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市場調查報告書

擴增實境 (AR)的全球市場 至2024年的預測:頭戴式顯示器 (AR智慧眼鏡、智慧頭盔),抬頭顯示器,標記型AR (被動式標記、主動式標記),非標記型AR (物體追蹤、影像處理追蹤),錨型AR

Augmented Reality Market by Offering (Hardware (Sensor, Displays & Projectors, Cameras), Software), Device Type (Head-mounted, Head-up), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Region - Global Forecast to 2024

出版商 MarketsandMarkets 商品編碼 344813
出版日期 內容資訊 英文 192 Pages
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價格
擴增實境 (AR)的全球市場 至2024年的預測:頭戴式顯示器 (AR智慧眼鏡、智慧頭盔),抬頭顯示器,標記型AR (被動式標記、主動式標記),非標記型AR (物體追蹤、影像處理追蹤),錨型AR Augmented Reality Market by Offering (Hardware (Sensor, Displays & Projectors, Cameras), Software), Device Type (Head-mounted, Head-up), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Region - Global Forecast to 2024
出版日期: 2020年01月15日內容資訊: 英文 192 Pages
簡介

擴增實境 (AR)的全球市場預測將從2019年的107億美元,到2024年達727億美元的規模,並以46.6%的年複合成長率 (CAGR) 成長。促進該市場成長的最大要素,是醫療保健部門的AR設備的引進擴大。AR設備,不切開身體,透過關節,肌肉及內臟的視覺化支援手術。患者的健康相關即時資料,也成為促進醫療保健部門的AR技術引進的主要原因。

本報告提供全球擴增實境 (AR) 市場相關調查,市場概要,各提供品/服務、設備類型、類型、用途、地區的市場趨勢,市場規模、成長率的變化與預測,市場成長的各種影響要素,競爭情形,主要企業的簡介等系統性資訊。

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

  • 擴增實境 (AR) 市場的富有魅力的市場機會
  • 亞太地區的擴增實境 (AR) 市場:各用途、各國
  • 擴增實境 (AR) 市場:已發展的市場 vs. 新興市場
  • 擴增實境 (AR) 市場:各主要國家
  • 擴增實境 (AR) 市場:主要用途

第5章 市場概要

  • 簡介
  • 擴增實境 (AR) 技術的發展與變遷
  • 市場動態
    • 促進因素
    • 阻礙因素
    • 機會
    • 課題
  • 網站AR
  • AR在堅固顯示器用途上順利
  • AR技術
    • 螢幕型技術
    • 行動AR
    • NEAR-EYE/眼鏡型技術
  • 價值鏈分析

第6章 擴增實境 (AR) 市場:各提供品/服務

  • 簡介
  • 擴增實境 (AR) 市場:各硬體設備零件
    • 感測器
      • 加速感應器
      • 陀螺儀
      • 磁場計
      • 接近感測器
    • 半導體零組件
      • 控制、處理設備
      • IC
    • 顯示器、投影機
    • 位置偵測系統
    • 相機
    • 其他
  • 擴增實境 (AR) 市場:各類軟體
    • 軟體開發套件
    • 雲端服務
    • 軟體功能
      • 遠隔合作
      • 工作流程最佳化
      • 文檔
      • 虛擬化
      • 3D建模
      • 導航

第7章 擴增實境 (AR) 市場:各設備類型

  • 簡介
  • 擴增實境 (AR) 設備
    • 頭戴式顯示器
      • AR智慧眼鏡
      • 智慧頭盔
    • 抬頭顯示器

第8章 擴增實境 (AR) 市場:各類型

  • 簡介
  • 標記型擴增實境 (AR)
    • 被動式標記
    • 主動式標記
  • 非標記型擴增實境 (AR)
    • 物體追蹤
    • 影像處理追蹤
  • 錨型

第9章 擴增實境 (AR) 市場:各用途

  • 簡介
  • AR用途
    • 消費者
      • 遊戲
      • 運動、娛樂
    • 商業
      • 零售、電子商務
    • 觀光旅遊
    • 數位學習
    • 企業
    • 醫療保健
      • 手術
      • 健身管理
      • 患者照護管理
      • 藥局管理
      • 醫療訓練、教育
      • 其他
    • 航太、防衛
    • 能源
    • 汽車
    • 其他
      • 農業
      • 建設
      • 運輸、物流
      • 公共安全
      • 通訊/IT資料中心

