【レポートの概要(一部)】
1 Introduction (Page No. – 14)
1.1 Objectives of the Study
1.2 Market Definition
1.3 Markets Covered
1.3.1 Geographic Scope
1.3.2 Years Considered for the Study
1.4 Currency
1.5 Limitations
1.6 Stakeholders
2 Research Methodology (Page No. – 18)
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 Key Data From Primary Sources
2.1.2.2 Key Industry Insights
2.1.2.3 Breakdown of Primaries
2.2 Factor Analysis of Visual Computing Market
2.2.1 Introduction
2.2.2 Demand-Side Analysis
2.2.2.1 Rise of 3d Usage in Education, Healthcare, and Other Applications
2.2.2.2 Growth of 3d Animated Movies Using Visual Computing Technology
2.3 Market Size Estimation
2.4 Market Breakdown & Data Triangulation
2.5 Research Assumptions
3 Executive Summary (Page No. – 27)
4 Premium Insights (Page No. – 32)
4.1 Attractive Opportunities in the Visual Computing Market
4.2 Visual Computing Market, By Component
4.3 Visual Computing Market in APAC
4.4 The U.S. Held the Largest Share of the Global Visual Computing Market
4.5 Visual Computing Market, By Display Platform
4.6 The Life Cycle Analysis, By Region
5 Market Overview (Page No. – 36)
5.1 Introduction
5.2 Evolution
5.3 Market Segmentation
5.4 Market Dynamics
5.4.1 Drivers
5.4.1.1 Enhanced User Experience in Most Applications
5.4.1.2 Demand From the Industries Such as Gaming, Animation, Healthcare Would Drive the Market
5.4.2 Restraints
5.4.2.1 Requirement of Hardware
5.4.2.2 High Power Consumption
5.4.3 Opportunities
5.4.3.1 Emerging Applications
5.4.3.2 Increase in R&D Initiatives
5.4.4 Challenge
5.4.4.1 The Lack of Awareness About the Concept
6 Industry Trends (Page No. – 44)
6.1 Introduction
6.2 Value Chain Analysis
6.3 Key Industry Trends
6.4 Porter’s Five Forces Analysis
6.4.1 Bargaining Power of Buyers
6.4.2 Bargaining Power of Suppliers
6.4.3 Threat of Substitutes
6.4.4 Threat of New Entrants
6.4.5 Intensity of Rivalry
7 Visual Computing Market, By Component (Page No. – 54)
7.1 Introduction
7.2 Hardware Component
7.3 Software Component
8 Visual Computing Market, By Display Platform (Page No. – 61)
8.1 Introduction
8.2 Interactive Whiteboard
8.3 Interactive Kiosk
8.4 Interactive Table
8.5 Interactive Video Wall
8.6 Monitor
8.7 Others
9 Visual Computing Market, By Industry (Page No. – 76)
9.1 Introduction
9.2 Gaming
9.3 Media & Entertainment
9.4 Healthcare
9.5 Automotive
9.6 Manufacturing
9.7 Defense & Intelligence
9.8 Others
10 Geographic Analysis (Page No. – 94)
10.1 Introduction
10.2 Americas
10.2.1 U.S.
10.2.2 Canada
10.2.3 Mexico
10.2.4 Rest of the Americas
10.3 Europe
10.3.1 U.K.
10.3.2 Germany
10.3.3 France
10.3.4 Rest of Europe
10.4 Asia-Pacific
10.4.1 China
10.4.2 Japan
10.4.3 India
10.4.4 South Korea
10.4.5 Rest of APAC
10.5 RoW
11 Competitive Landscape (Page No. – 111)
11.1 Overview
11.2 Market Ranking for the Visual Computing Market, 2014
11.3 Competitive Situations & Trends
11.3.1 New Product Launches and Developments
11.3.2 Partnerships & Agreements
11.3.3 Mergers & Acquisitions
11.3.4 Contracts
12 Company Profiles (Page No. – 117)
(Overview, Products and Services, Financials, Strategy & Development)*
12.1 Introduction
12.2 Nvidia Corporation
12.3 Intel Corporation
12.4 Advanced Micro Devices, Inc.
12.5 ARM Ltd.
12.6 Imagination Technologies Limited
12.7 Matrox
12.8 Biodigital, Inc.
12.9 Exxact Corporation
12.10 Cubix Corporation
12.11 Softkinetic
*Details on Overview, Products and Services, Financials, Strategy & Development Might Not Be Captured in Case of Unlisted Companies.
13 Appendix (Page No. – 137)
13.1 Insights of Industry Experts
13.2 Discussion Guide
13.3 Introducing RT: Real Time Market Intelligence
13.4 Available Customizations
13.5 Related Reports
【レポート販売概要】
■ タイトル:ビジュアル・コンピューティングの世界市場■ 英文:Visual Computing Market by Component (Hardware & Software), Display Platform (Interactive Whiteboards, Monitors, & Others), Industry Gaming, Media & Entertainment, Healthcare, & Others), & Geography - Global Forecast to 2020
■ 発行日:2015年7月28日
■ 調査会社:MarketsandMarkets
■ 商品コード:MAM-SE-3622
■ 調査対象地域:グローバル
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