世界の拡張現実(AR)及び仮想現実(VR)市場動向及び予測(2013 – 2018)...市場調査レポートについてご紹介

【英文タイトル】Augmented Reality & Virtual Reality Market by Technology Types, Sensors (Accelerometer, Gyroscope, Haptics), Components (Camera, Controller, Gloves, HMD), Applications (Automotive, Education, Medical, Gaming, Military) & by Geography - Global Forecast and Analysis to 2013 - 2018

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【レポートの概要(一部)】

Table Of Contents

1 Introduction (Page No. – 21)
1.1 Key Take-Aways
1.2 Report Description
1.3 Markets Covered
1.4 Companies Covered in The Report
1.5 Stakeholders
1.6 Research Methodology
1.6.1 Market Size Estimation
1.6.2 Market Crackdown & Data Triangulation
1.6.3 Key Data Points Taken From Secondary Sources
1.6.4 Key Data Points Taken From Primary Sources
1.7 Report Assumptions

2 Executive Summary (Page No. – 35)

3 Cover Story (Page No. – 37)
3.1Ben Vaughan – Artoolworks
3.2Rahul Dutta – Trimensions
3.3Matthew Szymczyk – Zugara Inc
3.4Sudhanshu Kapoor – Metaio Gmbh

4 Market Overview (Page No. – 46)
4.1 Introduction
4.2 History & Evolution
4.3 Market Segmentation
4.3.1 Augmented Reality
4.3.1.1 Types of Augmented Reality Technology
4.3.1.2 Components of Augmented Reality System
4.3.1.3 Augmented Reality Displays
4.3.2 Virtual Reality
4.4 Value Chain Analysis
4.5 Market Dynamics
4.5.1 Drivers
4.5.1.1 Increased Demand in Healthcare
4.5.1.2 Rising Prevalence of Computer Technology and Internet Connectivity.
4.5.1.3 Boost in Demand For Smartphones
4.5.2 Restraints
4.5.2.1 Image Latency
4.5.2.2 Privacy and Awareness
4.5.2.3 Requirement of Hardware
4.5.3 Opportunities
4.5.3.1 Emerging Applications
4.5.3.2 Increase in R&D Initiatives
4.5.4 Burning Issues
4.5.4.1 Lack of Awareness of The Concept
4.5.4.2 Technological Barriers
4.5.5 Winning Imperative
4.5.5.1 Partnering With Major Players
4.6 Porter’s Five Forces Model
4.6.1 Threat From New Entrants
4.6.2 Threat From Substitutes
4.6.3 Bargaining Power of Suppliers
4.6.4 Bargaining Power of Buyers
4.6.5 Degree of Competition

5 Market Segmentation By Technology (Page No. – 73)
5.1 Introduction
5.2 Augmented Reality
5.2.1 Major Players offering Augmented Reality
5.2.2 Mobile Device Based Augmented System
5.2.3 Wearable Augmented Reality Type
5.2.3.1 Major Companies offering Wearable Augmented Reality
5.2.4 Spatial Augmented Reality
5.2.5 Vision Based Augmented Reality
5.2.5.1 Marker-Less Augmented Reality
5.2.5.1.1 Major Companies Using Marker-Less Augmented Reality
5.2.5.1.2 Model Based Augmented Reality
5.2.5.1.3 Image Processing Based Augmented Reality
5.2.5.2 Marker Based Augmented Reality
5.2.5.2.1 Passive Marker Augmented Reality
5.2.5.2.2 Active Marker Augmented Reality
5.2.5.2.3 Major Companies Using Marker Based Augmented Reality
5.3 Virtual Reality Technologies
5.3.1 Major Players in Virtual Reality
5.3.2 Non-Immersive
5.3.3 Semi Immersive
5.3.4 Fully Immersive

6 Market Segmentation By Sensors & Components (Page No. – 96)
6.1 Introduction
6.2 Sensors Overview
6.2.1 Accelerometer
6.2.1.1 Major Companies offering Accelerometer & Gesture Recognition
6.2.2 Magnetometer
6.2.2.1 Major Companies offering Magnetometer
6.2.3 Gyroscopes
6.2.3.1 Major Companies offering Gyroscopes
6.2.4 Image Sensors
6.2.4.1 Major Companies offering Image Sensors
6.2.4.2 Complementary Metal Oxide Semiconductors (Cmos)
6.2.4.3 Ccd (Charge Coupled Device)
6.2.5 Global Positioning System (GPS)
6.2.5.1 Major Companies offering GPS System
6.3 Semiconductor Components Overview
6.3.1 Controller/Processor
6.3.2 Memory Ic
6.3.3 Power Management Unit
6.3.4 GPS Receiver
6.4 Augmented Reality Sensors & Components
6.4.1 Augmented Reality Sensors
6.4.1.1 Mobile Devices Sensors
6.4.1.1.1 Accelerometer
6.4.1.1.2 Gyroscope
6.4.1.1.3 Magnetometer
6.4.1.1.4 Image Sensor
6.4.1.2 Wearable Devices Sensors
6.4.1.3 Spatial Augmented Reality Sensors
6.4.2 Augmented Reality Semiconductor Components
6.4.2.1 Wearable Devices Components
6.4.2.2 Spatial Augmented Reality Components
6.4.3 Augmented Reality Displays
6.4.3.1 See Through Display
6.4.3.2 Near To Eye Display
6.4.4 Augmented Reality Input Devices
6.5 Virtual Reality Sensors & Components
6.5.1 Virtual Reality Sensors
6.5.1.1 Sensors For Semi Immersive VR
6.5.1.2 Sensors For Fully Immersive VR
6.5.2 Virtual Reality Semiconductor Components
6.5.2.1 Components For Semi Immersive VR
6.5.2.2 Components For Fully Immersive VR
6.5.3 Virtual Reality Devices
6.5.3.1 Devices For Semi Immersive VR
6.5.3.2 Devices Fir Fully Immersive VR