第10章 地區分析

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • 其他地區

第11章 競爭環境

  • 簡介
  • 競爭模式
  • 競爭領導製圖
  • 產品系列的優勢
  • 事業策略的優點

第12章 企業簡介

  • 簡介
  • 主要企業
    • GOOGLE, INC.
    • PTC, INC.
    • MICROSOFT CORPORATION
    • Seiko Epson
    • LENOVO
    • WIKITUDE GMBH
    • VUZIX
    • DAQRI LLC
    • MAGIC LEAP, INC.
    • ZUGARA, INC.
    • BLIPPAR
    • UPSKILL
    • MAXST
  • 有潛力的企業
  • 其他企業

第13章 附錄

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目錄
Product Code: SE 3873

"Increase in adoption of smart glass in the healthcare sector is the major factor driving the growth of augmented reality market"

The global augmented reality market size is estimated to grow from USD 10.7 billion in 2019 and projected to reach USD 72.7 billion by 2024; it is expected to grow at a CAGR of 46.6% from 2019 to 2024. The most significant factor driving the growth of this market is the increase in the adoption of AR devices in the healthcare sector. AR devices are aiding surgeons to visualize joints, muscles, and internal organs without slicing the body. This enables surgeons to determine precisely where to make injections and incisions and further assisting in utilizing all the data collected during medical emergencies. Real-time data regarding a patient's health is the major factor promoting the adoption of AR technology in healthcare sector.

"Software market for augmented reality market is capturing the largest share during the forecast period"

Increasing penetration of AR software solutions and their compatibility with existing hardware devices is expected to help the growth of the market for software, thereby driving the augmented reality market during the forecast period. AR technology is anticipated to continue its growth in the software segment through the emergence of various nestling projects that will evolve into large-scale productions. Recently, numerous companies have experimented with augmented reality prototypes. For instance, companies such as IKEA and Walmart have already launched AR prototypes to enhance the shopping experiences of their customers. Thus, the software segment is set to grow because of the high growth of the number of apps and platforms in the AR space.

"Consumer to hold a major share of the augmented reality application market during the forecast period."

The consumer application held the largest share in the AR market in 2018 and is expected to dominate the market during the forecast period. The consumer sector includes gaming and entertainment applications in which AR is used for creating 3D visual objects in the real world. The high growth of the gaming & entertainment sector boosts the growth of the AR market for consumer applications.

"Augmented reality market in APAC expected to grow at the highest CAGR during the forecast period"

The market in Asia Pacific includes China, Japan, India, South Korea, and Rest of APAC. Being an emerging economy, Asia Pacific is witnessing major changes in the adoption of new technologies and technological advancements. Due to the presence of most of the display panel manufacturers in the region such as Samsung, LG Display, BOE Technology, AU Optronics, and Japan Display, APAC witnesses increased adoption of the latest technologies.

The consumer electronics; retail; banking, financial services, and insurance (BFSI); healthcare; transportation; and sports & entertainment industries are expected to contribute substantially to the growth of the AR market in APAC. These industries offer huge potential for the AR market because of the increasing awareness among consumers and the rising adoption of new technologies in various industries-especially in countries such as China, India, and South Korea.

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 the key experts.

The breakup of the profiles of primary participants is as follows:

  • By Company Type: Tier 1 - 15 %, Tier 2 - 50%, and Tier 3 -35%
  • By Designation: C-Level Executives - 45% Directors - 35% Others - 20%
  • By Geography: North America - 45%, Europe - 35%, APAC - 12%, and RoW - 8%

Major players in the global augmented reality market are: Google, Inc. (US), PTC, Inc. (US), Microsoft Corporation (US), Seiko Epson (Japan), Lenovo (China), Wikitude GmbH (Austria), Vuzix (US), Daqri Llc (US), Magic Leap, Inc. (US), Zugara, Inc. (US), Blippar (UK), Upskill (US), and Maxst (South Korea). Other players include Atheer, Inc. (US), Pristine, Inc. (US), Marxent Labs, Llc. (US), Inglobe Technologies (Italy), Meta Company (US), Augment (France), Niantic (US), Sixense Entertainment (US), Intel Corporation (US), Apple Inc. (US), Infinity Augmented Reality, Inc. (Israel), Facebook Corporation (US), Samsung Electronics Co. Ltd. (South Korea), Realwear (US), Dynabook Americas, Inc.(US), and Optinvent (France).

Research Coverage:

This report covers the augmented reality market based on device type, offering, application, and geography. A detailed analysis of the key industry players has been undertaken to provide insights into their business, products and services, and key strategies such as product launches, product developments, partnerships, contracts, agreements, mergers and acquisitions, collaborations, and expansions associated with the augmented reality market.

