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
LONDON, July 22, 2014 /PRNewswire/ -- Reportbuyer.com has added a new market research report:
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
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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
The Augmented reality and virtual reality (AR&VR) is going through a significant adoption in the training and infotainment sectors. The main motivation behind the significant adoption is the versatile range usage for these technologies (AR&VR).
The report is based on the extensive research. This research study involves the usage of extensive secondary sources; directories, and databases such as: Hoovers, Bloomberg, Business-week, Factiva, and One-Source, and so on to identify and collect information which is useful for technical, market-oriented, and commercial study of this global market. The primary sources are mainly the industry experts from core and were interviewed to obtain and verify critical qualitative and quantitative information as well as assess the future prospects.
The report has a detailed list of key findings like: global augmented reality and virtual reality market statistics with detailed classifications and splits by revenue and volume, analysis of the global AR and VR market with a special focus on high growth technologies, analysis of market dynamics, market life cycle analysis, analysis and forecast of the major geographical markets to give an overall view on AR and VR market, technical and market-oriented perspectives with techno-market oriented roadmaps, detailed pricing and cost analysis, competitive intelligence, key player strategies, and other qualitative and quantitative analysis.
The report includes quantitative data analysis for various technologies used in virtual and augmented reality. The types of virtual reality used are immersive VR, non immersive VR, projected VR, and CAVE (Chicago automatic virtual environment). In addition to quantitative analysis, the report also includes: value chain analysis, porter five force analysis of augmented and virtual reality market, and price trend analysis.
The major companies of AR&VR market are profiled under the company profile chapter. This chapter analyse company's strategy to grow in the market, new products launches taking place, acquisition and merger news, and partnerships and contracts signed from 2010 onwards. The companies which provide virtual reality and augmented reality tools to the developers are reinforcing their position due to an increase in the competition.
The major stakeholders of the RV&VR market considered in this report are Semiconductor Component Vendors, Content developers, Advertising agencies, Mobile/Portable device manufacturers, Distributors and Retailers, Research organizations, Universities, Technology Standards Organizations, Forums, Alliances and Associations.
The report also includes segmentation and analysis of the market by types, components, and application which gives an in-depth understanding of the emerging AR and VR market.
The entire report is broadly divided into augmented and virtual reality market segments. The market data point out each of the segment which is categorized under the following verticals that is: technology, sensors and components, applications, and geography.
