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市場調查報告書

擴增實境 (AR)、虛擬實境 (VR)的全球市場 - 至2023年的預測:HMD,HUD,手機終端,手勢追蹤

Augmented Reality and Virtual Reality Market by Offering (Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography - Global Forecast to 2023

出版商 MarketsandMarkets 商品編碼 225102
出版日期 內容資訊 英文 251 Pages
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擴增實境 (AR)、虛擬實境 (VR)的全球市場 - 至2023年的預測:HMD,HUD,手機終端,手勢追蹤 Augmented Reality and Virtual Reality Market by Offering (Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography - Global Forecast to 2023
出版日期: 2018年02月28日 內容資訊: 英文 251 Pages
簡介

擴增實境 (AR) 市場,預計從2018年的111億4000萬美元,到2023年擴大到605億5000萬美元,以40.29%的年複合成長率成長。虛擬實境 (VR) 市場,預計從2018年的79億美元,到2023年擴大到340億8000萬美元,以33.95%的年複合成長率 (CAGR)成長。

本報告提供全球擴增實境 (AR)、虛擬實境 (VR)市場相關調查分析,市場概要,產業趨勢,各市場區隔的市場分析,競爭情形,主要企業等相關的系統性資訊。

第1章 簡介

第2章 調查手法

第3章 摘要整理

第4章 重要考察

  • AR市場
  • VR市場
  • 亞太地區的VR市場
  • VR市場:已發展的市場 vs. 途中市場
  • AR市場:各國
  • AR市場:各用途
  • VR市場:設備的各類型

第5章 市場概要

  • 簡介
  • AR、VR技術的歷史與演進
  • 市場動態:AR市場
    • 促進因素
    • 阻礙因素
    • 機會
    • 課題
  • 市場動態:VR市場
    • 促進因素
    • 阻礙因素
    • 機會
    • 課題
  • 價值鏈分析

第6章 AR、VR的全球市場:各技術

  • 簡介
  • AR技術
  • VR技術

第7章 AR、VR的全球市場:各提供

  • 簡介
  • 硬體設備
  • 軟體

第8章 AR、VR的全球市場:設備的各類型

  • 簡介
  • AR設備
  • VR設備

第9章 AR、VR的全球市場:各用途

  • 簡介
  • AR用
  • VR用

第10章 AR、VR的全球市場:各地區

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • 其他

第11章 競爭情形

  • 簡介
  • 競爭模式

第12章 企業簡介

  • 簡介
  • GOOGLE
  • MICROSOFT
  • OCULUS VR (FACEBOOK)
  • SONY
  • SAMSUNG ELECTRONICS
  • HTC
  • PTC
  • WIKITUDE GMBH
  • MAGIC LEAP
  • OSTERHOUT DESIGN GROUP
  • DAQRI
  • BLIPPAR
  • UPSKILL
  • CONTINENTAL
  • VISTEON
  • EON REALITY
  • VUZIX
  • ZUGARA
  • 其他
  • 主要創新者

第13章 附錄

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目錄
Product Code: SE 2288

"Increasing demand for AR in healthcare and retail & e-commerce is the major driver for the augmented reality market"

The augmented reality market was valued at USD 11.14 billion in 2018 and is expected to reach USD 60.55 billion by 2023, growing at a CAGR of 40.29% during the forecast period. The increasing demand for AR devices in healthcare, growing demand for AR in retail and e-commerce, and rising investment in the augmented reality market are the major drivers for the augmented reality market. The limited user interface (UI) affecting the navigation performance of AR applications, limited processing power, less storage, and restricted size of the memory card in mobile phones, and varied infrastructure quality of digital network will restrain the growth of AR.