Reasons to Buy the Report:

  • Illustrative segmentation, analysis, and forecast pertaining to the augmented reality market based on device type, offering, application, and geography have been conducted to provide an overall view of the augmented reality industry.
  • Major drivers, restraints, opportunities, and challenges for the augmented reality market have been detailed in this report.

The report includes a detailed competitive landscape of the key players in the market and their ranking.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. MARKET DEFINITION AND SCOPE
  • 1.3. INCLUSIONS AND EXCLUSIONS
  • 1.4. STUDY SCOPE
    • 1.4.1. MARKETS COVERED
    • 1.4.2. YEARS CONSIDERED FOR THE STUDY
  • 1.5. CURRENCY
  • 1.6. PACKAGE SIZE
  • 1.7. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 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
    • 2.2.1. BOTTOM-UP APPROACH
      • 2.2.1.1. Approach for capturing market share by bottom-up analysis (demand side)
    • 2.2.2. TOP-DOWN APPROACH
      • 2.2.2.1. Approach for capturing market share by top-down analysis (supply side)
  • 2.3. MARKET BREAKDOWN AND DATA TRIANGULATION
  • 2.4. RESEARCH ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. ATTRACTIVE OPPORTUNITIES IN AUGMENTED REALITY MARKET
  • 4.2. AUGMENTED REALITY MARKET IN APAC, BY APPLICATION AND COUNTRY
  • 4.3. AUGMENTED REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2018. AND 2024. (USD MILLION)
  • 4.4. AUGMENTED REALITY MARKET: MAJOR COUNTRIES
  • 4.5. AUGMENTED REALITY MARKET: MAJOR APPLICATIONS

5. MARKET OVERVIEW

  • 5.1. INTRODUCTION
  • 5.2. HISTORY AND EVOLUTION OF AUGMENTED REALITY TECHNOLOGY
  • 5.3. MARKET DYNAMICS
    • 5.3.1. DRIVERS
      • 5.3.1.1. Increasing demand for AR devices and applications in healthcare
      • 5.3.1.2. Growing demand for AR in retail and e-commerce sectors
      • 5.3.1.3. Rising investments in augmented reality market
    • 5.3.2. RESTRAINTS
      • 5.3.2.1. Security and privacy issues associated with augmented reality
      • 5.3.2.2. Excessive usage of augmented reality can incur health issues
    • 5.3.3. OPPORTUNITIES
      • 5.3.3.1. Partnerships between telecom players and AR manufacturers to reduce latency to imperceptible levels
      • 5.3.3.2. Increasing demand for augmented reality in architecture
      • 5.3.3.3. Opportunities in enterprise applications
      • 5.3.3.4. High growth of travel & tourism industry
    • 5.3.4. CHALLENGES
      • 5.3.4.1. Display latency and limited field of view
      • 5.3.4.2. Overcoming social challenges to increase adoption rate
      • 5.3.4.3. Reconfiguration of applications for different platforms
  • 5.4. WEB AR
  • 5.5. AUGMENTED REALITY IS GAINING MOMENTUM FOR RUGGED DISPLAY APPLICATIONS
  • 5.6. AUGMENTED REALITY TECHNOLOGIES
    • 5.6.1. MONITOR-BASED TECHNOLOGY
    • 5.6.2. MOBILE AUGMENTED REALITY
    • 5.6.3. NEAR-EYE-BASED TECHNOLOGY
  • 5.7. VALUE CHAIN ANALYSIS

6. AUGMENTED REALITY MARKET, BY OFFERING

  • 6.1. INTRODUCTION
  • 6.2. AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT
    • 6.2.1. SENSORS
      • 6.2.1.1. Sensors are widely used in AR devices for detecting motion, velocity, magnetic field, and object presence
        • 6.2.1.1.1. Accelerometers
        • 6.2.1.1.2. Gyroscopes
        • 6.2.1.1.3. Magnetometers
        • 6.2.1.1.4. Proximity sensors
    • 6.2.2. SEMICONDUCTOR COMPONENTS
      • 6.2.2.1. Controller is the most important component of AR devices
        • 6.2.2.1.1. Controllers/processors
        • 6.2.2.1.2. Integrated circuits
    • 6.2.3. DISPLAYS & PROJECTORS
      • 6.2.3.1. Displays & projectors hold the major share of augmented reality market
    • 6.2.4. POSITION TRACKERS
      • 6.2.4.1. Position trackers are used to maintain accuracy in augmented reality devices
    • 6.2.5. CAMERAS
      • 6.2.5.1. Cameras are crucial components to measure depth and amplitude of objects
    • 6.2.6. OTHERS
      • 6.2.6.1. Other components include computers/video generators and combiners
  • 6.3. AUGMENTED REALITY MARKET, BY SOFTWARE
    • 6.3.1. SOFTWARE DEVELOPMENT KITS
      • 6.3.1.1. SDKs are used for deploying AR solutions for specific requirements and frameworks
    • 6.3.2. CLOUD-BASED SERVICES
      • 6.3.2.1. Emergence of mobile devices with AR capabilities drives the need for cloud-based AR services
    • 6.3.3. SOFTWARE FUNCTIONS
      • 6.3.3.1. Workflow optimization and remote collaboration are the most trending solutions of augmented reality
        • 6.3.3.1.1. Remote collaboration
        • 6.3.3.1.2. Workflow optimization
        • 6.3.3.1.3. Documentation
        • 6.3.3.1.4. Visualization
        • 6.3.3.1.5. 3D modeling
        • 6.3.3.1.6. Navigation