The technology segment includes several sub segments such as: mobile device based AR Applications, non-immersive, semi immersive, wearable type, video spatial display, and fully immersive micro segments. The components and sensors include displays, gloves, head gears, processors, engines, and so on. The application of AV&RV market include automotive, e-commerce and retail, marketing, medical, military and defense, and education. In addition to this, Geography segment include major regions such as North America, Europe, APAC, and ROW. The split gives an insight about the regional untapped potential and preference.
1 INTRODUCTION 22
1.1 KEY TAKE-AWAYS 22
1.2 REPORT DESCRIPTION 23
1.3 MARKETS COVERED 24
1.4 COMPANIES COVERED IN THE REPORT 26
1.5 STAKEHOLDERS 27
1.6 RESEARCH METHODOLOGY 27
1.6.1 MARKET SIZE ESTIMATION 28
1.6.2 MARKET CRACKDOWN & DATA TRIANGULATION 30
1.6.3 KEY DATA POINTS TAKEN FROM
SECONDARY SOURCES 32
1.6.4 KEY DATA POINTS TAKEN FROM PRIMARY SOURCES 33
1.7 REPORT ASSUMPTIONS 33
2 EXECUTIVE SUMMARY 36
3 COVER STORY 38
- BEN VAUGHAN – ARTOOLWORKS 38
- RAHUL DUTTA - TRIMENSIONS 40
- MATTHEW SZYMCZYK – ZUGARA INC 42
- SUDHANSHU KAPOOR – METAIO GMBH 45
4 MARKET OVERVIEW 47
4.1 INTRODUCTION 48
4.2 HISTORY & EVOLUTION 48
4.3 MARKET SEGMENTATION 50
4.3.1 AUGMENTED REALITY 51
4.3.1.1 Types of Augmented Reality Technology 51
4.3.1.2 Components of Augmented Reality System 52
4.3.1.3 Augmented Reality Displays 53
4.3.2 VIRTUAL REALITY 54
4.4 VALUE CHAIN ANALYSIS 57
4.5 MARKET DYNAMICS 61
4.5.1 DRIVERS 63
4.5.1.1 Increased Demand in Healthcare 63
4.5.1.2 Rising Prevalence of Computer Technology and Internet Connectivity. 64
4.5.1.3 Boost in Demand for Smartphones 64
4.5.2 RESTRAINTS 65
4.5.2.1 Image Latency 65
4.5.2.2 Privacy and Awareness 66
4.5.2.3 Requirement of Hardware 66
4.5.3 OPPORTUNITIES 67
4.5.3.1 Emerging Applications 67
4.5.3.2 Increase in R&D Initiatives 68
4.5.4 BURNING ISSUES 68
4.5.4.1 Lack of Awareness of the Concept 68
4.5.4.2 Technological Barriers 68
4.5.5 WINNING IMPERATIVE 68
4.5.5.1 Partnering with Major Players 68
4.6 PORTER'S FIVE FORCES MODEL 69
4.6.1 THREAT FROM NEW ENTRANTS 70
4.6.2 THREAT FROM SUBSTITUTES 71
4.6.3 BARGAINING POWER OF SUPPLIERS 72
4.6.4 BARGAINING POWER OF BUYERS 73
4.6.5 DEGREE OF COMPETITION 74
5 MARKET SEGMENTATION BY TECHNOLOGY 75
5.1 INTRODUCTION 76
5.2 AUGMENTED REALITY 76
5.2.1 MAJOR PLAYERS OFFERING AUGMENTED REALITY 77
5.2.2 MOBILE DEVICE BASED AUGMENTED SYSTEM 79
5.2.3 WEARABLE AUGMENTED REALITY TYPE 80
5.2.3.1 Major Companies Offering Wearable Augmented Reality 81
5.2.4 SPATIAL AUGMENTED REALITY 82
5.2.5 VISION BASED AUGMENTED REALITY 85
5.2.5.1 Marker-Less Augmented Reality 85
5.2.5.1.1 Major Companies Using Marker-Less Augmented Reality 86
5.2.5.1.2 Model Based Augmented Reality 86
5.2.5.1.3 Image Processing Based Augmented Reality 86
5.2.5.2 Marker Based Augmented Reality 86
5.2.5.2.1 Passive Marker Augmented Reality 87
5.2.5.2.2 Active Marker Augmented Reality 87
5.2.5.2.3 Major Companies Using Marker Based Augmented Reality 88
5.3 VIRTUAL REALITY TECHNOLOGIES 89
5.3.1 MAJOR PLAYERS IN VIRTUAL REALITY 89
5.3.2 NON-IMMERSIVE 92
5.3.3 SEMI IMMERSIVE 93
5.3.4 FULLY IMMERSIVE 95
6 MARKET SEGMENTATION BY SENSORS & COMPONENTS 98
6.1 INTRODUCTION 99
6.2 SENSORS OVERVIEW 100
6.2.1 ACCELEROMETER 100
6.2.1.1 Major Companies Offering Accelerometer &
Gesture Recognition 101
6.2.2 MAGNETOMETER 101
6.2.2.1 Major Companies Offering Magnetometer 102
