表紙
市場調查報告書
商品編碼
1088363

到2027增強現實(AR)/虛擬現實(VR)全球市場預測:按技術類型(AR:無標記,基於標記,VR:非沉浸/半沉浸/完全沉浸),設備類型,規定,用途,公司,地區

Augmented Reality and Virtual Reality Market by Technology Type (AR: Markerless, Marker-base; VR: Non-Immersive, Semi-immersive and Fully Immersive Technology), Device Type, Offering, Application, Enterprise, and Geography - Global Forecast to 2027

出版日期: | 出版商: MarketsandMarkets | 英文 378 Pages | 訂單完成後即時交付

價格
  • 全貌
  • 簡介
  • 目錄
簡介

醫療保健領域對增強現實 (AR) 的需求不斷增加,為市場增長鋪平了道路。

隨著虛擬現實 (VR) 和 3D 技術的出現,建築和建築行業經歷了技術演變。

在本報告中,我們研究和分析了全球增強現實 (AR) 和虛擬現實 (VR) 市場,並提供有關市場概況、行業趨勢、細分市場分析、競爭形勢、主要公司等方面的最新信息。

目錄

第一章介紹

第二章調查方法

第 3 章執行摘要

第 4 章重要考慮

第 5 章市場概述

  • 市場動態:AR 市場
    • 促進因素
    • 抑制器
    • 機會
    • 挑戰
  • 市場動態:VR 市場
    • 促進因素
    • 抑制器
    • 機會
    • 挑戰
  • 影響客戶業務的趨勢/動盪
  • 生態系統/市場地圖
  • 技術分析
  • 價值鏈分析
  • 專利分析
  • 監管情況
  • 貿易分析
  • 案例分析
  • 主要會議和活動
  • 波特五力分析
  • 平均售價 (ASP) 分析

第 6 章增強現實 (AR)/虛擬現實 (VR) 市場:按公司分類

  • 中型企業
  • 小型企業
  • 大公司

第 7 章增強現實 (AR)/虛擬現實 (VR) 市場:通過技術

  • 增強現實技術
  • 虛擬現實技術

第8章增強現實(AR)/虛擬現實(VR)市場:通過提供

  • 硬件
  • 軟件
  • VR內容製作

第9章增強現實(AR)/虛擬現實(VR)市場:按設備類型

  • 增強現實設備
  • 虛擬現實設備

第 10 章增強現實 (AR)/虛擬現實 (VR) 市場:按用途

  • 增強現實
  • 虛擬現實

第11章區域分析

  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 其他歐洲
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 其他領域
    • 中東/非洲
    • 南美洲

第12章競爭態勢

  • 概覽
  • 主要企業戰略/領先企業
  • AR市場公司排名
  • VR市場公司排名
  • 企業評估象限:AR 市場
  • 企業評價象限:VR 市場
  • 企業足跡
  • 創業評估矩陣:AR/VR 市場
  • 競爭形勢/趨勢

第13章公司簡介

  • 主要公司
    • GOOGLE
    • MICROSOFT
    • SONY
    • OCULUS (META PLATFORMS)
    • SAMSUNG ELECTRONICS
    • HTC
    • APPLE
    • PTC INC.
    • SEIKO EPSON
    • LENOVO
  • 其他企業
    • WIKITUDE GMBH
    • EON REALITY
    • MAXST
    • MAGIC LEAP INC.
    • BLIPPAR
    • UPSKILL
    • ATHEER INC.
    • VUZIX
    • CYBERGLOBE SYSTEMS
    • LEAP MOTION (ULTRALEAP)
    • SIXSENSE ENTERPRISES
    • NINTENDO
    • PSIOUS
    • MARXENT LABS, LLC
    • INGLOBE TECHNOLOGIES
    • META COMPANY
    • NIANTIC
    • AUGMENT SAS
    • MINDMAZE
    • FIRSTHAND TECHNOLOGY
    • WORLDVIZ
    • VIRTUIX
    • SURVIOS
    • INTEL CORPORATION
    • REALWEAR
    • MERGE LABS
    • SPACEVR
    • VIRTUALLY LIVE
    • XIAOMI CORPORATION
    • PANASONIC CORPORATION
    • DYNABOOK AMERICAS, INC.
    • OPTINVENT
    • WAYRAY
    • SCOPE AR
    • CONTINENTAL
    • VISTEON CORPORATION
    • TALEPSPIN
    • SCANTA
    • CRAFTARS
    • APPENTUS TECHNOLOGIES
    • BIDON GAMES STUDIO

第14章 附錄

目錄
Product Code: SE 2288

Augmented reality's widening demands in healthcare sector is paving a way for its growth in the market. The augmented reality can be put to use for surgeries, patient care, fitness and pharmacy management. Alog with its use in all of these aspects, augmented reality can also be used for medical training for students/budding surgeons. The augmented reality provides an immersive, 3D AR modelled visualization of the patient's internal organs to the surgeon so that the surgery can be performed with minimalistic invasion and with precsision. The AR modelled 3D visualization also helps medical teaching staff to provide an immersive learning experience to the students/budding surgeons.

Augmented reality facilitates surgeonsto visualize joints, muscles, and internal organs without making incisions into the pateint's body and make further decision about incsisions post diagnosing the body through augmented reality technologies. This leads to increase in the accuracy of diagnosis as well as surgeries. The real-time data availability of patients facilitate the growth and use of augmented reality technology even more, creating its remarkable importance in the healthcare sector. AR, due to its accuracy, precision and convenience to the surgeons, also proves to be a time saving technology.

AR could be used to enhance the workflow of the surgeons in the operating room. Also, the doctors can dial in an expert for telephonic support. For example, in 2016, David Nott, a British doctor, remotely directed life-saving operations in Aleppo (Syria) using Skype. Case Western Reserve University (US) and Cleveland Clinic (US) have entered a joint venture to bring 3D content into the real world for medical education via AR using Microsoft HoloLens. Touch Surgery (UK) has created more than 200 training programs for surgical procedures to be completed on a mobile phone or tablet. This will help the surgeons plan the patient's virtual surgery and cure patients in a better way.

"Rising investments in AR market"

Investments in the AR market have witnessed huge growth over the past few years. Companies such as Facebook Corporation, Intel Corporation, Qualcomm, Inc., Alphabet, Inc., Comcast Ventures, and Samsung Group are investing heavily in the AR market. Also, several research institutes are carrying out research in the AR application market for various products and applications. Some research institutes are being funded by private firms and venture capitalists, while governments are funding some. Industries such as consumer, aerospace & defense, healthcare, enterprise, retail, and marketing embrace the benefits of AR.

For instance, Boeing Company has announced a new setup named HorizonX. The company would be investing in some companies to start with, including Upskill, a major company in enterprise software for industrial AR devices, and Zunum Aero.