7. AUGMENTED REALITY MARKET, BY DEVICE TYPE

  • 7.1. INTRODUCTION
  • 7.2. AUGMENTED REALITY DEVICES
    • 7.2.1. HEAD-MOUNTED DISPLAYS
      • 7.2.1.1. AR smart glasses
        • 7.2.1.1.1. AR smart glasses are widely adopted across companies to improve work efficiency
      • 7.2.1.2. Smart helmets
        • 7.2.1.2.1. Smart helmets are widely adopted in construction sector to optimize workflow
    • 7.2.2. HEAD-UP DISPLAYS
      • 7.2.2.1. Head-up display devices are anticipated to commercialize in 2020

8. AUGMENTED REALITY MARKET, BY TYPE

  • 8.1. INTRODUCTION
  • 8.2. MARKER-BASED AUGMENTED REALITY
    • 8.2.1. PASSIVE MARKER
      • 8.2.1.1. Passive marker is most widely used marker-based augmented reality
    • 8.2.2. ACTIVE MARKER
      • 8.2.2.1. Active marker uses LED to track objects
  • 8.3. MARKER-LESS AUGMENTED REALITY
    • 8.3.1. MODEL-BASED TRACKING
      • 8.3.1.1. Model-based tracking depends on camera movement
    • 8.3.2. IMAGE PROCESSING-BASED TRACKING
      • 8.3.2.1. Image processing-based tracking deploys an optical scanner or a camera for image processing
  • 8.4. ANCHOR-BASED
    • 8.4.1. GOOGLE ARCORE DEPLOYS ANCHOR-BASED AR TO OVERLAY VIRTUAL IMAGES IN REAL SPACE

