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市場調查報告書

增強現實(AR)、混合現實 (MR)、虛擬現實 (VR) 的各種技術、市場預測、主要企業:2020-2030年

Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies

出版商 IDTechEx Ltd. 商品編碼 499451
出版日期 內容資訊 英文 198 Slides
商品交期: 最快1-2個工作天內
價格
增強現實(AR)、混合現實 (MR)、虛擬現實 (VR) 的各種技術、市場預測、主要企業:2020-2030年 Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies
出版日期: 2019年12月30日內容資訊: 英文 198 Slides
簡介

本報告是調查增強現實(AR)、混合現實 (MR)、虛擬現實 (VR) 的的市場包含主要的AR&VR設備與其他產品的概要、顯示器與微型顯示器、光學引擎、觸覺增強等各種實現技術的動向、不同企業的技術開發與商品化的動向、市場成長預測、主要企業概述等資料。

第1章 執行摘要

第2章 導論

第3章 虛擬現實(VR)

  • 導論
  • VR設備的種類
  • 針對PC的VR控制型VR
  • VR的設置
  • 追蹤(1) - 內而外與設置的基本說明
  • 追蹤(2) - 代表型的外而內PC VR設置
  • 關連商品種類:背包VR
  • 最大化沉浸感的背包VR
  • 其他避免對策:限制使用者的動作
  • 智能手機/攜帶VR
  • 智能手機VR案例(高端)
  • 智能手機VR案例(低端)
  • 獨立VR
  • 獨立VR設備的狀況
  • 獨立VR成功的主要改進
  • VR的主要企業概述
  • Oculus
  • Oculus的VR產品
  • HTC Vive
  • SONY:Play station VR
  • Windows的複合現實
  • Goertek
  • Pico
  • Alcatel (TCL)
  • LeEco
  • ANT VR
  • Fove Inc

第4章 VR:關連商品分類

  • FPV與視像眼鏡
  • 舉例:Shenzhen Topsky Industrial

第5章 VR:討論與前景

  • VR的未來
  • VR:過去的設備銷售
  • 遊戲用PC VR設備的利用情況數據
  • VR:數量預測
  • VR:收益預測
  • 硬體銷售的回收性
  • 要解決的技術問題
  • VR:總結與前景
  • VR:數據與預測(出貨量、2010年∼2030年)
  • VR:數據與預測(銷售額、2010年∼2030年)

第6章 增強現實 (AR) 與混合現實 (MR)

  • 導論
  • VR、AR、MR的比較
  • AR與MR的比較
  • AR/MR硬體產品的流通
  • AR/MR的分類
  • AR與MR的部門
  • 分類 - 智能手機AR/MR
  • 分類 - PC AR/MR
  • 分類 - 獨立AR/MR
  • 獨立AR構成因素
  • AR/MR硬體目標
  • AR/MR主要企業概述資料
  • Microsoft: Hololens
  • Magic Leap
  • Google Glass
  • Vuzix
  • Lenovo
  • Epson
  • DAQRI
  • E-Space Time
  • Shadow Creator
  • Realwear
  • Volvo/Varjo
  • North
  • RideOn

第7章 AR與MR:零部件和參考耳機供應商

  • 導論
  • Lumus
  • Kopin
  • Optinvent
  • LetinAR
  • eMagin
  • Dispelix
  • Syndiant

第8章 AR與MR:相關產品分類

  • 相關產品企業
  • AR□MR的相關分類:有聲眼鏡、可攝影眼鏡、紅外線眼鏡
  • Oakley: Radar Pace
  • SHARP: Spectacles
  • OrCam MyEye
  • Shenzhen Langahiyin Electronic Ltd
  • AR Senz
  • AMA XPERTEYE
  • Ultraleap

第9章 AR與MR:討論與前景

  • AR與MR的未來
  • AR與MR:討論與前景
  • AR與MR:至今的設備銷售
  • 以設備區別的前景
  • AR與MR:數量預測
  • AR與MR:收益預測
  • AR與MR:摘要與前景
  • AR與MR:數據與預測(出貨量、2010年∼2030年)
  • AR與MR:數據與預測(銷售額、2010年∼2030年)