VR

"Penetration of Virtual reality technologin architecture and construction"

Virtual reality has come into picture for architecture and construction field. . The architecture and construction field has had a technological evolution with the emergence of VirtulaReality and 3D technologies. The use of VRhas helps to analyse and study the alternatives of the designs more conveniently by achieving a fully immersive experience for users and has taken the workexperience for the architects as well as for the clients to the next level. This smooth transition of conventional design approovals by the clients to a complete immersive virtual 3D experience by a walk in experience into the design helps the client to make changes and approve the designs only after a complete satisfaction regarding the design.VRcan also be used in order to identify the location of raw materials and equipments during the construction stage. VR can also be used for supervision of work from far away places. So, with the growing demand for infrastructure, the increasing use f VR in it will lead to the growth in the virtual reality market.

"High investments in VR market"

VR technology has been fetching huge investments from investors and tech giants. The VR game start-up Decentraland raised funding to create a virtual world using blockchain technology. The sum was raised through initial coin offerings (ICO). Similarly, Varjo, a Finnish company, raised funding in A round.

In July 2017, Leap Motion received a funding as Series C funding led by clients advised by J.P. Morgan Asset Management. This will help the company to expand its presence, especially in Asia.

In December 2016, High Fidelity raised funding, led by IDG Capital and Brayer Capital. High Fidelity allows users to host, build, and join interconnected virtual worlds for a persistent Metaverse.

In October 2016, Baobab Studios raised B funding led by Horizons Ventures and Evolution Media Partners, Twentieth Century Fox, Youku Global Media Fund, China's Shanghai Media Group, and LDV Partners. The company looks forward to adding richer content in storytelling using VR. The increased investments in the VR market will drive the market.

"Asia Pacific region to grow at a fastest rate in the forecast period"

With the increasing number of start-ups and the boom for technological advancements in Asia Pacific region, the growth rate will be fastest in this region. The increasing population as well as the maximum population contribution of the world population in this region makes it possible and viable to reach out these AR technologies for a wider range of people. The increasing technology companies in the region, focusing on training, virtual trials of apparels, jewellery, make-up, virtual furniture shopping, HUDs in low end vehicles, virtual map assistance, gesture tracking devices and smart glasses will lead to the growth of this market in the given forecast period of 2022 to 2027.

Breakdown ofprofiles of primary participants:

  • By Company: Tier 1 =15%, Tier 2 =50%, and Tier 3 =35%
  • By Designation: C-level Executives = 45%, Directors= 25%, and Others (sales, marketing, and product managers, as well as members of various organizations) =30%
  • By Region: North America = 45%, Asia Pacific=12%, Europe=35%, and South America=3% and Middle East and Africe = 5%.

Major players profiled in this report:

TheAR and VR market is dominated by a few established players such as Google (US), Microsoft (US), Sony Corporation (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Apple Inc., (US), PTC Inc., (US), Seiko Epson (Japan), Oculus VR (by Facebook (US)), Lenovo (China).

Research coverage

This report offers detailed insights into theAR and VRmarket based on offering (hardware and software),technology (markerless and marker-based for AR technologies and non-immersive, semi- immersive ndfully immersive technologies for VR), device type (head-mounted displays (smart glasses, smart helmets), head-up display, projectors and displays, gesture tracking devices), enterprise (small enterprise, medium enterprise, large enterprise), application (consumer, commercial, enterprise, aerospace and defence, healthcare, automotive, others)and region (North America, Europe, Asia Pacific), and Rest of the World (RoW) which includes theMiddle East, Africa, and South America.

The report also provides a comprehensive review of market drivers, restraints, opportunities, and challenges in the AR and VRmarket. The report also covers qualitative aspects in addition to the quantitative aspects of these markets.

Key Benefits of Buying the Report

The report will help the leaders/new entrants in this market with information on the closest approximations of the revenue numbers for the overall market and the sub-segments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the AR and VR market and provides them information on key market drivers, restraints, challenges, and opportunities.

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION AND SCOPE
  • 1.3 INCLUSIONS AND EXCLUSIONS
  • 1.4 STUDY SCOPE
    • 1.4.1 MARKETS COVERED
    • FIGURE 1 MARKET SEGMENTATION
    • FIGURE 2 MARKET SEGMENTATION
    • 1.4.2 YEARS CONSIDERED
  • 1.5 CURRENCY
  • 1.6 STAKEHOLDERS
  • 1.7 SUMMARY OF CHANGES IN NEW VERSION

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • FIGURE 3 AR AND VR MARKET: PROCESS FLOW OF MARKET SIZE ESTIMATION
    • FIGURE 4 AR MARKET: RESEARCH DESIGN
    • FIGURE 5 VR MARKET: RESEARCH DESIGN
    • 2.1.1 SECONDARY DATA
      • 2.1.1.1 Key data from secondary sources
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 Breakdown of primaries
      • 2.1.2.2 Key industry insights
  • 2.2 MARKET SIZE ESTIMATION
    • FIGURE 6 AR & VR MARKET: RESEARCH METHODOLOGY
    • FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY
    • 2.2.1 BOTTOM-UP APPROACH
      • 2.2.1.1 Approach for capturing market share by bottom-up analysis (demand side)
    • FIGURE 8 AR & VR MARKET: BOTTOM-UP APPROACH
    • FIGURE 9 MARKET SIZE CALCULATION BY BOTTOM-UP APPROACH
    • 2.2.2 TOP-DOWN APPROACH
      • 2.2.2.1 Approach for capturing market share by top-down analysis (supply side)
    • FIGURE 10 AR & VR MARKET: TOP-DOWN APPROACH
    • FIGURE 11 MARKET SIZE CALCULATION BY TOP-DOWN APPROACH
  • 2.3 MARKET BREAKDOWN AND DATA TRIANGULATION
    • FIGURE 12 DATA TRIANGULATION
  • 2.4 RESEARCH ASSUMPTIONS
    • FIGURE 13 ASSUMPTIONS OF RESEARCH STUDY

3 EXECUTIVE SUMMARY

    • FIGURE 14 AUGMENTED REALITY MARKET, 2018-2027 (USD MILLION)
    • FIGURE 15 VIRTUAL REALITY MARKET, 2018-2027 (USD MILLION)
  • 3.1 IMPACT OF COVID-19 ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET
    • FIGURE 16 COVID-19 IMPACT ON AUGMENTED REALITY MARKET
    • FIGURE 17 COVID-19 IMPACT ON VIRTUAL REALITY MARKET
    • 3.1.1 REALISTIC SCENARIO (POST-COVID-19)
    • 3.1.2 OPTIMISTIC SCENARIO (POST-COVID-19)
    • 3.1.3 PESSIMISTIC SCENARIO (POST-COVID-19)
    • FIGURE 18 HEAD-MOUNTED DISPLAYS TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2022
    • FIGURE 19 CONSUMER APPLICATION TO LEAD VIRTUAL REALITY MARKET FROM 2022 TO 2027
    • FIGURE 20 NORTH AMERICA HELD LARGEST SIZE OF AUGMENTED REALITY MARKET IN 2021