6.2.3 GYROSCOPES 102
6.2.3.1 Major Companies Offering Gyroscopes 103
6.2.4 IMAGE SENSORS 103
6.2.4.1 Major Companies Offering Image Sensors 103
6.2.4.2 Complementary Metal Oxide Semiconductors (CMOS) 103
6.2.4.3 CCD (Charge Coupled Device) 104
6.2.5 GLOBAL POSITIONING SYSTEM (GPS) 104
6.2.5.1 Major Companies Offering GPS System 105
6.3 SEMICONDUCTOR COMPONENTS OVERVIEW 106
6.3.1 CONTROLLER/PROCESSOR 106
6.3.2 MEMORY IC 106
6.3.3 POWER MANAGEMENT UNIT 107
6.3.4 GPS RECEIVER 107
6.4 AUGMENTED REALITY SENSORS & COMPONENTS 108
6.4.1 AUGMENTED REALITY SENSORS 109
6.4.1.1 Mobile Devices Sensors 110
6.4.1.1.1 Accelerometer 115
6.4.1.1.2 Gyroscope 116
6.4.1.1.3 Magnetometer 117
6.4.1.1.4 Image Sensor 118
6.4.1.2 Wearable Devices Sensors 119
6.4.1.3 Spatial Augmented Reality Sensors 120
6.4.2 AUGMENTED REALITY SEMICONDUCTOR COMPONENTS 121
6.4.2.1 Wearable Devices Components 123
6.4.2.2 Spatial Augmented Reality Components 124
6.4.3 AUGMENTED REALITY DISPLAYS 125
6.4.3.1 See Through Display 126
6.4.3.2 Near to Eye Display 127
6.4.4 AUGMENTED REALITY INPUT DEVICES 129
6.5 VIRTUAL REALITY SENSORS & COMPONENTS 131
6.5.1 VIRTUAL REALITY SENSORS 132
6.5.1.1 Sensors for Semi Immersive VR 133
6.5.1.2 Sensors for Fully Immersive VR 134
6.5.2 VIRTUAL REALITY SEMICONDUCTOR COMPONENTS 135
6.5.2.1 Components for Semi Immersive VR 136
6.5.2.2 Components for Fully Immersive VR 137
6.5.3 VIRTUAL REALITY DEVICES 137
6.5.3.1 Devices for Semi Immersive VR 138
6.5.3.2 Devices Fir Fully Immersive VR 139
7 MARKET SEGMENTATION BY APPLICATIONS 140
7.1 INTRODUCTION 141
7.2 AUGMENTED REALITY APPLICATIONS 143
7.2.1 E-COMMERCE & MARKETING 145
7.2.2 INDUSTRIAL APPLICATIONS 147
7.2.3 GAMING 148
7.2.4 MEDICAL 150
7.2.5 MILITARY 151
7.2.6 EDUCATION 152
7.3 VIRTUAL REALITY APPLICATIONS 154
7.3.1 E-COMMERCE 156
7.3.2 EDUCATION 158
7.3.3 INDUSTRIAL TRAINING 160
7.3.4 MILITARY 161
7.3.4.1 Flight Simulation 161
7.3.4.2 Battlefield Simulation 161
7.3.5 GAMING 163
7.3.6 MEDICAL 164
7.3.6.1 Human Simulation 164
7.3.6.2 Virtual Reality Diagnostics 165
7.3.6.3 Virtual Robotic Surgery 165
8 MARKET SEGMENTATION BY GEOGRAPHY 167
8.1 INTRODUCTION 168
8.2 NORTH AMERICA 169
8.2.1 MAJOR COMPANIES IN NORTH AMERICA 170
8.3 EUROPE 171
8.3.1 MAJOR COMPANIES IN EUROPE 172
8.4 APAC 173
8.4.1 MAJOR COMPANIES IN APAC 174
8.5 ROW 175
8.5.1 MAJOR COMPANIES IN ROW 176
8.6 AUGMENTED REALITY BY GEOGRAPHY 177
8.7 VIRTUAL REALITY BY GEOGRAPHY 179
9 COMPETITIVE LANDSCAPE 181
9.1 OVERVIEW 181
9.1.1 MARKET SHARE ANALYSIS 181
9.1.2 AUGMENTED REALITY: MARKET SHARE 181
9.1.3 VIRTUAL REALITY: MARKET SHARE 182
9.2 VIRTUAL REALITY: PARTNERSHIPS/AGREEMENTS/ JOINT VENTURES 183
9.3 VIRTUAL REALITY: COLLABORATION 188
9.4 VIRTUAL REALITY: NEW PRODUCTS LAUNCH 189
10 COMPANY PROFILES 194 (Overview, Products and Services, Financials, Strategy & Development)*
10.1 ARTOOLWORKS INC 194
10.2 AUGEAN PLC 199
10.3 AUGMENTED PIXELS CO. 202
10.4 AURASMA 206
10.5 BLIPPAR 207
10.6 CATCHOOM 210
10.7 EON REALITY INC. 213
10.8 INNOVEGA INC 216
10.9 KISHINO LIMITED 218
10.10 KOOABA AG 220
10.11 LASTER TECHNOLOGIES 222
10.12 LAYAR B. V. 225
10.13 METAIO GMBH 227
10.14 OCULUS VR INC. 232
10.15 QUALCOMM INCORPORATED 234
10.16 SEAC02 S.R.L. 238
10.17 TOTAL IMMERSION 241
10.18 VIRTALIS LTD 246
10.19 VUZIX CORPORATION 249
10.20 WIKITUDE GMBH 254
10.21 ZUGARA INC 256
10.22 13TH LAB 259
*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.