9. AUGMENTED REALITY MARKET, BY APPLICATION

  • 9.1. INTRODUCTION
  • 9.2. APPLICATIONS OF AUGMENTED REALITY
    • 9.2.1. CONSUMER
      • 9.2.1.1. Gaming
        • 9.2.1.1.1. Augmented reality enhances interactivity in gaming and provides a more immersive experience to gamers
      • 9.2.1.2. Sports & entertainment
        • 9.2.1.2.1. Entertainment applications
        • 9.2.1.2.1.1. Museums (archaeology)
        • 9.2.1.2.1.1.1. Augmented reality enhances the viewing experience of visitors in archeological monuments and museums
        • 9.2.1.2.1.2. Theme parks
        • 9.2.1.2.1.2.1. Augmented reality enhances the interactivity of theme parks
        • 9.2.1.2.1.3. Art galleries and exhibitions
        • 9.2.1.2.1.3.1. Augmented reality enhances artistic visualization and provides immersive experience to visitors
    • 9.2.2. COMMERCIAL
      • 9.2.2.1. Retail & e-commerce
        • 9.2.2.1.1. Jewelry
        • 9.2.2.1.1.1. Augmented reality enables consumers to try before they buy and improvise consumer buying experience
        • 9.2.2.1.2. Beauty and cosmetics
        • 9.2.2.1.2.1. Virtual testing of cosmetic products is the key driver for augmented reality market in beauty and cosmetics
        • 9.2.2.1.3. Apparel fitting
        • 9.2.2.1.3.1. Virtual trial room is gaining consumer attention
        • 9.2.2.1.4. Grocery shopping
        • 9.2.2.1.4.1. Augmented reality provides personalized product tips in grocery application
        • 9.2.2.1.5. Footwear
        • 9.2.2.1.5.1. Virtual try before you buy feature drives growth of augmented reality market in footwear
        • 9.2.2.1.6. Furniture & lighting design
        • 9.2.2.1.6.1. Reduced product exchange rate through augmented reality drives the growth of augmented reality market in furniture & lighting design
    • 9.2.3. TRAVEL & TOURISM
      • 9.2.3.1. Augmented reality plays a crucial role in enhancing traveling experience
    • 9.2.4. E-LEARNING
      • 9.2.4.1. Augmented reality increases student's interaction and enhances learning experience
    • 9.2.5. ENTERPRISE
      • 9.2.5.1. Augmented reality aids enterprises in providing better training by visualizing content
    • 9.2.6. HEALTHCARE
      • 9.2.6.1. Surgery
        • 9.2.6.1.1. Augmented healthcare apps can help save lives and treat patients seamlessly irrespective of severity of issue
      • 9.2.6.2. Fitness management
        • 9.2.6.2.1. Augmented reality adds interactivity and fun to workouts
      • 9.2.6.3. Patient care management
        • 9.2.6.3.1. Remote consulting feature drives growth of augmented reality for patient care management
      • 9.2.6.4. Pharmacy management
        • 9.2.6.4.1. Better scheduling flow of medicine requirement drives growth of augmented reality in pharmacy management
      • 9.2.6.5. Medical training and education
        • 9.2.6.5.1. Augmented reality enriches learning experience and amplifies interactivity
      • 9.2.6.6. Others
        • 9.2.6.6.1. AR helps radiologists to perceive 3D image data more precisely for interventional and diagnostic radiology
    • 9.2.7. AEROSPACE & DEFENSE
      • 9.2.7.1. AR is being used to gain competitive advantage over enemies
    • 9.2.8. ENERGY
      • 9.2.8.1. Growing need to improve safety in oil & gas sector drives augmented reality market in energy
    • 9.2.9. AUTOMOTIVE
      • 9.2.9.1. Emergence of ADAS drives demand for AR-based HUD technology
    • 9.2.10. OTHERS
      • 9.2.10.1. Agriculture
        • 9.2.10.1.1. Augmented reality assists farmers in implementing new techniques with better learning experience
      • 9.2.10.2. Construction
        • 9.2.10.2.1. 3D models required for construction projects can be better illustrated with augmented reality
      • 9.2.10.3. Transportation & logistics
        • 9.2.10.3.1. AR technology is widely adopted in transportation & logistics sector to document trading activities
      • 9.2.10.4. Public safety
        • 9.2.10.4.1. Augmented reality-based 3D maps aid police personnel to enhance public safety
      • 9.2.10.5. Telecom/IT data centers
        • 9.2.10.5.1. Requirement of advanced network infrastructure in telecom/IT data centers would help drive AR software market for this vertical

10. GEOGRAPHIC ANALYSIS

  • 10.1. INTRODUCTION
  • 10.2. NORTH AMERICA
    • 10.2.1. US
      • 10.2.1.1. US holds largest share of North American augmented reality market
    • 10.2.2. CANADA
      • 10.2.2.1. Growing demand for augmented reality in hospitality sector is major driver for growth of Canada augmented reality market
    • 10.2.3. MEXICO
      • 10.2.3.1. Emergence of industries in Mexico drives Mexican augmented reality market
  • 10.3. EUROPE
    • 10.3.1. GERMANY
      • 10.3.1.1. German augmented reality market to grow at highest CAGR in Europe
    • 10.3.2. FRANCE
      • 10.3.2.1. High spending on digital advertising is the major factor driving France augmented reality market
    • 10.3.3. UK
      • 10.3.3.1. London has the maximum number of AR and VR companies in UK
    • 10.3.4. REST OF EUROPE
      • 10.3.4.1. Inflow of technology and products from countries such as Germany, the UK, and France would help drive AR market in rest of Europe
  • 10.4. ASIA PACIFIC
    • 10.4.1. CHINA
      • 10.4.1.1. China to dominate AR market in APAC during forecast period
    • 10.4.2. INDIA
      • 10.4.2.1. Several augmented reality startups are mushrooming in India
    • 10.4.3. JAPAN
      • 10.4.3.1. Increase in process automation across manufacturing sector is anticipated to boost AR market in Japan
    • 10.4.4. SOUTH KOREA
      • 10.4.4.1. Emergence of digitalization of grocery stores propels AR market in South Korea
    • 10.4.5. REST OF APAC
      • 10.4.5.1. High GDP per capita would help drive growth of consumer and commercial applications of AR in Rest Of APAC
  • 10.5. REST OF THE WORLD
    • 10.5.1. MIDDLE EAST & AFRICA
      • 10.5.1.1. Growing need for better healthcare solutions drives demand for augmented reality devices In MEA region
    • 10.5.2. SOUTH AMERICA
      • 10.5.2.1. Growing consumer market, low interest rates, and strong commodity pricing likely to boost commercial and consumer applications of South American AR market