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES IN AUGMENTED REALITY MARKET
    • FIGURE 21 GROWING DEMAND FOR AR IN HEALTHCARE AND ENTERPRISE APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD
  • 4.2 ATTRACTIVE OPPORTUNITIES IN VIRTUAL REALITY MARKET
    • FIGURE 22 GROWING USE OF VIRTUAL REALITY IN CONSUMER APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD
  • 4.3 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY
    • FIGURE 23 CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARES OF VIRTUAL REALITY MARKET IN ASIA PACIFIC IN 2027
  • 4.4 VIRTUAL REALITY MARKET, BY COUNTRY
    • FIGURE 24 VIRTUAL REALITY MARKET TO GROW AT HIGHEST CAGR IN CHINA DURING FORECAST PERIOD
  • 4.5 AUGMENTED REALITY MARKET, BY COUNTRY
    • FIGURE 25 MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS: AR MARKET
    • FIGURE 26 DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS TO DRIVE MARKET GROWTH
    • 5.2.1 DRIVERS
      • 5.2.1.1 Increasing demand for AR devices and applications in healthcare
      • 5.2.1.2 Growing demand for AR in retail and e-commerce sectors due to COVID-19
    • FIGURE 27 ADOPTION OF AR IN RETAIL BY ESTABLISHMENTS
      • 5.2.1.3 Rising investments in AR market
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Security and privacy issues associated with AR
      • 5.2.2.2 Health issues associated with excessive usage of AR
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Partnerships between telecom players and AR manufacturers to reduce latency to imperceptible levels
      • 5.2.3.2 Rise in demand for AR in architecture
      • 5.2.3.3 Opportunities in enterprise applications
      • 5.2.3.4 High growth of travel & tourism industry
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Display latency and limited field of view
      • 5.2.4.2 Overcoming social challenges to increase adoption rate
      • 5.2.4.3 Reconfiguration of applications for different platforms
  • 5.3 MARKET DYNAMICS: VR MARKET
    • FIGURE 28 HIGH DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTORS TO DRIVE MARKET GROWTH
    • 5.3.1 DRIVERS
      • 5.3.1.1 Penetration of HMDs in gaming and entertainment sectors after COVID-19
      • 5.3.1.2 High investments in VR market
      • 5.3.1.3 Advancement of technologies and growing digitization
      • 5.3.1.4 Availability of affordable VR devices
      • 5.3.1.5 Growing adoption of HMDs in different industries
    • 5.3.2 RESTRAINTS
      • 5.3.2.1 Display latency and energy consumption affect overall performance of VR devices
      • 5.3.2.2 Health concerns relating to low resolution and lack of movement
      • 5.3.2.3 Trade restrictions imposed between US and China
    • 5.3.3 OPPORTUNITIES
      • 5.3.3.1 Penetration of HMDs in healthcare and architectural applications
      • 5.3.3.2 Use of VR in aerospace & defense for training and simulation
      • 5.3.3.3 Increasing demand for VR HMDs in healthcare due to COVID-19
    • 5.3.4 CHALLENGES
      • 5.3.4.1 Developing user-friendly VR systems
      • 5.3.4.2 Adverse impact of lockdowns due to COVID-19 on commercial trade
  • 5.4 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS' BUSINESSES
    • FIGURE 29 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS' BUSINESSES RELATED TO AUGMENTED REALITY MARKET
  • 5.5 ECOSYSTEM/MARKET MAP
    • TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET: ECOSYSTEM
  • 5.6 TECHNOLOGY ANALYSIS
    • 5.6.1 HIGH ADOPTION OF AR SMART GLASSES TO IMPROVE WORK EFFICIENCY
      • 5.6.1.1 Case study: Unilever's AR remote assistance and knowledge sharing
    • 5.6.2 INCREASED DEMAND FOR AR FOR RUGGED DISPLAY APPLICATIONS
      • 5.6.2.1 Case study: Crescent partnered with Arbor Technology to manufacture rugged AR and VR devices
    • 5.6.3 MICRODISPLAYS FOR VR
      • 5.6.3.1 Case study: LOMID Project
      • 5.6.3.2 Case study: Kopin's micro display for VR HMD
    • 5.6.4 MOBILE AR TECHNOLOGY
      • 5.6.4.1 Case study: Better warehouse operations for DHL supply chain's AR
    • 5.6.5 MONITOR-BASED TECHNOLOGY
      • 5.6.5.1 Case study: AR outdoor system developed jointly by GRINTEC GmbH and Graz University of Technology
    • 5.6.6 NEAR-EYE-BASED TECHNOLOGY
      • 5.6.6.1 Case study: FMT AB, a construction and excavation company, uses near eye-based AR technology to assist efficient construction activities
    • 5.6.7 WEBAR
      • 5.6.7.1 Case Study: WebAR
  • 5.7 VALUE CHAIN ANALYSIS
    • FIGURE 30 VALUE CHAIN: AUGMENTED AND VIRTUAL REALITY MARKET
  • 5.8 PATENT ANALYSIS
    • TABLE 2 NOTABLE PATENTS PERTAINING TO AUGMENTED AND VIRTUAL REALITY MARKET
    • TABLE 3 NUMBER OF PATENTS REGISTERED RELATED TO AUGMENTED AND VIRTUAL REALITY MARKET IN LAST 10 YEARS
    • FIGURE 31 TOP 10 COMPANIES WITH HIGHEST NO. OF PATENT APPLICATIONS IN LAST 10 YEARS
    • FIGURE 32 NO. OF PATENTS GRANTED PER YEAR, 2012-2021
  • 5.9 REGULATORY LANDSCAPE
    • 5.9.1 GLOBAL
  • 5.10 TRADE ANALYSIS
    • FIGURE 33 IMPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016-2019 (USD THOUSAND)
    • FIGURE 34 EXPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016-2019 (USD THOUSAND)
  • 5.11 CASE STUDY ANALYSIS
    • 5.11.1 L&T PARTNERED WITH INGAGE TECHNOLOGY TO TRAIN WORKERS
    • 5.11.2 MOBIDEV CREATED AR APP TO INCREASE CUSTOMER ENGAGEMENT
    • 5.11.3 RUFFLES COULD INCREASE SALES WITH AR GAME-AMIGO
    • 5.11.4 BEP SURFACE TECHNOLOGIES OPTED FOR VIRTUAL REALITY FOR THEIR DESIGN AND MANUFACTURING PROCESSES
    • 5.11.5 UNILEVER'S AR USE CASE: REMOTE ASSISTANCE AND KNOWLEDGE SHARING
    • 5.11.6 BOEING'S AR USE CASE: WIRING OF AIRPLANE
  • 5.12 KEY CONFERENCES & EVENTS DURING 2022-2023
    • TABLE 4 AUGMENTED AND VIRTUAL REALITY MARKET: DETAILED LIST OF CONFERENCES & EVENTS
  • 5.13 PORTER'S FIVE FORCES ANALYSIS
    • TABLE 5 AUGMENTED REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
    • 5.13.1 INTENSITY OF COMPETITIVE RIVALRY
    • 5.13.2 THREAT OF SUBSTITUTES
    • 5.13.3 BARGAINING POWER OF BUYERS
    • 5.13.4 BARGAINING POWER OF SUPPLIERS
    • 5.13.5 THREAT OF NEW ENTRANTS
  • 5.14 AVERAGE SELLING PRICE (ASP) ANALYSIS
    • FIGURE 35 AVERAGE PRICING FOR AUGMENTED REALITY MARKET
    • FIGURE 36 AVERAGE PRICING FOR VIRTUAL REALITY MARKET