LIST OF TABLES
TABLE 1 AR AND VR MARKET, MAJOR COMPANIES, 2013 26
TABLE 2 GENERAL ASSUMPTIONS, TERMINOLOGY & APPLICATION KEY NOTES 33
TABLE 3 GLOBAL AUGMENTED REALITY & VIRTUAL REALITY VOLUMES,
2011 – 2013 37
TABLE 4 SENSOR KEY MANUFACTURER AND SUPPLIERS, 2013 59
TABLE 5 DISPLAY KEY MANUFACTURER AND SUPPLIERS, 2013 60
TABLE 6 AUGMENTED AND VIRTUAL REALITY SOFTWARE DEVELOPERS, 2013 61
TABLE 7 GLOBAL AUGMENTED REALITY REVENUE SPLIT, BY TYPES,
2011 – 2018 (%) 76
TABLE 8 GLOBAL DEDICATED DEVICES AUGMENTED REALITY MARKET BY TYPES, 2011 – 2018 ($MILLION) 77
TABLE 9 GLOBAL DEDICATED DEVICES AUGMENTED REALITY MARKET SHIPMENTS BY TYPES, 2011 – 2018 (MILLION UNITS) 78
TABLE 10 GLOBAL DEDICATED DEVICES AUGMENTED REALITY
MARKET ASP, 2011 – 2018 ($) 79
TABLE 11 GLOBAL MOBILE DEVICES AUGMENTED REALITY MARKET SPLIT,
BY APPLICATIONS, 2011 – 2018 (%) 80
TABLE 12 GLOBAL WEARABLE DEVICES AUGMENTED REALITY MARKET REVENUE, BY APPLICATIONS, 2011 – 2018 ($MILLION) 81
TABLE 13 GLOBAL WEARABLE DEVICES AUGMENTED REALITY MARKET VOLUMES, BY APPLICATIONS, 2011 – 2018 (MILLION UNIT) 82
TABLE 14 GLOBAL SPATIAL AUGMENTED REALITY MARKET REVENUE,
BY APPLICATIONS, 2011 – 2018 ($MILLION) 83
TABLE 15 GLOBAL SPATIAL AUGMENTED REALITY MARKET VOLUMES,
BY APPLICATIONS, 2011 – 2018 ('000 UNIT) 84
TABLE 16 GLOBAL AUGMENTED REALITY MARKET, BY MARKER TYPE,
2011 – 2018 ($MILLION) 88
TABLE 17 GLOBAL VIRTUAL REALITY MARKET BY TECHNOLOGY TYPE,
2011 – 2018 (%) 89
TABLE 18 GLOBAL VIRTUAL REALITY MARKET BY TECHNOLOGY TYPE,
2011 – 2018 ('000 UNITS) 90
TABLE 19 GLOBAL VIRTUAL REALITY MARKET FOR IMMERSIVE SYSTEMS,
2011 – 2018 ($MILLION) 91
TABLE 20 GLOBAL VIRTUAL REALITY ASP FOR IMMERSIVE SYSTEMS,
2011 – 2018 ($) 92
TABLE 21 GLOBAL NON IMMERSIVE VIRTUAL REALITY MARKET VOLUMES,
BY APPLICATIONS, 2011 – 2018 ('000 UNIT) 93
TABLE 22 GLOBAL SEMI IMMERSIVE VIRTUAL REALITY MARKET REVENUE,
BY APPLICATIONS, 2011 – 2018 ($MILLION) 94
TABLE 23 GLOBAL SEMI IMMERSIVE VIRTUAL REALITY MARKET VOLUMES,
BY APPLICATIONS, 2011 – 2018 ('000 UNIT) 95
TABLE 24 GLOBAL FULLY IMMERSIVE VIRTUAL REALITY MARKET REVENUE,
BY APPLICATIONS, 2011 – 2018 ($MILLION) 96
TABLE 25 GLOBAL FULLY IMMERSIVE VIRTUAL REALITY MARKET VOLUMES,
BY APPLICATIONS, 2011 – 2018 ('000 UNIT) 97
