【レポートの概要(一部)】
1 Introduction (Page No. – 20)
1.1 Objectives of the Study
1.2 Market Definition
1.3 Scope of the Study
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 (Page No. – 25)
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 Primary Interviews
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Data Triangulation
2.4 Research Assumptions
3 Executive Summary (Page No. – 34)
4 Premium Insights (Page No. – 41)
4.1 Augmented Reality Market, 2016–2022 (USD Billion)
4.2 Augmented Reality Market, By Hardware Component
4.3 Augmented Reality Market, By Device Type
4.4 APAC Expected to Emerge as A Fast-Growing Augmented Reality Market Between 2016 and 2022
4.5 Virtual Reality Market, 2016–2022 (USD Billion)
4.6 Virtual Reality Market in Asia-Pacific
4.7 Virtual Reality Market: Developed vs Developing Markets, 2015 and 2022 (USD Million)
4.8 Virtual Reality Market: Consumer and Commercial Verticals (2015)
5 Market Overview (Page No. – 45)
5.1 Introduction
5.2 Market Segmentation
5.2.1 Virtual Reality Market, By Technology
5.2.2 Augmented Reality Market, By Component
5.2.3 Virtual Reality Market, By Component
5.2.4 Augmented Reality Market, By Vertical
5.2.5 Virtual Reality Market, By Vertical
5.2.6 Augmented Reality and Virtual Reality Market, By Geography
5.3 Market Dynamics: Augmented Reality Market
5.3.1 Drivers
5.3.1.1 Increasing Demand for AR-Based Software Applications and Hardware Devices for 3D Visualization in Medical Sectors
5.3.1.2 Growing Interest of Large Tech Companies in Augmented Reality
5.3.1.3 Increase in the Demand for AR From E-Commerce and Retail Sectors
5.3.2 Restraints
5.3.2.1 Development of AR Technology Dependent on Innovations in Computing and Digital Network Systems
5.3.2.2 Limited User Interface Affecting the Navigation Performance of Augmented Reality Applications
5.3.2.3 Limited Processing Power, Less Storage, and Restricted Size of Storage Devices
5.3.3 Opportunities
5.3.3.1 Rising Investments in the Augmented Reality Market
5.3.3.2 Increasing Demand for AR Devices and Apps in Tourism and Medical Sectors
5.3.4 Challenges
5.3.4.1 Low Adoption Due to Privacy Issues and Complexities in the Design
5.3.4.2 Reconfiguration of AR Applications for Different Platforms
5.4 Market Dynamics: Virtual Reality Market
5.4.1 Drivers
5.4.1.1 Penetration of Head-Mounted Displays (HMDs) in Gaming and Entertainment Sectors
5.4.1.2 Affordable Prices of Displays and Other Hardware Components in HMDs
5.4.2 Restraints
5.4.2.1 Display Latency and Energy Consumption Affect the Overall Performance of Virtual Reality Devices
5.4.2.2 Low Resolution and Related Health Concerns
5.4.3 Opportunities
5.4.3.1 Increasing Investment Pouring in the Virtual Reality Market
5.4.3.2 Opportunities in Medical and Healthcare for the Penetration of Head-Mounted Displays
5.4.3.3 Opportunities in Architecture and Design
5.4.4 Challenges
5.4.4.1 Developing User-Friendly Virtual Reality and Tracking Systems
6 Industry Trends (Page No. – 61)
6.1 Introduction
6.2 Value Chain Analysis: Augmented Reality and Virtual Reality
6.3 Key Trends in the Augmented Reality Market
6.4 Key Trends in the Virtual Reality Market
6.5 Porter’s Five Forces Analysis
6.5.1 Porter’s Five Forces Analysis of the Augmented Reality Market