第10章 主要硬體動向

  • 影響用戶體驗的XR屬性
  • XR設備使用哪些光學元件和顯示器
  • XR設備的地位
  • 特徵

第11章 光學傳感器

  • 3D成像和運動捕捉
  • 應用實例:動畫捕捉動作
  • 立體影像
  • ToF
  • 立體照明
  • 3D成像技術比較
  • 例)Leap Motion (part of Ultraleap)
  • 例)Microsoft:Kinect到Hololens
  • 例)Intel的RealSense
  • 例)Occipital
  • 商用3D攝影機的例子
  • 符號例)Orbbec
  • 企業例:uSens

第12章 針對VR、AR與MR的軟體與內容製作

  • 摘要
  • 為了AR與MR的SDK
  • Unity
  • Vuforia
  • nVidia
  • 內容範例)Pokemon Go App
  • 內容範例)IKEA Place

第13章 失敗、拆分、復活

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目錄

Title:
Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies
Encompassing XR headsets, technologies, forecasts and players in AR (augmented reality), MR (mixed reality) and VR (virtual reality) markets.

"The market size of XR (virtual, augmented and mixed reality) is predicted to be over $30Bn by 2030."

Augmented, virtual, and mixed reality products are at the forefront of technological change. Over the 2010-2020 decade, there have been many new products released which have captured the imagination of creators, developers and businesses alike. This report on XR includes market research on AR (augmented reality), VR (virtual reality) and MR (mixed reality) areas, compiled from historic data from nearly 100 companies and over 170 distinct products, with forecasts from 2020-2030.

XR products captured the consumers imagination during the early 2010s with the release of devices such as Google Glass. In the decade since, there have been a wide range of applications for such devices, from gaming, uses in education, to enterprise such as remote assistance and hands-free working. Over the past decade, technology has driven smaller, faster, and more powerful devices for users. The next decade promises many new and exciting products, allowing a more immersive experience for users.

This report characterises the markets, technologies and players in the AR, VR and MR market. The study includes market data from 2010-2018 and forecasts from 2020-2030. The report covers various headsets in these markets and discusses the applications and use cases for them.

The VR, AR and MR products discussed in this report are defined as devices which "create digital environments that users can interact with". In this report, virtual reality devices are those which completely replace reality with a new 3D environment, augmented reality products overlay digital content onto the real world, and mixed reality products add superimposed images which interacts spatially with the real world in real time. The products investigated in detail in this report do not include headsets which provide a "first person view" or "video glasses" which display visual and audio content via a headset to a user, as they do not try to create a virtual reality. environment, but they are included for completeness and comparison purposes.

Within the categories, of VR, AR and MR, there are three distinct groups which can be made: PC products which need a physical PC attachment, standalone products which do not require a PC and smartphone products, which are those which use a smartphone's capabilities to implement the immersive experience. All three of these groups for VR, AR and MR are discussed and compared in this report, with historical data from 10 years worth of products, and forecasts up to 2030.

The forecasts show that both the markets in VR and AR&MR are growing, with the combined markets expected to grow over $30Bn by 2030. Along with the forecasts, this report also discusses the trends in technology used in various XR products, for example, comparing the weight, field of view, resolution and display type, for over 175 products. The methodology for this research has both primary and secondary research, by contacting company executives and developers to identify the most recent technological advances in the XR market.

With many different research topics, IDTechEx have a broad network of experience and experience across the expert team of analysts for this research. On top of this, IDTechEx hosts leading events covering AR VR MR technology, and the analyst team travels, speaks and meets companies globally each year. The result of these efforts enables this report to be the most comprehensive characterisation of the AR VR and MR industry today, and an excellent resource for anyone involved or investigating this space.