6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY ENTERPRISE

  • 6.1 INTRODUCTION
  • 6.2 SMALL ENTERPRISES
  • 6.3 MEDIUM ENTERPRISES
  • 6.4 LARGE ENTERPRISES

7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY

  • 7.1 INTRODUCTION
  • 7.2 AUGMENTED REALITY TECHNOLOGY
    • TABLE 6 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AR
    • 7.2.1 MARKER-BASED AUGMENTED REALITY
      • 7.2.1.1 Case study: Vectrona provided mixed reality experiences for US Air Force training
      • 7.2.1.2 Passive marker
        • 7.2.1.2.1 Passive markers are widely used type of marker-based AR
      • 7.2.1.3 Active marker
        • 7.2.1.3.1 Active markers use LED to track objects
        • 7.2.1.3.2 Case study: The Code Work (TCW) project for augmented reality
    • 7.2.2 MARKERLESS AUGMENTED REALITY
      • 7.2.2.1 Model-based tracking
        • 7.2.2.1.1 Model-based tracking depends on camera movements
        • 7.2.2.1.2 Case study: Cavanna AR app
      • 7.2.2.2 Image processing-based tracking
        • 7.2.2.2.1 Image processing-based tracking requires optical scanners or cameras for processing images
        • 7.2.2.2.2 Case study: PAPER.plus brings in image processing-based tracking for markerless AR technology
    • 7.2.3 ANCHOR-BASED AUGMENTED REALITY
      • 7.2.3.1 Anchor-based AR is used to overlay virtual images in real space
      • 7.2.3.2 Case study: Sotheby's International Realty
  • 7.3 VIRTUAL REALITY TECHNOLOGY
    • FIGURE 37 SEMI- AND FULLY IMMERSIVE TECHNOLOGIES TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD
    • TABLE 7 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2018-2021 (USD MILLION)
    • TABLE 8 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2027 (USD MILLION)
    • 7.3.1 NON-IMMERSIVE TECHNOLOGY
      • 7.3.1.1 Use of non-immersive technology in VR software development set to drive market
    • TABLE 9 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2018-2021 (USD MILLION)
    • TABLE 10 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2022-2027 (USD MILLION)
    • 7.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY
      • 7.3.2.1 Fully immersive technology would be driven by demand for VR HMDs
      • 7.3.2.2 Case study: JBHXR & PIXO providing complete VR solution for enterprises
    • TABLE 11 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2018-2021 (USD MILLION)
    • TABLE 12 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2022-2027 (USD MILLION)

8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING

  • 8.1 INTRODUCTION
    • FIGURE 38 AUGMENTED REALITY MARKET FOR HARDWARE EXPECTED TO GROW AT HIGHER CAGR THAN SOFTWARE DURING FORECAST PERIOD
    • TABLE 13 AUGMENTED REALITY MARKET, BY OFFERING, 2018-2021 (USD MILLION)
    • TABLE 14 AUGMENTED REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
  • 8.2 HARDWARE
    • FIGURE 39 DISPLAYS & PROJECTORS TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD
    • TABLE 15 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2018-2021 (USD MILLION)
    • TABLE 16 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2022-2027 (USD MILLION)
    • FIGURE 40 VIRTUAL REALITY MARKET FOR HARDWARE TO REGISTER HIGHER CAGR DURING FORECAST PERIOD
    • TABLE 17 VIRTUAL REALITY MARKET, BY OFFERING, 2018-2021 (USD MILLION)
    • TABLE 18 VIRTUAL REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION)
    • FIGURE 41 VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
    • TABLE 19 VIRTUAL REALITY MARKET, BY HARDWARE, 2018-2021 (USD MILLION)
    • TABLE 20 VIRTUAL REALITY MARKET, HARDWARE, 2022-2027 (USD MILLION)
    • 8.2.1 SENSORS
      • 8.2.1.1 Sensors are widely used in AR & VR devices for detecting motion, velocity, magnetic field, and presence of object
        • 8.2.1.1.1 Accelerometers
        • 8.2.1.1.2 Gyroscopes
        • 8.2.1.1.3 Magnetometers
        • 8.2.1.1.4 Proximity sensors
    • 8.2.2 SEMICONDUCTOR COMPONENTS
      • 8.2.2.1 Controller is most important component of AR and VR devices
        • 8.2.2.1.1 Controllers and processors
        • 8.2.2.1.2 Integrated circuits
    • 8.2.3 DISPLAYS AND PROJECTORS
      • 8.2.3.1 Displays & projectors hold major share of AR and VR market
    • 8.2.4 POSITION TRACKERS
      • 8.2.4.1 Position trackers are used for maintaining accuracy in AR and VR devices
    • 8.2.5 CAMERAS
      • 8.2.5.1 Cameras are crucial components to measure depth and amplitude of objects
    • 8.2.6 OTHERS
    • 8.2.7 IMPACT OF COVID-19 ON HARDWARE MARKET
  • 8.3 SOFTWARE
    • 8.3.1 SDK WILL PLAY CRUCIAL ROLE IN AR & VR SOFTWARE MARKET
      • 8.3.1.1 Software development kits
        • 8.3.1.1.1 Case study: Arcore for Tendar
      • 8.3.1.2 Cloud-based services
        • 8.3.1.2.1 Case study: VR Group boosts cloud application performance and reduces costs
    • FIGURE 42 CONSUMER APPLICATIONS EXPECTED TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET FOR SOFTWARE DURING FORECAST PERIOD
    • TABLE 21 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 22 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 23 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 24 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2022-2027 (USD MILLION)
    • 8.3.2 AUGMENTED REALITY SOFTWARE FUNCTIONS
      • 8.3.2.1 Workflow optimization and remote collaboration are most trending AR solutions
        • 8.3.2.1.1 Remote collaboration
        • 8.3.2.1.2 Case study: AkzoNobel adopts AMA's AR solution to take remote collaboration to next level
        • 8.3.2.1.3 Workflow optimization
        • 8.3.2.1.4 Documentation
        • 8.3.2.1.5 Visualization
        • 8.3.2.1.6 3D modeling
        • 8.3.2.1.7 Case study: Development of 3D Models for Interior Design AR App
        • 8.3.2.1.8 Navigation
  • 8.4 VIRTUAL REALITY CONTENT CREATION
    • 8.4.1 VR CONTENT CREATION IS KEY TO STRENGTHENING VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES
    • 8.4.2 CASE STUDY: DEPLOYING GAMIFICATION AND VR IN ACTIVE SHOOTER TRAINING COURSE BY INNO-VERSITY