11. COMPETITIVE LANDSCAPE

  • 11.1. INTRODUCTION
  • 11.2. COMPETITIVE SCENARIO
    • 11.2.1. PRODUCT LAUNCHES & DEVELOPMENTS
    • 11.2.2. PARTNERSHIPS
    • 11.2.3. AGREEMENTS & COLLABORATIONS
    • 11.2.4. ACQUISITIONS AND EXPANSIONS
  • 11.3. COMPETITIVE LEADERSHIP MAPPING, 2018
    • 11.3.1. VISIONARY LEADERS
    • 11.3.2. DYNAMIC DIFFERENTIATORS
    • 11.3.3. INNOVATORS
    • 11.3.4. EMERGING COMPANIES
  • 11.4. STRENGTH OF PRODUCT PORTFOLIO
  • 11.5. BUSINESS STRATEGY EXCELLENCE

12. COMPANY PROFILES (Business Overview, Products Offered, Recent Developments, SWOT Analysis, and MnM View)*

  • 12.1. INTRODUCTION
  • 12.2. KEY PLAYERS
    • 12.2.1. GOOGLE, INC.
    • 12.2.2. PTC, INC.
    • 12.2.3. MICROSOFT CORPORATION
    • 12.2.4. SEIKO EPSON
    • 12.2.5. LENOVO
    • 12.2.6. WIKITUDE GMBH
    • 12.2.7. VUZIX
    • 12.2.8. DAQRI LLC
    • 12.2.9. MAGIC LEAP, INC.
    • 12.2.10. ZUGARA, INC.
    • 12.2.11. BLIPPAR
    • 12.2.12. UPSKILL
    • 12.2.13. MAXST
  • 12.3. RIGHT TO WIN
  • 12.4. OTHER KEY PLAYERS
    • 12.4.1. ATHEER, INC.
    • 12.4.2. PRISTINE, INC.
    • 12.4.3. MARXENT LABS, LLC
    • 12.4.4. INGLOBE TECHNOLOGIES
    • 12.4.5. META COMPANY
    • 12.4.6. AUGMENT
    • 12.4.7. NIANTIC
    • 12.4.8. SIXENSE ENTERTAINMENT
    • 12.4.9. INTEL CORPORATION
    • 12.4.10. APPLE INC.
    • 12.4.11. INFINITY AUGMENTED REALITY, INC.
    • 12.4.12. FACEBOOK CORPORATION
    • 12.4.13. SAMSUNG ELECTRONICS CO. LTD.
    • 12.4.14. REALWEAR
    • 12.4.15. DYNABOOK AMERICAS, INC.
    • 12.4.16. OPTINVENT
    • 12.4.17. WAYRAY
    • 12.4.18. SCOPE AR
    • 12.4.19. CONTINENTAL
    • 12.4.20. VISTEON CORPORATION
    • 12.4.21. EON REALITY

*Details on Business Overview, Products Offered, Recent Developments, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.

13. APPENDIX

  • 13.1. DISCUSSION GUIDE
  • 13.2. KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 13.3. AVAILABLE CUSTOMIZATIONS
  • 13.4. RELATED REPORTS
  • 13.5. AUTHOR DETAILS