"Increasing use of VR in gaming and entertainment is the major driver for the virtual reality market"

The virtual reality market was valued at USD 7.90 billion in 2018 and is expected to reach USD 34.08 billion by 2023, growing at a CAGR of 33.95% during the forecast period. The high penetration of HMDs in gaming and entertainment, huge investments in the VR market, advancement of technology and digitization, and availability of affordable VR devices are the major drivers of the VR market. The health concerns relating to low resolution and lack of movement and display latency and energy consumption affecting the overall performance of VR devices are the major restraints in the VR market.

"Augmented reality and virtual reality market for the head-mounted displays is expected to grow at a high rate during the forecast period"

The use of HMDs in the enterprises for instructions and training purposes is likely to boost the growth of HMDs in the AR market. AR smart glasses are expected to be mainly used HMDs in the augmented reality market. The major applications for VR HMDs have been gaming and entertainment, and are expected to dominate the market during the forecast period. The head-mounted devices from companies such as Sony, Oculus, HTC, Samsung, Google, TLC Alcatel, and Osterhout Design Group are already in use and have received an overwhelming response from the users.

"Augmented reality market for enterprise application is expected to witness high growth during the forecast period"

Augmented reality is used in enterprises for training personnel, providing information about the industrial facility, remodeling and redesigning, and industrial simulations. The enterprise applications would witness a high growth for HMDs in the near future. The use of HMDs in the manufacturing setups is the major driver for the growth of enterprise application in the augmented reality market.

"Virtual reality market for consumer application is expected to lead the market during the forecast period"

Virtual reality technology is used mainly for consumer applications such as gaming and entertainment. Virtual reality is used in various gaming types such as PC gaming, gaming consoles, Internet games, smartphones, and tablets. In all these game types, virtual reality is used to enhance a user's gaming experience.

In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews have been conducted with key experts in the augmented reality and virtual reality industry. The breakup of the profiles of primary participants has been shown below:

  • By Company Type: Tier 1 = 36%, Tier 2 = 44%, and Tier 3 = 20%
  • By Designation: C-Level Executives = 17%, Directors = 44%, and Others = 39%
  • By Region: North America = 35%, Europe = 32%, APAC = 21%, South America = 7%, Middle East & Africa = 5%.

The report also profiles the key players in the augmented reality and virtual reality market. These key players are Sony (Japan), Oculus (US), Samsung (South Korea), Google (US), HTC (Taiwan), PTC (US), Microsoft (US), Wikitude (Austria), DAQRI (US), Zugara, (US), Blippar (UK), Osterhout Design Group (US), Magic Leap (US), Upskill (US), Continental (Germany), Visteon (US), Eon Reality (US), and Vuzix (US).

Research Coverage:

This research categorizes the augmented reality and virtual reality market on the basis of technology, device type, offering (hardware & software), application, and geography. The report also discusses major drivers, restraints, challenges, and opportunities for the market.

Reasons to Buy the Report:

The report would help leaders/new entrants in this market in the following ways:

  • 1. This report segments the augmented reality and virtual reality market comprehensively and provides the closest market size estimation for major industries across various regions.
  • 2. The report would help stakeholders understand the pulse of the market and provide them with the information on drivers, restraints, challenges, and opportunities for the market.
  • 3. This report would help stakeholders understand their competitors better and gain more insights to improve their position in the business. The competitive landscape section includes competitor ecosystem, product launches and developments, partnerships, fund raising, and acquisitions.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. DEFINITION
  • 1.3. STUDY SCOPE
    • 1.3.1. MARKETS COVERED
    • 1.3.2. YEARS CONSIDERED FOR THE STUDY
  • 1.4. CURRENCY
  • 1.5. LIMITATIONS
  • 1.6. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. SECONDARY DATA
      • 2.1.1.1. Secondary sources
    • 2.1.2. PRIMARY DATA
      • 2.1.2.1. Primary interviews with experts
      • 2.1.2.2. Breakdown of primaries
      • 2.1.2.3. Key data from primary sources
    • 2.1.3. SECONDARY AND PRIMARY RESEARCH
      • 2.1.3.1. Key industry insights
  • 2.2. MARKET SIZE ESTIMATION
    • 2.2.1. BOTTOM-UP APPROACH
    • 2.2.2. TOP-DOWN APPROACH
  • 2.3. MARKET BREAKDOWN & DATA TRIANGULATION
  • 2.4. RESEARCH ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. AUGMENTED REALITY MARKET, 2017-2023(USD BILLION)
  • 4.2. VIRTUAL REALITY MARKET, 2017-2023(USD BILLION)
  • 4.3. VIRTUAL REALITY MARKET IN APAC
  • 4.4. VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2017 AND 2023(USD BILLION)
  • 4.5. AUGMENTED REALITY MARKET ANALYSIS, BY COUNTRY(2018-2023)
  • 4.6. AUGMENTED REALITY MARKET, BY APPLICATION(USD MILLION)
  • 4.7. VR MARKET, BY DEVICE TYPE