7 Market Segmentation By Applications (Page No. – 138)
7.1 Introduction
7.2 Augmented Reality Applications
7.2.1 E-Commerce & Marketing
7.2.2 Industrial Applications
7.2.3 Gaming
7.2.4 Medical
7.2.5 Military
7.2.6 Education
7.3 Virtual Reality Applications
7.3.1 E-Commerce
7.3.2 Education
7.3.3 Industrial Training
7.3.4 Military
7.3.4.1 Flight Simulation
7.3.4.2 Battlefield Simulation
7.3.5 Gaming
7.3.6 Medical
7.3.6.1 Human Simulation
7.3.6.2 Virtual Reality Diagnostics
7.3.6.3 Virtual Robotic Surgery

8 Market Segmentation By Geography (Page No. – 165)
8.1 Introduction
8.2 North America
8.2.1 Major Companies in North America
8.3 Europe
8.3.1 Major Companies in Europe
8.4 APAC
8.4.1 Major Companies in APAC
8.5 ROW
8.5.1 Major Companies in ROW
8.6 Augmented Reality By Geography
8.7 Virtual Reality By Geography

9 Competitive Landscape (Page No. – 179)
9.1 Overview
9.1.1 Market Share Analysis
9.1.2 Augmented Reality: Market Share
9.1.3 Virtual Reality: Market Share
9.2 Virtual Reality: Partnerships/Agreements/Joint Ventures
9.3 Virtual Reality: Collaboration
9.4 Virtual Reality: New Products Launch

10 Company Profiles (Page No. – 193)
10.1 Acrossair
10.1.1 Overview
10.1.2 Product & Services
10.1.3 Financials
10.1.4 Strategy
10.1.5 Developments
10.2 Artoolworks Inc
10.2.1 Overview
10.2.2 Products & Services
10.2.3 Financials
10.2.4 Strategy
10.2.5 Developments
10.3 Artificial Life Inc
10.3.1 Overview
10.3.2 Products & Services
10.3.3 Financials
10.3.4 Strategy
10.3.5 Developments
10.4 Eon Reality Inc.
10.4.1 Overview
10.4.2 Product & Services
10.4.3 Financials
10.4.4 Strategy
10.4.5 Developments
10.5 Innovega Inc
10.5.1 Overview
10.5.2 Products & Services
10.5.3 Financials
10.5.4 Strategy
10.5.5 Developments
10.6 Kishino Limited
10.6.1 Overview
10.6.2 Products & Services
10.6.3 Financials
10.6.4 Strategy
10.6.5 Developments
10.7 Kooaba Ag
10.7.1 Overview
10.7.2 Products & Services
10.7.3 Financials
10.7.4 Strategy
10.7.5 Developments
10.8 Laster Technologies
10.8.1 Overview
10.8.2 Products & Services
10.8.3 Financials
10.8.4 Strategy
10.8.5 Developments
10.9 Layar B. V.
10.9.1 Overview
10.9.2 Products & Services
10.9.3 Financials
10.9.4 Strategy
10.9.5 Developments
10.10 Metaio Gmbh
10.10.1 Overview
10.10.2 Products & Services
10.10.3 Financials
10.10.4 Strategy
10.10.5 Developments
10.11 Oculus VR Inc.
10.11.1 Overview
10.11.2 Products & Services
10.11.3 Financials
10.11.4 Strategy
10.11.5 Developments
10.12 Qualcomm Incorporated
10.12.1 Overview
10.12.2 Products & Services
10.12.3 Financials
10.12.4 Strategy
10.12.5 Developments
10.13 Seac02 S.R.L.
10.13.1 Overview
10.13.2 Products & Services
10.13.3 Financials
10.13.4 Strategy
10.13.5 Developments
10.14 Total Immersion
10.14.1 Overview
10.14.2 Products & Services
10.14.3 Financials
10.14.4 Strategy
10.14.5 Developments
10.15 Virtalis Ltd
10.15.1 Overview
10.15.2 Products & Services
10.15.3 Financials
10.15.4 Strategy
10.15.5 Developments
10.16 Vuzix Corporation
10.16.1 Overview
10.16.2 Products & Services
10.16.3 Financial
10.16.4 Strategy
10.16.5 Products and Developments
10.17 Whistlebox Inc
10.17.1 Overview
10.17.2 Products & Services
10.17.3 Financials
10.17.4 Strategy
10.17.5 Developments
10.18 Wikitude Gmbh
10.18.1 Overview
10.18.2 Products & Services
10.18.3 Financials
10.18.4 Strategy
10.18.5 Developments
10.19 Zenitum Inc
10.19.1 Overview
10.19.2 Products & Services
10.19.3 Financials
10.19.4 Strategy
10.19.5 Developments
10.20 Zugara Inc
10.20.1 Overview
10.20.2 Products & Services
10.20.3 Financials
10.20.4 Strategy
10.20.5 Developments


【レポート販売概要】

■ タイトル:世界の拡張現実(AR)及び仮想現実(VR)市場動向及び予測(2013 – 2018)
■ 英文:Augmented Reality & Virtual Reality Market by Technology Types, Sensors (Accelerometer, Gyroscope, Haptics), Components (Camera, Controller, Gloves, HMD), Applications (Automotive, Education, Medical, Gaming, Military) & by Geography - Global Forecast and Analysis to 2013 - 2018
■ 発行日:2014年3月
■ 調査会社:MarketsandMarkets
■ 商品コード:SE 2288
■ 調査対象地域:グローバル
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