Analyst access from IDTechEx

All report purchases include up to 30 minutes telephone time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Table of Contents

1. EXECUTIVE SUMMARY

  • 1.1. Executive Introduction
  • 1.2. Timeline of XR products
  • 1.3. XR is used in many different applications
  • 1.4. Terminology
  • 1.5. Classification of XR products (1)
  • 1.6. Companies in the XR Space
  • 1.7. Technical and Physical Trends
  • 1.8. Volumes and Value trends
  • 1.9. Key Takeaways

2. INTRODUCTION

  • 2.1. Introduction: Virtual, Augmented and Mixed Reality
  • 2.2. XR has advanced in the past decade
  • 2.3. Terminology: Search trends
  • 2.4. Glossary
  • 2.5. Nomenclature: VR, AR, MR, XR
  • 2.6. Definitions and product categories
  • 2.7. Related areas to VR: FPV, video glasses
  • 2.8. Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging
  • 2.9. Product ecosystem beyond the hardware
  • 2.10. Most prominent patentholders
  • 2.11. VC funding for AR & VR
  • 2.12. Huge private investment in parallel
  • 2.13. How much money is needed?
  • 2.14. Applications in VR, AR & MR
  • 2.15. AR and VR could help reduce the "Skills Gap"
  • 2.16. Younger generations could become accustomed to interacting with AR applications

3. VIRTUAL REALITY (VR)

  • 3.1. Introduction
  • 3.2. Types of VR headset
  • 3.3. PC VR & Console VR
  • 3.4. Virtual Reality Set-ups
  • 3.5. Tracking (1) - A basic explanation of an inside-out setup
  • 3.6. Tracking (2) - A typical outside-in PC VR setup
  • 3.7. Related product types: Backpack VR
  • 3.8. Backpack VR for maximum immersion
  • 3.9. Other workarounds: Constraining user movement
  • 3.10. Smartphone / mobile VR
  • 3.11. Smartphone VR examples (high end)
  • 3.12. Smartphone VR examples (low end)
  • 3.13. Standalone VR
  • 3.14. Standalone VR headset landscape
  • 3.15. Key advances required for Standalone VR success
  • 3.16. Profiles of key players in VR
  • 3.17. Oculus
  • 3.18. Oculus: VR products today
  • 3.19. HTC Vive
  • 3.20. Sony: PlayStation VR
  • 3.21. Windows Mixed Reality
  • 3.22. Goertek
  • 3.23. Pico
  • 3.24. Alcatel (TCL)
  • 3.25. LeEco
  • 3.26. ANT VR
  • 3.27. Fove Inc

4. VR: RELATED PRODUCT AREAS

  • 4.1. FPV and video glasses
  • 4.2. Example: Shenzhen Topsky Industrial

5. VR: DISCUSSION AND FORECASTS

  • 5.1. The future of VR
  • 5.2. VR: Historic device sales
  • 5.3. Data on PC VR headset usage for gaming
  • 5.4. VR: Volume forecasts
  • 5.5. VR: Revenue forecasts
  • 5.6. Cyclic nature of hardware sales
  • 5.7. Prominent technical challenges to be addressed
  • 5.8. VR: Summary and outlook
  • 5.9. VR: Full data and forecast (Volume, 2010 - 2030)
  • 5.10. VR: Full data and forecast (Revenue, 2010 - 2030)

6. AUGMENTED AND MIXED REALITY (AR & MR)

  • 6.1. Introduction
  • 6.2. Comparison between VR, AR and MR
  • 6.3. Comparison between AR and MR
  • 6.4. AR/MR Hardware Product Distribution
  • 6.5. Categories of AR/MR
  • 6.6. Sectors for AR and MR
  • 6.7. Classification - Smartphone AR/MR
  • 6.8. Classification - PC AR/MR
  • 6.9. Classification - Standalone AR/MR
  • 6.10. Standalone AR Form Factor Landscape
  • 6.11. Targets for AR/MR hardware
  • 6.12. Profiles of Key players in AR/MR
  • 6.13. Microsoft: Hololens
  • 6.14. Magic Leap
  • 6.15. Google Glass
  • 6.16. Vuzix
  • 6.17. Lenovo
  • 6.18. Epson
  • 6.19. DAQRI
  • 6.20. E-Space Time
  • 6.21. Shadow Creator
  • 6.22. Realwear
  • 6.23. Volvo/Varjo
  • 6.24. North
  • 6.25. RideOn