5. MARKET OVERVIEW

  • 5.1. INTRODUCTION
  • 5.2. HISTORY AND EVOLUTION OF AR AND VR TECHNOLOGY
  • 5.3. MARKET DYNAMICS: AR MARKET
    • 5.3.1. DRIVERS
      • 5.3.1.1. Increasing demand for AR devices in patient care management, and medical training and education
      • 5.3.1.2. Trend of online shopping has increased the demand for AR in retail and e-commerce
      • 5.3.1.3. Increased interest of tech giants in the AR market has resulted in an upsurge of investment
    • 5.3.2. RESTRAINTS
      • 5.3.2.1. Limited user interface(UI) affecting navigation performance of AR applications
      • 5.3.2.2. Limited processing power, less storage, and restricted size of memory card in mobile phones
      • 5.3.2.3. Varied infrastructure quality of digital network will restrain the growth of AR
    • 5.3.3. OPPORTUNITIES
      • 5.3.3.1. Increasing demand to portray digital information using AR in architecture
      • 5.3.3.2. Opportunity in the enterprise industry with increased trend of smart manufacturing
      • 5.3.3.3. High growth of the travel and tourism industry will boost the growth of the AR market
    • 5.3.4. CHALLENGES
      • 5.3.4.1. Overcoming social challenges to increase the adoption rate
      • 5.3.4.2. Reconfiguration of applications for different platforms
  • 5.4. MARKET DYNAMICS: VR MARKET
    • 5.4.1. DRIVERS
      • 5.4.1.1. Penetration of HMDs in the gaming and entertainment sector
      • 5.4.1.2. Huge investments in the VR market
      • 5.4.1.3. Advancement of technology and growing digitization
      • 5.4.1.4. Availability of affordable VR devices
    • 5.4.2. RESTRAINTS
      • 5.4.2.1. Display latency and energy consumption affect the overall performance of VR devices
      • 5.4.2.2. Health concerns relating to low resolution and lack of movement
    • 5.4.3. OPPORTUNITIES
      • 5.4.3.1. Penetration of HMDs in healthcare and architectural applications
      • 5.4.3.2. Use of VR in aerospace & defense for training and simulation
    • 5.4.4. CHALLENGES
      • 5.4.4.1. Developing user-friendly VR systems
  • 5.5. VALUE CHAIN ANALYSIS

6. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY

  • 6.1. INTRODUCTION
  • 6.2. AUGMENTED REALITY TECHNOLOGY
    • 6.2.1. MARKER-BASED AUGMENTED REALITY
      • 6.2.1.1. Passive marker
      • 6.2.1.2. Active marker
    • 6.2.2. MARKERLESS AUGMENTED REALITY
      • 6.2.2.1. Model-based tracking
      • 6.2.2.2. Image-based processing
  • 6.3. VIRTUAL REALITY TECHNOLOGY
    • 6.3.1. NONIMMERSIVE TECHNOLOGY
    • 6.3.2. SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY

7. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING

  • 7.1. INTRODUCTION
    • 7.1.1. HARDWARE
      • 7.1.1.1. Sensors
        • 7.1.1.1.1. Accelerometer
        • 7.1.1.1.2. Gyroscope
        • 7.1.1.1.3. Magnetometer
        • 7.1.1.1.4. Proximity sensor
      • 7.1.1.2. Semiconductor component
        • 7.1.1.2.1. Controller and processor
        • 7.1.1.2.2. Integrated circuits
      • 7.1.1.3. Displays and projectors
      • 7.1.1.4. Position trackers
      • 7.1.1.5. Cameras
      • 7.1.1.6. Others
  • 7.2. SOFTWARE
    • 7.2.1. INTRODUCTION
      • 7.2.1.1. Software development kits
      • 7.2.1.2. Cloud-based services
    • 7.2.2. AR SOFTWARE
      • 7.2.2.1. AR remote collaboration
      • 7.2.2.2. Workflow optimization
      • 7.2.2.3. Documentation
      • 7.2.2.4. Visualization
      • 7.2.2.5. 3D modeling
      • 7.2.2.6. Navigation
    • 7.2.3. VR CONTENT CREATION

8. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE

  • 8.1. INTRODUCTION
  • 8.2. AUGMENTED REALITY DEVICES
    • 8.2.1. HEAD-MOUNTED DISPLAY
      • 8.2.1.1. AR smart glasses
      • 8.2.1.2. Smart helmets
    • 8.2.2. HEAD-UP DISPLAY
    • 8.2.3. HANDHELD DEVICE
  • 8.3. VIRTUAL REALITY DEVICES
    • 8.3.1. HEAD-MOUNTED DISPLAY
    • 8.3.2. GESTURE-TRACKING DEVICE
      • 8.3.2.1. Data gloves
      • 8.3.2.2. Others
    • 8.3.3. PROJECTOR & DISPLAY WALL

9. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION

  • 9.1. INTRODUCTION
  • 9.2. AUGMENTED REALITY APPLICATIONS
    • 9.2.1. CONSUMER
      • 9.2.1.1. Gaming
      • 9.2.1.2. Sports & entertainment
        • 9.2.1.2.1. Entertainment applications
        • 9.2.1.2.1.1. Museums(archaeology)
        • 9.2.1.2.1.2. Theme parks
        • 9.2.1.2.1.3. Art gallery & exhibitions
      • 9.2.1.3. Use-cases in consumer
    • 9.2.2. COMMERCIAL
      • 9.2.2.1. Tourism & sightseeing
      • 9.2.2.2. E-learning
      • 9.2.2.3. Retail & e-commerce
        • 9.2.2.3.1. Jewelry
        • 9.2.2.3.2. Beauty & cosmetics
        • 9.2.2.3.3. Apparel fitting
        • 9.2.2.3.4. Furniture & lighting design
        • 9.2.2.3.5. Grocery shopping
        • 9.2.2.3.6. Footwear
      • 9.2.2.4. Use-cases in commercial
    • 9.2.3. ENTERPRISE
      • 9.2.3.1. Use-cases in enterprise
    • 9.2.4. HEALTHCARE
      • 9.2.4.1. Surgery
      • 9.2.4.2. Fitness management
      • 9.2.4.3. Patient care management
      • 9.2.4.4. Pharmacy management
      • 9.2.4.5. Medical training and education
      • 9.2.4.6. Others
      • 9.2.4.7. Use-cases in healthcare
    • 9.2.5. AEROSPACE & DEFENSE
      • 9.2.5.1. Use-cases in aerospace & defense
    • 9.2.6. ENERGY
      • 9.2.6.1. Use-cases in energy
    • 9.2.7. AUTOMOTIVE
      • 9.2.7.1. Use-cases in automotive
    • 9.2.8. OTHERS
      • 9.2.8.1. Agriculture
      • 9.2.8.2. Construction
      • 9.2.8.3. Transportation and logistics
      • 9.2.8.4. Public safety
      • 9.2.8.5. Telecom and IT/data centers
      • 9.2.8.6. Use-cases in other applications
  • 9.3. VIRTUAL REALITY APPLICATIONS
    • 9.3.1. CONSUMER
      • 9.3.1.1. Gaming and entertainment
        • 9.3.1.1.1. Sports
      • 9.3.1.2. Use-cases in consumer
    • 9.3.2. COMMERCIAL
      • 9.3.2.1. Retail
      • 9.3.2.2. Education and training
      • 9.3.2.3. Travel and tourism
      • 9.3.2.4. Advertising
      • 9.3.2.5. Use-cases in commercial
    • 9.3.3. ENTERPRISE
      • 9.3.3.1. Use-cases in enterprise
    • 9.3.4. HEALTHCARE
      • 9.3.4.1. Surgery
      • 9.3.4.2. Patient care management
      • 9.3.4.3. Fitness management
      • 9.3.4.4. Pharmacy management
      • 9.3.4.5. Medical training and education
      • 9.3.4.6. Use-cases in healthcare
    • 9.3.5. AEROSPACE & DEFENSE
      • 9.3.5.1. Use-case in aerospace & defense
    • 9.3.6. OTHERS
      • 9.3.6.1. Automotive
      • 9.3.6.2. Real estate(architecture and building design)
      • 9.3.6.3. Geospatial mining
      • 9.3.6.4. Use-cases in other applications

10. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, GEOGRAPHICAL ANALYSIS

  • 10.1. INTRODUCTION
  • 10.2. NORTH AMERICA
    • 10.2.1. US
    • 10.2.2. CANADA
    • 10.2.3. MEXICO
  • 10.3. EUROPE
    • 10.3.1. GERMANY
    • 10.3.2. FRANCE
    • 10.3.3. UK
    • 10.3.4. REST OF EUROPE
  • 10.4. APAC
    • 10.4.1. CHINA
    • 10.4.2. INDIA
    • 10.4.3. JAPAN
    • 10.4.4. SOUTH KOREA
    • 10.4.5. REST OF APAC
  • 10.5. ROW
    • 10.5.1. MIDDLE EAST & AFRICA
    • 10.5.2. SOUTH AMERICA

11. COMPETITIVE LANDSCAPE

  • 11.1. INTRODUCTION
  • 11.3. COMPETITIVE SCENARIO
    • 11.3.1. PRODUCT LAUNCHES & DEVELOPMENTS
    • 11.3.2. PARTNERSHIPS
    • 11.3.3. AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING
    • 11.3.4. ACQUISITIONS AND EXPANSIONS

12. COMPANY PROFILES (Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*

  • 12.1. INTRODUCTION
  • 12.2. GOOGLE
  • 12.3. MICROSOFT
  • 12.4. OCULUS VR(FACEBOOK)
  • 12.5. SONY
  • 12.6. SAMSUNG ELECTRONICS
  • 12.7. HTC
  • 12.8. PTC
  • 12.9. WIKITUDE GMBH
  • 12.10. MAGIC LEAP
  • 12.11. OSTERHOUT DESIGN GROUP
  • 12.12. DAQRI
  • 12.13. BLIPPAR
  • 12.14. UPSKILL
  • 12.15. CONTINENTAL
  • 12.16. VISTEON
  • 12.17. EON REALITY
  • 12.18. VUZIX
  • 12.19. ZUGARA
  • 12.20. OTHER COMPANIES
    • 12.20.1. NAVDY
    • 12.20.2. CYBERGLOVE SYSTEMS
    • 12.20.3. SENSICS
    • 12.20.4. LEAP MOTION
    • 12.20.5. SIXENSE ENTERTAINMENT
    • 12.20.6. ATHEER
    • 12.20.7. MARXENT LABS
    • 12.20.8. META
    • 12.20.9. INFINITY AUGMENTED REALITY
    • 12.20.10. APPLE
    • 12.20.11. INTEL
  • 12.21. KEY INNOVATORS
    • 12.21.1. NINTENDO
    • 12.21.2. SNAP
    • 12.21.3. NIANTIC
    • 12.21.4. AUGMENT
    • 12.21.5. INGLOBE TECHNOLOGIES
    • 12.21.6. PSIOUS
    • 12.21.7. MINDMAZE
    • 12.21.8. FIRSTHAND TECHNOLOGY
    • 12.21.9. WORLDVIZ
    • 12.21.10. INDE
    • 12.21.11. VIRTUIX
    • 12.21.12. SURVIOS
    • 12.21.13. MERGE LABS
    • 12.21.14. SPACEVR
    • 12.21.15. VIRTUALLY LIVE