TABLE 26 GLOBAL SENSOR & COMPONENT MARKET FOR AUGMENTED REALITY, 2011 – 2018 ($MILLION) 108
TABLE 27 GLOBAL SENSOR MARKET REVENUE FOR AUGMENTED REALITY,
2011 – 2018 ($MILLION) 109
TABLE 28 GLOBAL MOBILE PHONES SENSOR MARKET REVENUE,
2011 – 2018 ($MILLION) 110
TABLE 29 GLOBAL TABLETS SENSOR MARKET REVENUE, 2011 – 2018 ($MILLION) 111
TABLE 30 GLOBAL MOBILE DEVICES SENSOR REVENUE FOR AUGMENTED REALITY APPLICATION, 2011 – 2018 113
TABLE 31 GLOBAL ACCELEROMETER MARKET FOR MOBILE DEVICES AUGMENTED REALITY, 2011 – 2018 115
TABLE 32 GLOBAL GYROSCOPE MARKET FOR MOBILE DEVICES AUGMENTED REALITY, 2011 – 2018 116
TABLE 33 GLOBAL MAGNETOMETER MARKET FOR MOBILE DEVICES AUGMENTED REALITY, 2011 – 2018 117
TABLE 34 GLOBAL IMAGE SENSOR MARKET FOR MOBILE DEVICES AUGMENTED REALITY, 2011 – 2018 118
TABLE 35 GLOBAL SENSOR MARKET REVENUE FOR WEARABLE DEVICES BASED AUGMENTED REALITY, 2011 – 2018 ($MILLION) 119
TABLE 36 GLOBAL SENSOR MARKET REVENUE FOR SPATIAL AUGMENTED REALITY, 2011 – 2018 ($MILLION) 120
TABLE 37 GLOBAL SEMICONDUCTOR COMPONENT REVENUE FOR AUGMENTED REALITY, 2011 - 2018 ($MILLION) 121
TABLE 38 GLOBAL SEMICONDUCTOR COMPONENT ASP FOR AUGMENTED REALITY, 2011 - 2018 ($) 122
TABLE 39 GLOBAL SEMICONDUCTOR COMPONENT REVENUE FOR WEARABLE DEVICES BASED AUGMENTED REALITY, 2011 - 2018 ($MILLION) 123
TABLE 40 GLOBAL SEMICONDUCTOR COMPONENT REVENUE FOR SPATIAL AUGMENTED REALITY, 2011 - 2018 ($MILLION) 124
TABLE 41 GLOBAL DISPLAY MARKET REVENUE FOR AUGMENTED REALITY APPLICATION, 2011 – 2018 ($MILLION) 125
TABLE 42 GLOBAL SEE THROUGH DISPLAY MARKET REVENUE FOR AUGMENTED REALITY APPLICATION, 2011 – 2018 ($MILLION) 126
TABLE 43 GLOBAL NEAR TO EYE DISPLAY MARKET REVENUE FOR AUGMENTED REALITY APPLICATION, 2011 – 2018 ($MILLION) 127
TABLE 44 GLOBAL NEAR TO EYE DISPLAY MARKET VOLUMES FOR AUGMENTED REALITY APPLICATION, 2011 – 2018 ('000 UNIT) 128
TABLE 45 GLOBAL NEAR TO EYE DISPLAY MARKET ASP FOR AUGMENTED REALITY APPLICATION, 2011 – 2018 ($) 128
TABLE 46 GLOBAL AUGMENTED REALITY INPUT DEVICES MARKET REVENUE,
2011 – 2018 ($MILLION) 129
TABLE 47 GLOBAL AUGMENTED REALITY INPUT DEVICES ASP, 2011 – 2018 ($) 130
TABLE 48 GLOBAL SENSOR & COMPONENTS MARKET FOR VIRTUAL REALITY,
2011 - 2018 ($MILLION) 131
TABLE 49 GLOBAL SENSORS MARKET REVENUE FOR VIRTUAL REALITY,
