional Insights
The augmented & virtual reality market is evolving in the Americas owing to heavy investments in AR/VR research and new product development activities. The European Union (EU) countries witness substantial AR/VR adoption growth for training and knowledge-sharing purposes. In the Middle East and Africa region, the augmented & virtual reality market is developing with smart city initiatives, including incorporating AR into public services and deploying VR-based solutions in education, training, tourism, and oil & gas industries. The Asia-Pacific region represents a growing AR/VR technology landscape owing to its vast consumer base driving demand for immersive experiences across multiple sectors such as gaming, retail, education, and healthcare. Besides, technological advancements and research to expand AR/VR applications in diverse sectors are anticipated to propel their use in end-use sectors globally.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Augmented & Virtual Reality Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Augmented & Virtual Reality Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Augmented & Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Amazon Web Services, Inc., Apple Inc., Atheer, Inc., Blippar Group Limited, Capermint Technologies Pvt. Ltd., Cisco Systems, Inc., CyberGlove Systems Inc., EON Reality, Inc., Google LLC by Alphabet Inc., Hewlett-Packard Development Company, L.P., HTC Corporation, Inglobe Technologies Srl, Innovega Inc., Intel Corporation, International Business Machines Corporation, KT Corporation, Lenovo Group Limited, LG Corporation, Magic Leap, Inc., Marxent Labs LLC, MAXST Co., Ltd., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., NVIDIA Corporation, PTC Inc., Qualcomm Incorporated, Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sony Group Corporation, Toshiba Corporation, Trimble Inc., Vuzix Corporation, and Zugara Inc..
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Augmented & Virtual Reality Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Augmented & Virtual Reality Market?
3. What are the technology trends and regulatory frameworks in the Augmented & Virtual Reality Market?
4. What is the market share of the leading vendors in the Augmented & Virtual Reality Market?
5. Which modes and strategic moves are suitable for entering the Augmented & Virtual Reality Market?