9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE

  • 9.1 INTRODUCTION
  • 9.2 AUGMENTED REALITY DEVICES
    • FIGURE 43 AUGMENTED REALITY MARKET FOR HEAD-MOUNTED DISPLAYS HAS LARGER MARKET SHARE DURING FORECAST PERIOD
    • TABLE 25 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 26 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 27 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2018-2021 (THOUSAND UNITS)
    • TABLE 28 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022-2027 (THOUSAND UNITS)
    • 9.2.1 HEAD-MOUNTED DISPLAYS
      • 9.2.1.1 Case Study: Inova Mount Vernon Hospital puts emergency room patients at ease
    • TABLE 29 AUGMENTED REALITY MARKET FOR HMD, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 30 AUGMENTED REALITY MARKET FOR HMD, BY APPLICATION, 2022-2027 (USD MILLION)
      • 9.2.1.2 Augmented Reality smart glasses
        • 9.2.1.2.1 AR smart glasses are widely adopted across companies to improve work efficiency
        • 9.2.1.2.2 Case study - North AR glasses for travel experience
      • 9.2.1.3 Smart helmets
        • 9.2.1.3.1 Smart helmets are widely adopted in construction sector to optimize workflow
        • 9.2.1.3.2 Case study
    • 9.2.2 HEAD-UP DISPLAYS
      • 9.2.2.1 Head-up display devices are anticipated to commercialize in 2020
      • 9.2.2.2 Case study: Navdy hired Aavid, Thermal division of Boyd Corporation to manage HUDs in varying thermal conditions
    • TABLE 31 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 32 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
  • 9.3 VIRTUAL REALITY DEVICES
    • FIGURE 44 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD
    • TABLE 33 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 34 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • FIGURE 45 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO EXHIBIT HIGHEST CAGR DURING FORECAST PERIOD, IN TERMS OF SHIPMENT
    • TABLE 35 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2018-2021 (THOUSAND UNITS)
    • TABLE 36 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022-2027 (THOUSAND UNITS)
    • 9.3.1 HEAD-MOUNTED DISPLAYS
      • 9.3.1.1 Use of HMDs in gaming and entertainment is major driver for growth of VR hardware devices
    • TABLE 37 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 38 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • 9.3.2 GESTURE-TRACKING DEVICES
      • 9.3.2.1 Gesture-tracking devices play crucial role in healthcare and gaming applications
      • 9.3.2.2 Case study
        • 9.3.2.2.1 Data gloves
        • 9.3.2.2.2 Others
    • TABLE 39 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 40 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2022-2027 (USD MILLION)
    • 9.3.3 PROJECTORS & DISPLAY WALLS
      • 9.3.3.1 Projectors and display walls are new growth avenues in VR hardware market
      • 9.3.3.2 Case study: Juntendo University, Sakura Campus
      • 9.3.3.3 Case study: Barrier-Free VR Spectating
    • TABLE 41 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 42 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2022-2027 (USD MILLION)