6.5.1.1 Bargaining Power of Suppliers
6.5.1.2 Bargaining Power of Buyers
6.5.1.3 Threat of New Entrants
6.5.1.4 Threat of Substitutes
6.5.1.5 Intensity of Rivalry
6.5.2 Porter’s Five Forces Analysis of Virtual Reality Market
6.5.2.1 Bargaining Power of Suppliers
6.5.2.2 Bargaining Power of Buyers
6.5.2.3 Threat of New Entrants
6.5.2.4 Threat of Substitutes
6.5.2.5 Intensity of Rivalry
7 Augmented Reality and Virtual Reality Market, By Technology (Page No. – 79)
7.1 Introduction
7.2 Augmented Reality Technology
7.2.1 Marker-Based Augmented Reality
7.2.1.1 Passive Marker
7.2.1.2 Active Marker
7.2.2 Markerless Augmented Reality
7.2.2.1 Model-Based Tracking
7.2.2.2 Image Processing-Based
7.3 Virtual Reality Technology
7.3.1 Non-Immersive Technology
7.3.2 Semi-Immersive & Fully-Immersive Technologies
8 Augmented Reality and Virtual Reality Market, By Device Type (Page No. – 85)
8.1 Introduction
8.2 Augmented Reality Devices
8.2.1 Head-Mounted Displays
8.2.2 Head-Up Display (HUD)
8.2.3 Handheld Device
8.3 Virtual Reality Devices
8.3.1 Head-Mounted Display (HMD)
8.3.2 Gesture Control 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 Component (Page No. – 95)
9.1 Introduction
9.2 Augmented Reality and Virtual Reality Component
9.2.1 Augmented Reality Component Market
9.2.2 Virtual Reality Component Market
9.2.3 Augmented Reality and Virtual Reality Hardware Component
9.2.3.1 3D Camera
9.2.3.2 Sensors
9.2.3.2.1 Accelerometer
9.2.3.2.2 Gyroscope
9.2.3.2.3 Magnetometer
9.2.3.2.4 Global Positioning Systems
9.2.3.2.5 Proximity Sensor
9.2.3.3 Semiconductor Component
9.2.3.3.1 Controller/Processor
9.2.3.3.2 Integrated Circuits
9.2.3.4 Displays
9.2.4 Augmented Reality and Virtual Reality Software Component
9.2.4.1 Software Development Kits
9.2.4.2 Cloud-Based Services
10 Augmented Reality and Virtual Reality Market, By Vertical (Page No. – 104)
10.1 Introduction
10.2 Augmented Reality Applications
10.2.1 Aerospace and Defense
10.2.2 Consumer
10.2.2.1 Gaming
10.2.2.2 Sports and Entertainment
10.2.2.2.1 Entertainment Applications
10.2.2.2.1.1 Museums (Archeology)
10.2.2.2.1.2 Theme Parks
10.2.2.2.1.3 Art Gallery and Exhibitions
10.2.2.2.1.4 Consumer Vertical Overall Review
10.2.3 Medical
10.2.3.1 Medical Vertical
10.2.3.1.1 Surgery
10.2.3.1.2 Fitness Management
10.2.3.1.3 Pharmacy Management
10.2.3.1.4 Medical Training
10.2.3.1.5 Medical Segment Overall Review
10.2.4 Commercial
10.2.4.1 Tourism
10.2.4.2 E-Learning
10.2.4.3 E-Commerce & Marketing Applications
10.2.4.3.1 Beauty (Cosmetics)
10.2.4.3.2 Jewel Toning
10.2.4.3.3 Apparel Fitting
10.2.4.3.4 Furniture and Lighting Design
10.2.4.3.5 Grocery Shopping
10.2.4.3.6 Footwear
10.2.4.3.7 Real Estate
10.2.4.3.8 Commercial Vertical Overall Review
10.2.5 Others
10.2.5.1 Automotive
10.2.5.2 Architecture and Building Design
10.2.5.3 Enterprise Solutions
10.2.5.4 Geospatial Mining
10.3 Virtual Reality Applications
10.3.1 Consumer
10.3.1.1 Gaming
10.3.2 Commercial
10.3.2.1 Fashion
10.3.2.2 Advertisement
10.3.3 Aerospace and Defense
10.3.4 Medical
10.3.5 Industrial
10.3.6 Others
11 Augmented Reality and Virtual Reality Market, By Geography (Page No. – 156)
11.1 Introduction
11.2 North America
11.2.1 U.S.
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 U.K.
