仮想現実及び拡張現実上のモバイルコマース(Mobile Commerce in Virtual and Augmented Reality)...市場調査レポートについてご紹介

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【レポートの概要(一部)】

1.0 EXECUTIVE SUMMARY 5
1.1 M-COMMERCE VALUE CHAIN 12
1.1.1 MOBILE COMMERCE VALUE CHAIN 13
1.1.2 USER FEE BUSINESS MODELS 14
1.1.3 SUBSCRIPTION FEES 14
2.0 CLOUD COMPUTING IN M-COMMERCE 16
2.1 CLOUD APPLICATIONS 18
2.1.1 GRID COMPUTING 18
2.1.2 CASE STUDY: HOW TO USE GRID COMPUTING TO SAVE IT COSTS 19
2.1.3 TRANSACTION SYSTEMS 24
2.1.4 DEPLOYING CLOUD COMPUTING 26
2.2 CLOUD DEPLOYMENT SCENARIOS 29
2.2.1 SCENARIO 1 30
2.2.2 SCENARIO 2 31
2.2.3 CASE STUDY: CLOUD AND THE RETURN ON INVESTMENT (ROI) 34
2.3 CLOUD APPLICATIONS AND BUSINESS MODELS FOR MOBILE APPLICATIONS 37
2.3.1 INFRASTRUCTURE AS A SERVICE (IAAS) 39
2.3.2 PLATFORM AS A SERVICE (PAAS) 40
2.3.3 SOFTWARE AS A SERVICE (SAAS) 41
2.4 PRIVATE CLOUDS AND MOBILE COMMERCE 42
2.4.1 BACKEND AS A SERVICE 43
2.4.1 COMMUNICATION AS A SERVICE (CAAS) 43
2.5 NFC PAYMENT VS CLOUD-BASED PAYMENTS 44
2.5.1 ISIS WALLET 44
2.5.2 GOOGLE WALLET AND ITS SWOT ANALYSIS 45
2.5.3 GOOGLE WALLET CHALLENGES AND HOW TO OVERCOME IT 46
2.5.4 PAYPAL AND GOOGLE WALLET 49
2.5.5 VISA WALLET AND ITS SWOT ANALYSIS 49
2.5.6 SERVE BY AMERICAN EXPRESS E-WALLET AND ITS SWOT ANALYSIS 54
2.5.7 GOOGLE WALLET VERSES ISIS WALLET 55
2.5.8 COMPARISON BETWEEN CURRENT WALLET SYSTEMS 55
2.5.9 ADVANTAGES OF THE M-PAYMENTS SYSTEMS 56
2.6 MOBILE PAYMENTS MARKET 2012-2017 57
2.6.1 CURRENT MARKET SEGMENT 59
2.6.2 M BANKING INTERACTIONS 60
2.6.3 MOBILE APPS FOR MULTIPLE PLATFORMS 61
2.6.4 HTML 5 61
2.6.5 CURRENT PLATFORMS 62
2.7 MOBILE PAYMENTS IN THE CLOUD 63
2.7.1 MOBILE DEVICES IN THE CLOUD 63
2.7.2 CLOUD-BASED MOBILE PAYMENT 66
2.7.3 PAYPAL CLOUD BASED MOBILE PAYMENT 67
2.7.4 MIND COMMERCE EXPECTATIONS FOR THE FUTURE OF THE MOBILE PAYMENT (NFC OR CLOUD-BASED PAYMENTS?) 68
2.7.5 USING AMAZON CLOUD SERVICE WITH MOBILE PAYMENTS 69
2.7.6 DEPLOYING THE CLOUD SERVICE WITH MOBILE COMMERCE 71
2.7.7 CLOUD FORMATION 75
2.7.8 SALES FORCE CLOUD GOES MOBILE 79
2.8 THE FUTURE OF THE MOBILE COMMERCE MARKETS WITH THE CLOUD 81
3.0 AUGMENTED REALITY 82
3.1.1 USER POSITION AND AUGMENTED REALITY 84
3.1.2 COLLABORATIVE APPLICATIONS 90
3.1.3 AUGMENTED REALITY CHALLENGES 91
3.1.4 AUGMENTED REALITY POPULAR APPLICATIONS 93
3.1.5 AUGMENTED REALITY IN TOURISM 95
3.1.6 AUGMENTED REALITY AND FACE RECOGNITION 95
3.1.7 CASE STUDY: HOW TO USE AR WITH IN MOBILE COMMERCE 96
3.1.8 CONCLUSION 96
3.2 WEARABLE AUGMENTED REALITY DEVICES AND M-COMMERCE 97
3.3 WEARABLE DEVICES COMPONENT AND TECHNOLOGIES 97
3.3.1 GOOGLE GLASSES 98
3.3.2 GOOGLE GLASSES TECHNOLOGIES 100
3.3.3 GOOGLE GLASSES POTENTIAL APPLICATIONS 100
3.3.4 GOOGLE NOW INTEGRATION WITH GOOGLE GLASSES 101
3.4 WILL GOOGLE GLASSES BE ANDROID BASED OR CLOUD BASED? 102
3.4.1 CLOUD COMPUTING AND THE TRANSFORMATION OF GOOGLE MOBILE APPS 102
3.4.2 GFS II 107
3.4.3 BIGTABLE 108
3.4.4 MAPREDUCE 108
3.4.5 MEMCACHE 109
3.4.6 APPENGINE 109
3.5 GOOGLE BUSINESS MODEL AND CLOUD STRATEGY 110
3.5.1 MARKET STRATEGY 110
3.5.2 GOOGLE APPS MARKETPLACE AND MOBILE APPLICATIONS 112
3.5.3 GOOGLE CLOUDS 114
3.5.4 ECONOMIC OF THE CLOUD AND ITS BENEFITS FOR GOOGLE 114
3.5.5 SWOT ANALYSIS FOR GOOGLE CLOUD SERVICES 115
3.5.6 GOOGLE MOBILE CLOUDS POTENTIALS FOR GOOGLE GLASSES 118
3.6 HANDHELD VS. WEARABLE AUGMENTED REALITY 120
3.6.1 SWOT ANALYSIS FOR WEARABLE AUGMENTED REALITY DEVICES 120
3.7 AUGMENTED REALITY IN LTE 121
3.7.1 INFORMATION VISUALIZATION (IV) 122
3.7.2 AUGMENTED INTERFACE 124
3.7.3 OUTDOOR AUGMENTED REALITY 125
3.7.4 DESIGNING AUGMENTED REALITY SYSTEMS 126
3.7.5 FIELD-PROGRAMMABLE GATE ARRAY (FPGA) 129
3.7.6 FRAME GRABBER 131
3.7.7 VIDEO SIGNALS 132
4.0 AUGMENTED REALITY AND M-COMMERCE MARKET VALUE 2012-2015 133
4.1 AR IN SOCIAL MEDIA MARKET VALUE 2012-2015 135
4.1.1 SOCIAL SELLING WITH AR APPLICATIONS 137


【レポート販売概要】

■ タイトル:仮想現実及び拡張現実上のモバイルコマース(Mobile Commerce in Virtual and Augmented Reality)
■ 発行日:2012年7月29日
■ 調査会社:Mind Commerce
■ 商品コード:MCM312240070
■ 調査対象地域:グローバル
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