LIST OF TABLES

  • TABLE 1: USE CASE FOR WEB AR
  • TABLE 2: AUGMENTED REALITY MARKET, BY OFFERING, 2016-2024 (USD MILLION)
  • TABLE 3: AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2016-2024 (USD MILLION)
  • TABLE 4: AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 5: AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 6: AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2016-2024 (THOUSAND UNITS)
  • TABLE 7: AUGMENTED REALITY MARKET FOR HMDS, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 8: AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 9: AUGMENTED REALITY MARKET, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 10: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 11: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 12: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 13: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 14: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN APAC, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 15: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 16: USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATION
  • TABLE 17: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 18: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 19: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 20: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 21: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 22: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 23: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY SUBAPPLICATION, 2016-2024 (USD MILLION)
  • TABLE 24: AUGMENTED REALITY IN RETAIL MARKET, BY OFFERING, 2016-2024 (USD MILLION)
  • TABLE 25: AUGMENTED REALITY IN RETAIL MARKET, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 26: AUGMENTED REALITY IN RETAIL HARDWARE MARKET, BY COMPONENT, 2016-2024 (USD MILLION)
  • TABLE 27: AUGMENTED REALITY IN RETAIL MARKET, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 28: AUGMENTED REALITY IN RETAIL MARKET, BY RETAIL TYPE, 2016-2024 (USD MILLION)
  • TABLE 29: AUGMENTED REALITY IN RETAIL MARKET FOR HMD, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 30: AUGMENTED REALITY IN RETAIL MARKET FOR AR MIRROR, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 31: AUGMENTED REALITY IN RETAIL MARKET FOR SOFTWARE, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 32: AUGMENTED REALITY IN RETAIL MARKET FOR ADVERTISING & MARKETING, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 33: AUGMENTED REALITY IN RETAIL MARKET FOR TRY-ON SOLUTIONS, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 34: AUGMENTED REALITY IN RETAIL MARKET FOR INFORMATION VIEWING SYSTEMS, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 35: AUGMENTED REALITY IN RETAIL MARKET FOR PLANNING & DESIGNING, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 36: AUGMENTED REALITY IN RETAIL MARKET FOR ADVERTISING & MARKETING, BY RETAIL TYPE, 2016-2024 (USD MILLION)
  • TABLE 37: AUGMENTED REALITY IN RETAIL MARKET FOR TRY-ON SOLUTIONS, BY RETAIL TYPE, 2016-2024 (USD MILLION)
  • TABLE 38: AUGMENTED REALITY IN RETAIL MARKET FOR INFORMATION VIEWING SYSTEMS, BY RETAIL TYPE, 2016-2024 (USD MILLION)
  • TABLE 39: AUGMENTED REALITY IN RETAIL MARKET FOR PLANNING & DESIGNING, BY RETAIL TYPE, 2016-2024 (USD MILLION)
  • TABLE 40: AUGMENTED REALITY IN RETAIL MARKET FOR JEWELRY, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 41: AUGMENTED REALITY IN RETAIL MARKET FOR BEAUTY & COSMETICS, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 42: AUGMENTED REALITY IN RETAIL MARKET FOR APPAREL FITTING, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 43: AUGMENTED REALITY IN RETAIL MARKET FOR FURNITURE & LIGHTING DESIGN, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 44: AUGMENTED REALITY IN RETAIL MARKET FOR GROCERY SHOPPING, BY APPLICATION, 2016-204 (USD MILLION)
  • TABLE 45: AUGMENTED REALITY IN RETAIL MARKET FOR FOOTWEAR, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 46: AUGMENTED REALITY IN RETAIL MARKET FOR OTHER TYPES, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 47: USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATION
  • TABLE 48: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 49: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 50: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 51: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 52: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN APAC, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 53: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 54: USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATION
  • TABLE 55: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 56: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 57: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 58: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 59: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN APAC, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 60: AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 61: USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATION
  • TABLE 62: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 63: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 64: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 65: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 66: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 67: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 68: USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATION
  • TABLE 69: AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 70: AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 71: AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 72: AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 73: AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN APAC, BY COUNTRY 2016-2024 (USD MILLION)
  • TABLE 74: AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 75: USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATION
  • TABLE 76: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 77: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 78: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 79: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 80: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN APAC, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 81: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 82: USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATION
  • TABLE 83: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2016-2024 (USD MILLION)
  • TABLE 84: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 85: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 86: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 87: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 88: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 89: USE CASES OF AUGMENTED REALITY IN OTHER APPLICATIONS
  • TABLE 90: AUGMENTED REALITY MARKET, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 91: AUGMENTED REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 92: AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 93: AUGMENTED REALITY MARKET IN EUROPE, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 94: AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 95: AUGMENTED REALITY MARKET IN APAC, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 96: AUGMENTED REALITY MARKET IN APAC, BY COUNTRY, 2016-2024 (USD MILLION)
  • TABLE 97: AUGMENTED REALITY MARKET IN ROW, BY APPLICATION, 2016-2024 (USD MILLION)
  • TABLE 98: AUGMENTED REALITY MARKET IN ROW, BY REGION, 2016-2024 (USD MILLION)
  • TABLE 99: PRODUCT LAUNCHES & DEVELOPMENTS, 2018-2019
  • TABLE 100: PARTNERSHIPS, 2018-2019
  • TABLE 101: AGREEMENTS & COLLABORATIONS, 2018-2019
  • TABLE 102: ACQUISITIONS & EXPANSIONS, 2017-2019