10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION

  • 10.1 INTRODUCTION
    • FIGURE 46 AUGMENTED REALITY MARKET, BY APPLICATION
    • FIGURE 47 CONSUMER APPLICATION TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD
    • TABLE 43 AUGMENTED REALITY MARKET, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 44 AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
  • 10.2 APPLICATIONS OF AUGMENTED REALITY
    • 10.2.1 CONSUMER
    • TABLE 45 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 46 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 47 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 48 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 49 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 50 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 51 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 52 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 53 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 54 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 55 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 56 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
      • 10.2.1.1 Gaming
        • 10.2.1.1.1 Augmented reality enhances interactivity in gaming and provides immersive experience to gamers
        • 10.2.1.1.2 Case study: Ruffles unites Brazil's youth with Amigo AR game
      • 10.2.1.2 Sports & entertainment
      • 10.2.1.3 Case study: Xmas ARchy's AR Portal
        • 10.2.1.3.1 Entertainment applications
          • 10.2.1.3.1.1 Museums (archaeology)
          • 10.2.1.3.1.2 Case study: AR in museums
          • 10.2.1.3.1.3 Theme parks
          • 10.2.1.3.1.4 Art galleries and exhibitions
          • 10.2.1.3.1.5 Case study: Jaunauce Palace team recruited Overly to bring back pieces from Leonardo da Vinci, Raphael, and Bertel Thorvaldsen in augmented reality
    • TABLE 57 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS
    • 10.2.2 COMMERCIAL
    • TABLE 58 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 59 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 60 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2018-2019 (USD MILLION)
    • TABLE 61 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 62 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 63 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 64 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 65 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 66 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 67 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 68 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 69 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
      • 10.2.2.1 Retail & e-commerce
        • 10.2.2.1.1 Jewelry
          • 10.2.2.1.1.1 Augmented reality enables consumers to try before they buy and improves consumer buying experience
          • 10.2.2.1.1.2 Case study: PC Jewelers Revamps Store Experience
        • 10.2.2.1.2 Beauty and cosmetics
          • 10.2.2.1.2.1 Virtual testing of cosmetic products is key driver for augmented reality market in beauty and cosmetics
          • 10.2.2.1.2.2 Case study: e.l.f. sees higher conversion for online consumers using 3D try-on
        • 10.2.2.1.3 Apparel fitting
          • 10.2.2.1.3.1 Virtual trial rooms are gaining consumer attention
          • 10.2.2.1.3.2 Case study: Visual fitting room - TryNDBuy in Bangalore
        • 10.2.2.1.4 Grocery shopping
          • 10.2.2.1.4.1 Augmented reality provides personalized product tips in grocery application
        • 10.2.2.1.5 Footwear
          • 10.2.2.1.5.1 Virtual try before you buy feature drives growth of augmented reality market in footwear
          • 10.2.2.1.5.2 Case study: Virtual try-on shoes
        • 10.2.2.1.6 Furniture & lighting design
          • 10.2.2.1.6.1 Reduced product exchange rate through augmented reality drives growth of augmented reality market in furniture & lighting design
          • 10.2.2.1.6.2 Case study: Slate and JigSpace are disrupting furniture design industry with AR model viewers and 3D product visualization software
      • 10.2.2.2 Travel & Tourism
        • 10.2.2.2.1 Augmented reality plays crucial role in enhancing traveling experience
        • 10.2.2.2.2 Case study: Using AR for travel mobile app development
      • 10.2.2.3 E-learning
        • 10.2.2.3.1 Augmented reality increases student interaction and enhances learning experience
    • TABLE 70 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATION
    • 10.2.3 ENTERPRISE (MANUFACTURING)
      • 10.2.3.1 Augmented reality aids enterprises in providing better training by visualizing content
      • 10.2.3.2 Case study: Boeing cuts production time by 25% with Skylight on glass
    • TABLE 71 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 72 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 73 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 74 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 75 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 76 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 77 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 78 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 79 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 80 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 81 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 82 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 83 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATION
    • 10.2.4 HEALTHCARE
    • TABLE 84 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 85 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 86 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 87 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 88 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 89 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 90 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 91 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 92 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 93 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 94 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 95 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
      • 10.2.4.1 Surgery
        • 10.2.4.1.1 Augmented healthcare apps can help save lives and treat patients seamlessly irrespective of severity of issues
        • 10.2.4.1.2 Case study: AR in surgeries
      • 10.2.4.2 Fitness management
        • 10.2.4.2.1 Augmented reality adds interactivity and fun to workouts
        • 10.2.4.2.2 Case study: AR in fitness
      • 10.2.4.3 Patient care management
        • 10.2.4.3.1 Remote consulting feature drives growth of augmented reality for patient care management
        • 10.2.4.3.2 Case study: AR in patient management
      • 10.2.4.4 Pharmacy management
        • 10.2.4.4.1 Requirement for better scheduling flow of medicines drives growth of augmented reality in pharmacy management
        • 10.2.4.4.2 Case study: AR in pharmacy management
      • 10.2.4.5 Medical training and education
        • 10.2.4.5.1 Augmented reality enriches learning experience and amplifies interactivity
        • 10.2.4.5.2 Case study: AR in medical education
      • 10.2.4.6 Others
        • 10.2.4.6.1 AR helps radiologists perceive 3D image data more precisely for interventional and diagnostic radiology
    • TABLE 96 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATION
    • 10.2.5 AEROSPACE & DEFENSE
      • 10.2.5.1 AR is being used to gain competitive advantage over enemies
      • 10.2.5.2 Case study: US Air Force adopts immersive mixed reality training to fuel better engagement, learning retention, and outcomes
    • TABLE 97 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 98 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 99 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 100 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 101 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 102 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 103 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 104 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 105 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 106 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 107 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 108 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 109 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATION
    • 10.2.6 ENERGY
      • 10.2.6.1 Growing need to improve safety in oil & gas sector drives augmented reality market for energy sector
      • 10.2.6.2 Case study: Siemens Energy's remote assistance
    • TABLE 110 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 111 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 112 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 113 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 114 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 115 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 116 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 117 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 118 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2018-2021 (USD MILLION)
    • TABLE 119 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2022-2027 (USD MILLION)
    • TABLE 120 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 121 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 122 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATION
    • 10.2.7 AUTOMOTIVE
      • 10.2.7.1 Emergence of ADAS drives demand for AR-based HUD technology
      • 10.2.7.2 Case study: AR in heads-up displays for Visteon HUD
    • TABLE 123 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 124 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 125 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 126 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 127 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 128 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 129 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 130 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 131 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 132 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 133 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 134 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 135 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS
    • 10.2.8 OTHERS
    • TABLE 136 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 137 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 138 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 139 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 140 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 141 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 142 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 143 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 144 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 145 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 146 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 147 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2022-2027 (USD MILLION)
      • 10.2.8.1 Agriculture
        • 10.2.8.1.1 Augmented reality assists farmers in implementing new techniques with better learning experience
        • 10.2.8.1.2 Case study: AR in agriculture
      • 10.2.8.2 Construction
        • 10.2.8.2.1 3D models required for construction projects can be better illustrated with augmented reality
        • 10.2.8.2.2 Case study: AR in construction
      • 10.2.8.3 Transportation & logistics
        • 10.2.8.3.1 AR technology is widely adopted in transportation & logistics sector to document trading activities
      • 10.2.8.4 Public safety
        • 10.2.8.4.1 Augmented reality-based 3D maps aid police personnel in enhancing public safety
      • 10.2.8.5 Telecom/IT data centers
        • 10.2.8.5.1 Requirement of advanced network infrastructure in telecom/IT data centers would help drive AR software market for this vertical
        • 10.2.8.5.2 Case study: AR in telecom
        • 10.2.8.5.3 Case study: Service IT Direct utilizes CareAR to power Smart Handz
    • TABLE 148 USE CASES OF AUGMENTED REALITY IN OTHER APPLICATIONS
  • 10.3 VIRTUAL REALITY APPLICATIONS
    • FIGURE 48 VR MARKET FOR COMMERCIAL APPLICATIONS TO REGISTER HIGHEST CAGR BETWEEN 2022 AND 2027
    • TABLE 149 VIRTUAL REALITY MARKET, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 150 VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION)
    • 10.3.1 CONSUMER
      • 10.3.1.1 Gaming and entertainment applications are major drivers for VR market growth
    • TABLE 151 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 152 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 153 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 154 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 155 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 156 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 157 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 158 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 159 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 160 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 161 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 162 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
        • 10.3.1.1.1 Gaming and entertainment
        • 10.3.1.1.2 Sports
        • 10.3.1.1.3 Case study: VR in sports
      • 10.3.1.2 Use cases of virtual reality in consumer applications
    • 10.3.2 COMMERCIAL
      • 10.3.2.1 Retail and e-commerce to drive commercial applications in VR market
    • TABLE 163 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 164 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 165 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 166 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 167 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 168 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 169 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 170 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 171 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 172 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 173 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 174 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
        • 10.3.2.1.1 Retail & e-commerce
        • 10.3.2.1.2 Case study: Kellogg's has perfected product placement with VR
        • 10.3.2.1.3 Education and training
        • 10.3.2.1.4 Case study: Virtual reality in classrooms
        • 10.3.2.1.5 Travel and tourism
        • 10.3.2.1.6 Case study: Thomas Cook's virtual reality holiday 'Try Before You Fly'
        • 10.3.2.1.7 Advertising
        • 10.3.2.1.8 Case study: New York Times takes news to new level
      • 10.3.2.2 Use cases of virtual reality in commercial applications
    • 10.3.3 ENTERPRISE (MANUFACTURING)
      • 10.3.3.1 Increased use of VR technology and devices in industrial facilities to drive enterprise application in VR market
      • 10.3.3.2 Case study: BEP Surface Technologies is using VR for growth
    • TABLE 175 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 176 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 177 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 178 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 179 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 180 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 181 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 182 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 183 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 184 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 185 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 186 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
      • 10.3.3.3 Use cases of virtual reality in enterprise (manufacturing)
    • 10.3.4 HEALTHCARE
      • 10.3.4.1 Patient care management and medical training & education are major applications driving growth of VR in healthcare
    • TABLE 187 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 188 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 189 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 190 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 191 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 192 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 193 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 194 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 195 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 196 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 197 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 198 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
        • 10.3.4.1.1 Surgery
        • 10.3.4.1.2 Case study: VR in surgeries
        • 10.3.4.1.3 Patient care management
        • 10.3.4.1.4 Case study: VR in patient care management
        • 10.3.4.1.5 Fitness management
        • 10.3.4.1.6 Pharmacy management
        • 10.3.4.1.7 Medical training and education
        • 10.3.4.1.8 Case study: GE Healthcare uses VR for training
      • 10.3.4.2 Use cases of virtual reality in healthcare
    • 10.3.5 AEROSPACE & DEFENSE
      • 10.3.5.1 Simulation training to be major growth factor of VR in aerospace & defense
    • TABLE 199 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 200 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 201 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 202 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 203 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 204 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 205 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 206 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 207 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 208 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 209 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 210 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION)
      • 10.3.5.2 Use cases of virtual reality in aerospace & defense
    • 10.3.6 OTHERS
    • TABLE 211 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2018-2021 (USD MILLION)
    • TABLE 212 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2022-2027 (USD MILLION)
    • TABLE 213 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 214 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 215 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 216 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 217 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 218 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 219 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 220 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • TABLE 221 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 222 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2022-2027 (USD MILLION)
      • 10.3.6.1 Automotive
      • 10.3.6.2 Case study: AUDI lets customers "Enter Sandbox"
      • 10.3.6.3 Real estate (architecture and building design)
      • 10.3.6.4 Case study: Immersive visualization for architectural designs
      • 10.3.6.5 Geospatial mining
      • 10.3.6.6 Case study: Use of VR in Lihir Gold Mine
      • 10.3.6.7 Use cases of virtual reality in other applications

