【レポートの概要(一部)】
Table of Contents
1 Introduction (Page No. – 18)
1.1 Objectives
1.2 Report Description
1.3 Markets Covered
1.4 Stakeholders
1.5 Research Methodology
1.5.1 Market Size Estimation
1.5.2 Market Crackdown and Data Triangulation
1.5.3 Key Data Taken From Secondary Sources
1.5.4 Key Data Taken From Primary Sources
1.5.5 Assumptions Made For This Report
1.5.6 List of Companies Covered During Study
2 Executive Summary (Page No. – 32)
3 Cover Story – Interview With Dr. Alam (Page No. – 35)
4 Market Overview (Page No. – 37)
4.1 Introduction
4.2 Market Definition
4.3 Scope of the Report
4.4 History and Evolution of the 3D Technology
4.5 Trends in the 3D Technology Market
4.6 3D Technology Products and Applications Life Cycle
4.7 Emerging Technologies in 3D
4.7.1 Real Time 3D
4.7.2 3D Printing
4.7.3 3D Cinema
4.7.4 Architectural 3D Rendering
4.8 4D Technology
4.8.1 Introduction to the 4D Technology
4.8.2 Recent Developments in 4D Technology
4.8.2.1 4D Cinema
4.8.2.2 4D Printing
4.8.2.3 4D Bim
4.8.2.3.1 Advantages of 4D in Bim
4.8.2.4 4D in Healthcare
4.8.2.5 Augmented Reality
4.9 Market Dynamics
4.9.1 Drivers
4.9.1.1 Application of 3D Technology in Allied Segments Is Expected to Create A Potential Market
4.9.1.2 Growing Demand of Entertainment Is Expected to Drive the Global 3D Market in the Entertainment Sector
4.9.1.3 in House R&D investments and Financial Support From Governments For 3D Printing Is Set to Develop Cost Effective 3D Printers
4.9.1.4 Easy Manufacturing of Individualized Parts and Components Is Expected to Drive the Rapid Prototyping Market to A Large Extent
4.9.2 Restraints
4.9.2.1 Lack of 3D Content Is Expected to Be A Major Issue in the Entertainment Industry Due to the Complexity in the Carrier and Storage
4.9.2.2 3D Printing Materials: Availability, Cost, Quality, Material Development & Validation, Material Standardization & Characterization Issues
4.9.2.2.1 Lack of Availability of Materials & Its High Cost
4.9.2.2.2 Material Development & Its Validation
4.9.2.2.3 Material Standardization & Characterization
4.9.2.2.4 Quality of Materials
4.9.3 Opportunities
4.9.3.1 Huge Opportunity For the 4D Technology in Various Application Areas
4.10 Burning Issues
4.10.1 3D Tv: Lack of Standardisation in 3D Glasses, and Content Creation Issues
4.11 Winning Imperatives
4.11.1 Developments of the Glassless 3D Phones Is Expected to Be A Game Changer in the Smartphone Industry
4.11.2 Healthcare Is Going to Be A Huge Potential Market For 3D Applications, Majorly, Due to the Continuous Technological Advancements
4.12 Value-Chain Analysis
4.12.1 Value Chain Analysis of 3D Tv Market
4.12.2 Value Chain Analysis of 3D Printers
4.13 Porter’s Five Forces Model
4.13.1 Degree of Competition
4.13.2 Bargaining Power of Buyers
4.13.3 Bargaining Power of Suppliers
4.13.4 Threats of Substitutes
4.13.5 Threats of New Entrants
5 Market By Application (Page No. – 74)
5.1 Introduction
5.2 Technological Aspects of 3D
5.2.1 2d to 3D Conversion
5.2.2 3D Computer Aided Design (CAD)
5.2.3 Image Processing: Formats and Standards
5.2.3.1 Object Modeling
5.2.3.2 Geometric Compression
5.2.3.3 Image Registration
5.2.3.4 Volume Visualization
5.2.4 Imax 3D
5.2.4.1 Imax Dome
5.2.4.2 Imax 3D
5.2.4.3 Imax HD
5.3 3D Integrated Circuits
5.3.1 Benefits of 3D IC’s
5.4 3D Transistors
5.5 3D Printer
5.5.1 3D Printing Process
5.5.2 Types of 3D
5.5.2.1 SLS 3D Printers
5.5.2.2 FDM 3D Printers
5.5.2.3 SLA 3D Printers
5.6 3D Gaming
5.7 3D Cinema
5.8 3D CAD
5.9 3D Navigation
5.10 3D Animation
5.11 3D Imaging
5.11.1 Introduction
5.11.2 3D Camera
5.11.3 3D Scanner
5.11.4 3D Medical Imaging
5.12 3D Display
5.12.1 Introduction
5.12.2 Types of 3D Displaying Technology
5.12.2.1 Stereoscopy
5.12.2.2 Auto-Stereoscopy
5.12.2.3 Volumetric
5.12.2.3.1 Type of Volumetric Display
5.12.3 Head Mounted Display
5.12.4 3D Smartphone
5.12.5 3D Digital Signage
5.12.6 3D Television
5.12.7 3D Projector
5.12.7.1 Anaglyph
5.12.7.2 Polarized
5.12.7.3 Stereoscopic
5.12.8 3D Glass
5.12.8.1 Type of 3D Glasses
5.12.8.2 Passive Glasses
5.12.8.2.1 Anaglyph 3D Glasses
5.12.8.2.2 Polarized 3D Glasses
5.12.8.3 Active Glasses
5.12.8.3.1 Pulfrich Glasses
6 Market By Application (Page No. – 141)
6.1 Introduction
6.2 Industrial
6.3 Consumer
6.4 Entertainment
6.5 Healthcare
6.6 Education
6.7 Government
7 Market By Geography (Page No. – 155)
7.1 Introduction
7.2 the Americas
7.3 Europe
7.4 APAC
7.5 ROW
8 Competitive Landscape (Page No. – 185)
8.1 Introduction
8.2 Key Players
8.3 Competitive Analysis
8.3.1 Market Share Analysis
8.4 Competitive Situation and Trends
8.4.1 New Product Developments and Announcements
8.4.2 Agreements, Partnerships, Joint Ventures and Collaborations
8.4.3 Mergers and Acquisitions
8.4.4 Contracts
8.4.5 Others
9 Company Profiles (Overview, Products and Services, Financials, Strategy & Development)* (Page No. – 199)
9.1 3D Systems Corporation
9.2 Dolby Laboratories, Inc.
9.3 LG Electronics Inc.
9.4 Barco N.V.
9.5 Samsung Electronics Co., Ltd.
9.6 Autodesk, Inc.
9.7 Stratasys, Inc.
9.8 Panasonic Corporation
9.9 Sony Corporation
9.10 Dreamworks Animation SKG, Inc.
【レポート販売概要】
■ タイトル:3D及び4D技術の世界市場(2013 – 2020)■ 英文:3D & 4D Technology Market by 3D Product Type (IC, Printer, Gaming, Cinema Screen, CAD, Navigation, Animation, Camera, Medical Imaging (3D & 4D), HMD, Smart-Phone, TV, Projectors), Application, and Geography - Forecast and Analysis to 2013 - 2020
■ 発行日:2014年5月
■ 調査会社:MarketsandMarkets
■ 商品コード:Markets-SE-2497
■ 調査対象地域:グローバル
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