LIST OF FIGURES

  • FIGURE 1: MARKET SEGMENTATION
  • FIGURE 2: AR MARKET: PROCESS FLOW OF MARKET SIZE ESTIMATION
  • FIGURE 3: AR MARKET: RESEARCH DESIGN
  • FIGURE 4: AR MARKET: RESEARCH METHODOLOGY
  • FIGURE 5: MARKET SIZE ESTIMATION METHODOLOGY
  • FIGURE 6: AR MARKET: BOTTOM-UP APPROACH
  • FIGURE 7: AR MARKET: TOP-DOWN APPROACH
  • FIGURE 8: DATA TRIANGULATION
  • FIGURE 9: ASSUMPTIONS OF THE RESEARCH STUDY
  • FIGURE 10: AUGMENTED REALITY MARKET, 2016-2024 (USD BILLION)
  • FIGURE 11: AUGMENTED REALITY MARKET, BY OFFERING, 2019 VS. 2024
  • FIGURE 12: ENTERPRISE APPLICATION EXPECTED TO WITNESS HIGHEST GROWTH IN AUGMENTED REALITY MARKET BETWEEN 2019 AND 2024
  • FIGURE 13: APAC AUGMENTED REALITY MARKET TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 14: NORTH AMERICA HELD LARGEST SIZE OF AR MARKET FOR CONSUMER APPLICATIONS IN 2018
  • FIGURE 15: GROWING DEMAND FOR AUGMENTED REALITY IN HEALTHCARE APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD
  • FIGURE 16: CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET IN APAC BY 2024
  • FIGURE 17: AUGMENTED REALITY MARKET IN CHINA TO WITNESS HIGHEST CAGR TILL 2024
  • FIGURE 18: AUGMENTED REALITY MARKET IN CHINA TO GROW AT HIGHEST RATE DURING FORECAST PERIOD
  • FIGURE 19: CONSUMER APPLICATION TO LEAD AUGMENTED REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 20: EVOLUTION OF AUGMENTED REALITY TECHNOLOGY
  • FIGURE 21: DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS WILL DRIVE AR MARKET GROWTH
  • FIGURE 22: ADOPTION OF AR IN RETAIL BY ESTABLISHMENTS
  • FIGURE 23: VALUE CHAIN ANALYSIS (2019): MAJOR VALUE IS ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES
  • FIGURE 24: ELEMENTS OF AR ECOSYSTEM
  • FIGURE 25: AR MARKET FOR HARDWARE EXPECTED TO GROW AT A HIGHER CAGR THAN SOFTWARE DURING FORECAST PERIOD
  • FIGURE 26: DISPLAYS & PROJECTORS TO HOLD LARGEST MARKET SIZE DURING FORECAST PERIOD
  • FIGURE 27: CONSUMER APPLICATION EXPECTED TO HOLD LARGEST SIZE OF AR MARKET FOR SOFTWARE DURING FORECAST PERIOD
  • FIGURE 28: AR MARKET FOR HEAD-UP DISPLAYS TO GROW AT A HIGHER RATE DURING FORECAST PERIOD
  • FIGURE 29: HEAD-MOUNTED DISPLAYS EXPECTED TO LEAD AUGMENTED REALITY MARKET IN TERMS OF SHIPMENT DURING FORECAST PERIOD
  • FIGURE 30: AUGMENTED REALITY MARKET, BY APPLICATION
  • FIGURE 31: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 32: GEOGRAPHIC SNAPSHOT: APAC TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 33: US TO ACCOUNT FOR LARGEST SIZE OF GLOBAL AUGMENTED REALITY MARKET IN 2024
  • FIGURE 34: NORTH AMERICA: SNAPSHOT OF AUGMENTED REALITY MARKET
  • FIGURE 35: EUROPE: SNAPSHOT OF AR MARKET
  • FIGURE 36: APAC: SNAPSHOT OF AR MARKET
  • FIGURE 37: COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGY FROM 2017 TO 2019
  • FIGURE 38: RANKING OF THE TOP 5 PLAYERS IN AUGMENTED REALITY MARKET
  • FIGURE 39: AUGMENTED REALITY MARKET (GLOBAL) COMPETITIVE LEADERSHIP MAPPING, 2018
  • FIGURE 40: GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS
  • FIGURE 41: GOOGLE, INC.: COMPANY SNAPSHOT
  • FIGURE 42: PTC INC.: COMPANY SNAPSHOT
  • FIGURE 43: MICROSOFT CORPORATION: COMPANY SNAPSHOT
  • FIGURE 44: SEIKO EPSON: COMPANY SNAPSHOT
  • FIGURE 45: LENOVO GROUP: COMPANY SNAPSHOT
  • FIGURE 46: VUZIX: COMPANY SNAPSHOT