7. AR & MR: COMPONENT AND REFERENCE HEADSET SUPPLIERS

  • 7.1. Introduction
  • 7.2. Lumus
  • 7.3. Kopin
  • 7.4. Optinvent
  • 7.5. LetinAR
  • 7.6. eMagin
  • 7.7. Dispelix
  • 7.8. Syndiant

8. AR & MR: RELATED PRODUCT AREAS

  • 8.1. Related product companies
  • 8.2. Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging
  • 8.3. Oakley: Radar Pace
  • 8.4. Snap Inc: Spectacles
  • 8.5. OrCam MyEye
  • 8.6. Shenzhen Langahiyin Electronic Ltd
  • 8.7. AR Senz
  • 8.8. AMA XPERTEYE
  • 8.9. Ultraleap

9. AR & MR: DISCUSSION AND FORECASTS

  • 9.1. The future of AR & MR
  • 9.2. AR & MR: Discussions and forecast
  • 9.3. AR & MR: Historic device sales
  • 9.4. Outlook by device type
  • 9.5. AR & MR: Volume forecasts
  • 9.6. AR & MR: Revenue forecasts
  • 9.7. AR & MR: Assessment and assumptions
  • 9.8. AR & MR: Summary and outlook
  • 9.9. AR & MR: Full data and forecast (Volume, 2010 - 2030)
  • 9.10. AR & MR: Full data and forecast (Revenue, 2010 - 2030)

10. KEY HARDWARE TRENDS

  • 10.1. XR properties which impact user experience
    • 10.1.1. Field of View
    • 10.1.2. Weight
  • 10.2. What optics and displays are used in XR devices?
    • 10.2.1. Common Waveguides
    • 10.2.2. Common Waveguides (2) - diagram of operation
    • 10.2.3. Lenses
    • 10.2.4. Display Types
    • 10.2.5. Resolution (1)
    • 10.2.6. Refresh Rate
    • 10.2.7. Eye Dominance in AR - Left or Right Eye?
  • 10.3. How do XR devices locate their position?
    • 10.3.1. What is Mapping and Localisation?
    • 10.3.2. Mapping and Localisation - SLAM
    • 10.3.3. Mapping and Localisation - Examples
    • 10.3.4. Mapping and Localisation - required sensors
  • 10.4. Tying together the properties
    • 10.4.1. The resolution improvements over time
    • 10.4.2. Increasing Resolution also has an increasing FoV
    • 10.4.3. Comparison between Display Types
    • 10.4.4. Display Types in AR
    • 10.4.5. Display Types in VR
    • 10.4.6. Key Takeaways

11. OPTICAL SENSORS - VISION & DEPTH

  • 11.1. Chapter Summary
  • 11.2. 3D imaging and motion capture
  • 11.3. Application example: Motion capture in animation
  • 11.4. Stereoscopic vision
  • 11.5. Time of flight
  • 11.6. Structured light
  • 11.7. Comparison of 3D imaging technologies
  • 11.8. Example: Leap Motion (part of Ultraleap)
  • 11.9. Example: Microsoft; from Kinect to Hololens
  • 11.10. Example: Intel's RealSense™
  • 11.11. Example: Occipital
  • 11.12. Commercial 3D camera examples
  • 11.13. Company example: Orbbec
  • 11.14. Company Example: uSens

12. SOFTWARE AND CONTENT PRODUCTION FOR VR, AR AND MR

  • 12.1. Chapter Summary
  • 12.2. SDK's for AR and MR
  • 12.3. Unity
  • 12.4. Vuforia
  • 12.5. nVidia
  • 12.6. Content example: Pokémon Go App
  • 12.7. Content Example: IKEA Place

13. COLLAPSED, SPUN OUT, REVIVED

  • 13.1. In 2019 a number of prominent companies closed. What is the future for these companies?
  • 13.2. Meta -> Meta View
  • 13.3. BlippAR
  • 13.4. ODG