13. APPENDIX

  • 13.1. INSIGHTS OF INDUSTRY EXPERTS
  • 13.2. DISCUSSION GUIDE
  • 13.3. KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 13.4. INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE
  • 13.5. AVAILABLE CUSTOMIZATIONS
  • 13.6. RELATED REPORTS
  • 13.7. AUTHOR DETAILS

LIST OF TABLES

  • TABLE 1: VR MARKET, BY TECHNOLOGY, 2015-2023 (USD MILLION)
  • TABLE 2: VR MARKET FOR NONIMMERSIVE TECHNOLOGY, BY OFFERING, 2015-2023 (USD MILLION)
  • TABLE 3: VR MARKET FOR SEMI AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2015-2023 (USD MILLION)
  • TABLE 4: AR MARKET, BY OFFERING, 2015-2023 (USD MILLION)
  • TABLE 5: VR MARKET, BY OFFERING, 2015-2023 (USD MILLION)
  • TABLE 6: AR MARKET, HARDWARE, 2015-2023 (USD MILLION)
  • TABLE 7: VR MARKET, HARDWARE, 2015-2023 (USD MILLION)
  • TABLE 8: AR MARKET FOR SOFTWARE, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 9: VR MARKET FOR SOFTWARE, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 10: AUGMENTED REALITY MARKET, DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 11: AUGMENTED REALITY MARKET, DEVICE TYPE, 2015-2023 (THOUSAND UNITS)
  • TABLE 12: AUGMENTED REALITY MARKET FOR HMDS, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 13: AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 14: AUGMENTED REALITY MARKET FOR HANDHELD DEVICES, BY APPLICATION, 2015-2023 (USD THOUSAND)
  • TABLE 15: VIRTUAL REALITY MARKET, DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 16: VIRTUAL REALITY MARKET, DEVICE TYPE, 2015-2023, (THOUSAND UNITS)
  • TABLE 17: VIRTUAL REALITY HMD MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 18: VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 19: VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 20: AUGMENTED REALITY MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 21: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 22: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 23: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 24: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 25: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 26: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 27: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 28: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 29: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 30: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 31: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 32: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 33: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 34: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 35: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 36: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 37: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 38: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 39: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 40: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 41: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 42: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 43: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 44: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 45: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 46: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 47: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 48: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 49: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 50: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 51: AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 52: AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 53: AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 54: AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 55: AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 56: AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 57: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 58: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 59: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 60: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 61: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 62: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 63: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 64: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 65: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 66: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 67: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 68: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 69: VIRTUAL REALITY MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 70: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 71: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 72: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 73: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 74: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 75: VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 76: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 77: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 78: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 79: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 80: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 81: VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 82: VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 83: VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 84: VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 85: VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 86: VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 87: VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 88: VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 89: VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 90: VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 91: VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 92: VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 93: VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 94: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 95: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 96: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 97: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 98: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 99: VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 100: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 101: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 102: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 103: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 104: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 105: VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 106: AR MARKET, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 107: VR MARKET, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 108: AR MARKET IN NORTH AMERICA, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 109: VR MARKET IN NORTH AMERICA, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 110: AR MARKET IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 111: VR MARKET IN NORTH AMERICA, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 112: AR MARKET IN EUROPE, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 113: VR MARKET IN EUROPE, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 114: AR MARKET IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 115: VR MARKET IN EUROPE, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 116: AR MARKET IN APAC, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 117: VR MARKET IN APAC, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 118: AR MARKET IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 119: VR MARKET IN APAC, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 120: AR MARKET IN ROW, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 121: VR MARKET IN ROW, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 122: AR MARKET IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 123: VR MARKET IN ROW, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 124: RANKING OF THE TOP 5 PLAYERS IN THE AUGMENTED REALITY MARKET
  • TABLE 125: RANKING OF THE TOP 5 PLAYERS IN THE VIRTUAL REALITY MARKET
  • TABLE 126: PRODUCT LAUNCHES & DEVELOPMENTS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2017 & 2018
  • TABLE 127: PARTNERSHIPS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2016 & 2017
  • TABLE 128: AGREEMENTS. COLLABORATIONS, AND CAPITAL FUNDING: AUGMENTED REALITY AND VIRTUAL REALITY, 2014-2017
  • TABLE 129: ACQUISITIONS AND EXPANSIONS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2014-2017