11.3.2 Germany
11.3.3 France
11.3.4 Rest of Europe
11.4 Asia-Pacific (APAC)
11.4.1 China
11.4.2 India
11.4.3 South Korea
11.4.4 Japan
11.4.5 Rest of APAC
11.5 Rest of the World (RoW)
11.5.1 Middle East & Africa
11.5.2 Latin America
12 Competitive Landscape (Page No. – 196)
12.1 Introduction
12.2 Market Ranking for Augmented Reality and Virtual Reality Market
12.3 Competitive Scenario
12.3.1 New Product Developments: Augmented Reality and Virtual Reality
12.3.2 Agreements, Collaborations, Expansions & Partnerships
12.3.3 Mergers & Acquisitions
12.3.4 Others
13 Company Profile (Page No. – 211)
13.1 Google Inc.
13.1.1 Business Overview
13.1.2 Products Offered
13.1.3 Recent Developments
13.1.4 MnM View
13.1.4.1 SWOT Analysis
13.2 Microsoft Corporation
13.2.1 Business Overview
13.2.2 Products Offered
13.2.3 Recent Developments
13.2.4 MnM View
13.2.4.1 SWOT Analysis
13.3 Vuzix Corporation
13.3.1 Business Overview
13.3.2 Products Offered
13.3.3 Recent Developments
13.3.4 MnM View
13.3.4.1 SWOT Analysis
13.4 Samsung Electronics Co., Ltd.
13.4.1 Business Overview
13.4.2 Products Offered
13.4.3 Recent Developments
13.4.4 MnM View
13.4.4.1 SWOT Analysis
13.5 Qualcomm Inc.
13.5.1 Business Overview
13.5.2 Products Offered
13.5.3 Recent Developments
13.5.4 MnM View
13.5.4.1 SWOT Analysis
13.6 Oculus VR, LLC
13.6.1 Business Overview
13.6.2 Products Offered
13.6.3 Recent Developments
13.6.4 MnM View
13.6.4.1 SWOT Analysis
13.7 EON Reality, Inc.
13.7.1 Business Overview
13.7.2 Products & Services Offered
13.7.3 Recent Developments
13.7.4 MnM View
13.7.4.1 SWOT Analysis
13.8 Infinity Augmented Reality Inc.
13.8.1 Business Overview
13.8.2 Products Offered
13.8.3 Recent Developments
13.8.4 MnM View
13.8.4.1 SWOT Analysis
13.9 Magic Leap, Inc.
13.9.1 Business Overview
13.9.2 Products Offered
13.9.3 Recent Developments
13.10 Blippar Inc.
13.10.1 Business Overview
13.10.2 Products Offered
13.10.3 Recent Developments
13.11 Daqri LLC
13.11.1 Business Overview
13.11.2 Products Offered
13.11.3 Recent Developments
13.12 Osterhout Design Group (ODG)
13.12.1 Business Overview
13.12.2 Products Offered
13.12.3 Recent Developments
13.13 Metaio GmbH
13.13.1 Business Overview
13.13.2 Products Offered
13.13.3 Recent Developments
13.14 Meta Company
13.14.1 Business Overview
13.14.2 Products Offered
13.14.3 Recent Developments
13.15 Cyberglove Systems LLC.
13.15.1 Business Overview
13.15.2 Products Offered
13.15.3 Recent Developments
14 Appendix (Page No. – 246)
14.1 Insights From Industry Experts
14.2 Discussion Guide
14.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
14.4 Introducing RT: Real-Time Market Intelligence
14.5 Available Customization
14.6 Related Reports
【レポート販売概要】
■ タイトル:拡張現実(AR)及び仮想現実(VR)の世界市場予測(~2022)■ 英文:Augmented Reality and Virtual Reality Market by Device Type (HMD, HUD, Handheld Device, Gesture Tracking, Projector and Display Wall), Component (Sensor, Display, Camera, and Software), Vertical, and Geography - Global Forecast to 2022
■ 発行日:2016年5月24日
■ 調査会社:MarketsandMarkets
■ 商品コード:MAM-SE-2288
■ 調査対象地域:グローバル
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