11 GEOGRAPHICAL ANALYSIS

  • 11.1 INTRODUCTION
    • FIGURE 49 GEOGRAPHIC SNAPSHOT: AUGMENTED REALITY MARKET IN ASIA PACIFIC TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD
    • FIGURE 50 GEOGRAPHIC SNAPSHOT: VIRTUAL REALITY MARKET IN ASIA PACIFIC TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
    • TABLE 223 AUGMENTED REALITY MARKET, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 224 AUGMENTED REALITY MARKET, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 225 VIRTUAL REALITY MARKET, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 226 VIRTUAL REALITY MARKET, BY REGION, 2022-2027 (USD MILLION)
  • 11.2 NORTH AMERICA
    • FIGURE 51 NORTH AMERICA: SNAPSHOT OF AUGMENTED REALITY MARKET
    • TABLE 227 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 228 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 229 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 230 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • FIGURE 52 NORTH AMERICA: SNAPSHOT OF VIRTUAL REALITY MARKET
    • TABLE 231 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 232 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 233 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 234 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION)
    • 11.2.1 US
      • 11.2.1.1 Strong presence of AR & VR companies to drive market
      • 11.2.1.2 Case study: Showstopping technology by Cisco
    • 11.2.2 CANADA
      • 11.2.2.1 Increasing investments in cutting-edge technologies to fuel growth
      • 11.2.2.2 Case study: Training using virtual reality
    • 11.2.3 MEXICO
      • 11.2.3.1 Evolving industries to drive market growth
  • 11.3 EUROPE
    • 11.3.1 CASE STUDY: QUOTIDIANAMENTE -ITALIAN PROJECT, WHICH COMBINES VR WITH DISABILITIES
    • FIGURE 53 EUROPE: SNAPSHOT OF AUGMENTED REALITY MARKET
    • TABLE 235 AUGMENTED REALITY MARKET IN EUROPE, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 236 AUGMENTED REALITY MARKET IN EUROPE, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 237 AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 238 AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • FIGURE 54 EUROPE: SNAPSHOT OF VIRTUAL REALITY MARKET
    • TABLE 239 VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 240 VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 241 VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 242 VR MARKET IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION)
    • 11.3.2 GERMANY
      • 11.3.2.1 High adoption of new technologies in manufacturing to drive market
      • 11.3.2.2 Case study: VR technologies adopted by Volkswagen
    • 11.3.3 FRANCE
      • 11.3.3.1 High adoption in retail to enhance market growth
      • 11.3.3.2 Case study: 3D makeup try-on by L'Oreal
    • 11.3.4 UK
      • 11.3.4.1 Continuous focus on digitalization likely to drive market growth
      • 11.3.4.2 Case study: Lloyd's Register': VR safety and performance
    • 11.3.5 REST OF EUROPE
  • 11.4 ASIA PACIFIC
    • FIGURE 55 ASIA PACIFIC: SNAPSHOT OF AUGMENTED REALITY MARKET
    • TABLE 243 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 244 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 245 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 246 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • FIGURE 56 ASIA PACIFIC: SNAPSHOT OF VIRTUAL REALITY MARKET
    • TABLE 247 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 248 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 249 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION)
    • TABLE 250 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION)
    • 11.4.1 CHINA
      • 11.4.1.1 Huge number of local players producing AR & VR devices to drive market growth
      • 11.4.1.2 Case study: IoT Solutions Limited developed AR learning platform
    • 11.4.2 INDIA
      • 11.4.2.1 Increasing awareness of advanced technology plays crucial role in market growth
      • 11.4.2.2 Case study: Sony Pictures Entertainment (SPE) India used augmented reality to creatively engage users to promote Men in Black
    • 11.4.3 JAPAN
      • 11.4.3.1 High growth of healthcare sector to fuel market growth
      • 11.4.3.2 Case study: Japan Eyewear's JINS Holdings
    • 11.4.4 SOUTH KOREA
      • 11.4.4.1 Digital revolution in industrial sector to drive market growth
    • 11.4.5 REST OF APAC
      • 11.4.5.1 Case study: Castlery in Singapore adopted AR VR technologies to keep up with its business in furniture
  • 11.5 ROW
    • TABLE 251 AUGMENTED REALITY MARKET IN ROW, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 252 AUGMENTED REALITY MARKET IN ROW, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 253 AUGMENTED REALITY MARKET IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 254 AUGMENTED REALITY MARKET IN ROW, BY REGION, 2022-2027 (USD MILLION)
    • TABLE 255 VIRTUAL REALITY MARKET IN ROW, BY APPLICATION, 2018-2021 (USD MILLION)
    • TABLE 256 VIRTUAL REALITY MARKET IN ROW, BY APPLICATION, 2022-2027 (USD MILLION)
    • TABLE 257 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2018-2021 (USD MILLION)
    • TABLE 258 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2022-2027 (USD MILLION)
    • 11.5.1 MIDDLE EAST & AFRICA
      • 11.5.1.1 Oil & gas and mining to fuel growth of AR and VR devices
      • 11.5.1.2 Case study: Travel experiences with ILTM
    • 11.5.2 SOUTH AMERICA
      • 11.5.2.1 Growing consumer market to drive market growth