LIST OF FIGURES

  • FIGURE 1: MARKET SEGMENTATION
  • FIGURE 2: AR MARKET: RESEARCH DESIGN
  • FIGURE 3: VR MARKET: RESEARCH DESIGN
  • FIGURE 4: BOTTOM-UP APPROACH TO ARRIVE AT THE MARKET SIZE
  • FIGURE 5: TOP-DOWN APPROACH TO ARRIVE AT THE MARKET SIZE
  • FIGURE 6: DATA TRIANGULATION METHODOLOGY
  • FIGURE 7: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2015-2023 (USD BILLION)
  • FIGURE 8: AUGMENTED REALITY MARKET, BY OFFERING, 2017 VS. 2023
  • FIGURE 9: ENTERPRISE APPLICATION EXPECTED TO WITNESS THE HIGHEST GROWTH IN AUGMENTED REALITY MARKET BETWEEN 2018 AND 2023
  • FIGURE 10: CONSUMER APPLICATION EXPECTED TO LEAD THE VIRTUAL REALITY MARKET BETWEEN 2018 AND 2023
  • FIGURE 11: NORTH AMERICA HELD THE LARGEST SHARE OF THE AUGMENTED REALITY MARKET IN 2017
  • FIGURE 12: APAC EXPECTED TO HOLD THE LARGEST SHARE OF THE VIRTUAL REALITY MARKET BY 2023
  • FIGURE 13: NORTH AMERICA HELD THE LARGEST SIZE OF THE AR AND VR MARKET FOR CONSUMER APPLICATIONS IN 2017
  • FIGURE 14: ATTRACTIVE MARKET OPPORTUNITIES FOR AUGMENTED REALITY MARKET
  • FIGURE 15: ATTRACTIVE MARKET OPPORTUNITIES FOR VIRTUAL REALITY MARKET
  • FIGURE 16: CHINA EXPECTED TO HOLD THE LARGEST SHARE OF THE VIRTUAL REALITY MARKET IN APAC BY 2023
  • FIGURE 17: CHINA EXPECTED TO GROW AT THE HIGHEST CAGR IN THE VIRTUAL REALITY MARKET BY 2023
  • FIGURE 18: AUGMENTED REALITY MARKET IN CHINA EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
  • FIGURE 19: CONSUMER APPLICATION EXPECTED TO DOMINATE THE AUGMENTED REALITY MARKET DURING THE FORECAST PERIOD
  • FIGURE 20: HEAD-MOUNTED DISPLAYS EXPECTED TO DOMINATE THE VR MARKET BY 2023
  • FIGURE 21: EVOLUTION OF THE AR AND VR TECHNOLOGY
  • FIGURE 22: DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS WILL DRIVE THE GROWTH OF THE AR MARKET
  • FIGURE 23: DEMAND FOR VR APPLICATIONS IN THE GAMING AND ENTERTAINMENT SECTOR WILL DRIVE THE GROWTH OF THE VR MARKET
  • FIGURE 24: VALUE CHAIN ANALYSIS (2017): MAJOR VALUES ARE ADDED DURING RESEARCH AND PRODUCT DEVELOPMENT, AND MANUFACTURING STAGES
  • FIGURE 25: ELEMENTS OF AR AND VR ECOSYSTEM
  • FIGURE 26: SEMI- AND FULLY IMMERSIVE TECHNOLOGIES DOMINATE THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD
  • FIGURE 27: AR MARKET FOR HARDWARE EXPECTED TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD
  • FIGURE 28: VR MARKET FOR SOFTWARE EXPECTED TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD
  • FIGURE 29: DISPLAYS AND PROJECTORS DOMINATE THE AR MARKET DURING THE FORECAST PERIOD
  • FIGURE 30: VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
  • FIGURE 31: CONSUMER APPLICATION EXPECTED TO HOLD THE LARGEST SIZE OF THE AR MARKET FOR SOFTWARE DURING THE FORECAST PERIOD
  • FIGURE 32: VR SOFTWARE MARKET FOR ENTERPRISE APPLICATION EXPECTED TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD
  • FIGURE 33: AUGMENTED REALITY MARKET FOR HEAD-UP DISPLAYS EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
  • FIGURE 34: HEAD-MOUNTED DISPLAYS EXPECTED TO LEAD THE AUGMENTED REALITY MARKET IN UNIT SHIPMENTS DURING THE FORECAST PERIOD (THOUSAND UNITS)
  • FIGURE 35: VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD IN TERMS OF MARKET SIZE
  • FIGURE 36: VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD IN TERMS OF MARKET SHIPMENTS
  • FIGURE 37: AR MARKET FOR ENTERPRISE APPLICATIONS EXPECTED TO GROW AT THE HIGHEST CAGR BETWEEN 2018 AND 2023
  • FIGURE 38: VR MARKET FOR ENTERPRISE APPLICATIONS EXPECTED TO GROW AT THE HIGHEST CAGR BETWEEN 2018 AND 2023
  • FIGURE 39: GEOGRAPHIC SNAPSHOT: AR AND VR MARKET IN APAC TO WITNESS THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD
  • FIGURE 40: US EXPECTED TO HOLD THE LARGEST SIZE OF THE AR MARKET BETWEEN 2017 AND 2023
  • FIGURE 41: US EXPECTED TO HOLD THE LARGEST SIZE OF THE VR MARKET BETWEEN 2017 AND 2023
  • FIGURE 42: NORTH AMERICA: SNAPSHOT OF AUGMENTED REALITY MARKET
  • FIGURE 43: NORTH AMERICA: SNAPSHOT OF VIRTUAL REALITY MARKET
  • FIGURE 44: EUROPE: SNAPSHOT OF AR MARKET
  • FIGURE 45: EUROPE: SNAPSHOT OF VR MARKET
  • FIGURE 46: APAC: SNAPSHOT OF AR MARKET
  • FIGURE 47: APAC: SNAPSHOT OF VR MARKET
  • FIGURE 48: COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGIES BETWEEN 2014 AND 2018
  • FIGURE 49: GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS
  • FIGURE 50: GOOGLE: COMPANY SNAPSHOT
  • FIGURE 51: MICROSOFT: COMPANY SNAPSHOT
  • FIGURE 52: SONY: COMPANY SNAPSHOT
  • FIGURE 53: SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
  • FIGURE 54: HTC: COMPANY SNAPSHOT
  • FIGURE 55: PTC: COMPANY SNAPSHOT
  • FIGURE 56: CONTINENTAL: COMPANY SNAPSHOT
  • FIGURE 57: VISTEON: COMPANY SNAPSHOT
  • FIGURE 58: VUZIX: COMPANY SNAPSHOT
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