12 COMPETITIVE LANDSCAPE

  • 12.1 OVERVIEW
  • 12.2 KEY PLAYER STRATEGIES/RIGHT TO WIN
    • TABLE 259 OVERVIEW OF STRATEGIES DEPLOYED BY KEY MARKET PLAYERS
    • 12.2.1 PRODUCT PORTFOLIO
    • 12.2.2 REGIONAL FOCUS
    • 12.2.3 MANUFACTURING FOOTPRINT
    • 12.2.4 ORGANIC/INORGANIC GROWTH STRATEGIES
  • 12.3 RANKING FOR AR MARKET PLAYERS
    • FIGURE 57 RANKING OF THE TOP 5 PLAYERS IN AUGMENTED REALITY MARKET
  • 12.4 RANKING FOR VR MARKET PLAYERS
    • FIGURE 58 RANKING OF TOP 5 PLAYERS IN VR MARKET
  • 12.5 COMPANY EVALUATION QUADRANT: AR MARKET
    • 12.5.1 STARS
    • 12.5.2 EMERGING LEADERS
    • 12.5.3 PERVASIVE PLAYERS
    • 12.5.4 PARTICIPANTS
    • FIGURE 59 AUGMENTED REALITY MARKET COMPANY EVALUATION QUADRANT, 2021
  • 12.6 COMPANY EVALUATION QUADRANT: VR MARKET
    • 12.6.1 STARS
    • 12.6.2 EMERGING LEADERS
    • 12.6.3 PERVASIVE PLAYERS
    • 12.6.4 PARTICIPANTS
    • FIGURE 60 VIRTUAL REALITY MARKET COMPANY EVALUATION QUADRANT, 2021
  • 12.7 COMPANY FOOTPRINT
    • TABLE 260 OVERALL COMPANY FOOTPRINT
    • TABLE 261 FOOTPRINT OF DIFFERENT COMPANIES FOR TECHNOLOGY
    • TABLE 262 FOOTPRINT OF DIFFERENT COMPANIES FOR OFFERING
    • TABLE 263 FOOTPRINT OF DIFFERENT COMPANIES IN VARIOUS REGIONS
  • 12.8 START-UP EVALUATION MATRIX: AR AND VR MARKET
    • 12.8.1 PROGRESSIVE COMPANIES
    • 12.8.2 RESPONSIVE COMPANIES
    • 12.8.3 DYNAMIC COMPANIES
    • 12.8.4 STARTING BLOCKS
    • FIGURE 61 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, STARTUP/SME EVALUATION MATRIX, 2021
  • 12.9 COMPETITIVE SITUATIONS AND TRENDS
    • 12.9.1 PRODUCT LAUNCHES
    • TABLE 264 PRODUCT LAUNCHES, 2020-2022
    • 12.9.2 DEALS
    • TABLE 265 DEALS, 2020-2022

13 COMPANY PROFILING

  • 13.1 KEY PLAYERS
  • (Business Overview, Solutions, Products & Services strategies, Deals, Recent Developments, MnM View)**
    • 13.1.1 GOOGLE
    • TABLE 266 GOOGLE: COMPANY SNAPSHOT
    • FIGURE 62 GOOGLE: COMPANY SNAPSHOT
    • 13.1.2 MICROSOFT
    • TABLE 267 MICROSOFT: COMPANY SNAPSHOT
    • FIGURE 63 MICROSOFT: COMPANY SNAPSHOT
    • 13.1.3 SONY
    • TABLE 268 SONY: COMPANY SNAPSHOT
    • FIGURE 64 SONY: COMPANY SNAPSHOT
    • 13.1.4 OCULUS (META PLATFORMS)
    • TABLE 269 OCULUS (META PLATFORMS): COMPANY SNAPSHOT
    • 13.1.5 SAMSUNG ELECTRONICS
    • TABLE 270 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
    • FIGURE 65 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
    • 13.1.6 HTC
    • TABLE 271 HTC: COMPANY SNAPSHOT
    • FIGURE 66 HTC: COMPANY SNAPSHOT
    • 13.1.7 APPLE
    • TABLE 272 APPLE: COMPANY SNAPSHOT
    • FIGURE 67 APPLE: COMPANY SNAPSHOT
    • 13.1.8 PTC INC.
    • TABLE 273 PTC INC.: COMPANY SNAPSHOT
    • FIGURE 68 PTC INC.: COMPANY SNAPSHOT
    • 13.1.9 SEIKO EPSON
    • TABLE 274 SEIKO EPSON: COMPANY SNAPSHOT
    • FIGURE 69 SEIKO EPSON: COMPANY SNAPSHOT
    • 13.1.10 LENOVO
    • TABLE 275 LENOVO: COMPANY SNAPSHOT
    • FIGURE 70 LENOVO: COMPANY SNAPSHOT
  • 13.2 OTHER PLAYERS
    • 13.2.1 WIKITUDE GMBH
    • 13.2.2 EON REALITY
    • 13.2.3 MAXST
    • 13.2.4 MAGIC LEAP INC.
    • 13.2.5 BLIPPAR
    • 13.2.6 UPSKILL
    • 13.2.7 ATHEER INC.
    • 13.2.8 VUZIX
    • 13.2.9 CYBERGLOBE SYSTEMS
    • 13.2.10 LEAP MOTION (ULTRALEAP)
    • 13.2.11 SIXSENSE ENTERPRISES
    • 13.2.12 NINTENDO
    • 13.2.13 PSIOUS
    • 13.2.14 MARXENT LABS, LLC
    • 13.2.15 INGLOBE TECHNOLOGIES
    • 13.2.16 META COMPANY
    • 13.2.17 NIANTIC
    • 13.2.18 AUGMENT SAS
    • 13.2.19 MINDMAZE
    • 13.2.20 FIRSTHAND TECHNOLOGY
    • 13.2.21 WORLDVIZ
    • 13.2.22 VIRTUIX
    • 13.2.23 SURVIOS
    • 13.2.24 INTEL CORPORATION
    • 13.2.25 REALWEAR
    • 13.2.26 MERGE LABS
    • 13.2.27 SPACEVR
    • 13.2.28 VIRTUALLY LIVE
    • 13.2.29 XIAOMI CORPORATION
    • 13.2.30 PANASONIC CORPORATION
    • 13.2.31 DYNABOOK AMERICAS, INC.
    • 13.2.32 OPTINVENT
    • 13.2.33 WAYRAY
    • 13.2.34 SCOPE AR
    • 13.2.35 CONTINENTAL
    • 13.2.36 VISTEON CORPORATION
    • 13.2.37 TALEPSPIN
    • 13.2.38 SCANTA
    • 13.2.39 CRAFTARS
    • 13.2.40 APPENTUS TECHNOLOGIES
    • 13.2.41 BIDON GAMES STUDIO
  • *Details on Business Overview, Solutions, Products offered & Services strategies, Delas, Recent Developments, MnM View might not be captured in case of unlisted companies.

14 APPENDIX

  • 14.1 DISCUSSION GUIDE
  • 14.2 KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.3 AVAILABLE CUSTOMIZATIONS
  • 14.4 RELATED REPORTS
  • 14.5 AUTHOR DETAILS