2011 - 2018 ($MILLION) 132
TABLE 50 GLOBAL SENSORS MARKET REVENUE FOR SEMI IMMERSIVE VIRTUAL REALITY, 2011 - 2018 ($MILLION) 133
TABLE 51 GLOBAL SENSORS MARKET REVENUE FOR FULLY IMMERSIVE VIRTUAL REALITY, 2011 - 2018 ($THOUSAND) 134
TABLE 52 GLOBAL SEMICONDUCTOR COMPONENT MARKET REVENUE FOR VIRTUAL REALITY, 2011 - 2018 ($MILLION) 135
TABLE 53 GLOBAL SEMICONDUCTOR COMPONENT MARKET REVENUE FOR
SEMI IMMERSIVE VIRTUAL REALITY, 2011 - 2018 ($MILLION) 136
TABLE 54 GLOBAL SEMICONDUCTOR COMPONENT MARKET REVENUE FOR
FULLY IMMERSIVE VIRTUAL REALITY, 2011 - 2018 ($THOUSAND) 137
TABLE 55 GLOBAL DEVICES MARKET REVENUE FOR SEMI IMMERSIVE VIRTUAL REALITY, 2011 - 2018 ($MILLION) 138
TABLE 56 GLOBAL DEVICES MARKET REVENUE FOR FULLY IMMERSIVE VIRTUAL REALITY, 2011 - 2018 ($MILLION) 139
TABLE 57 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET FOR DEDICATED DEVICES, 2011 – 2018 ($MILLION) 141
TABLE 58 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET FOR DEDICATED DEVICES, 2011 – 2018 ('000 UNITS) 142
TABLE 59 GLOBAL DEDICATED DEVICES AUGMENTED REALITY MARKET REVENUE, BY APPLICATION, 2011 – 2018 ($MILLION) 143
TABLE 60 GLOBAL DEDICATED DEVICES AUGMENTED REALITY MARKET VOLUMES, BY APPLICATION, 2011 – 2018 ('000 UNIT) 144
TABLE 61 GLOBAL INDUSTRIAL APPLICATION MARKET FOR AUGMENTED REALITY, 2011 – 2018 147
TABLE 62 GLOBAL DEDICATED DEVICES GAMING MARKET FOR
AUGMENTED REALITY, 2011 – 2018 149
TABLE 63 GLOBAL DEDICATED DEVICES MEDICAL MARKET FOR
AUGMENTED REALITY, 2011 – 2018 150
TABLE 64 GLOBAL DEDICATED DEVICES MILITARY MARKET FOR
AUGMENTED REALITY, 2011 – 2018 151
TABLE 65 GLOBAL DEDICATED DEVICES MILITARY MARKET FOR
AUGMENTED REALITY, 2011 – 2018 154
TABLE 66 GLOBAL DEDICATED DEVICES VIRTUAL REALITY MARKET REVENUE,
BY APPLICATION, 2011 – 2018 ($MILLION) 155
TABLE 67 GLOBAL DEDICATED DEVICES VIRTUAL REALITY MARKET VOLUMES,
BY APPLICATION, 2011 – 2018 ('000 UNIT) 156
TABLE 68 GLOBAL E-COMMERCE APPLICATION MARKET FOR
VIRTUAL REALITY, 2011 – 2018 157
TABLE 69 GLOBAL EDUCATION APPLICATION MARKET FOR
VIRTUAL REALITY, 2011 – 2018 159
TABLE 70 GLOBAL INDUSTRIAL APPLICATION MARKET FOR
VIRTUAL REALITY, 2011 – 2018 160
TABLE 71 GLOBAL MILITARY APPLICATION MARKET FOR
VIRTUAL REALITY, 2011 – 2018 162
TABLE 72 GLOBAL GAMING APPLICATION MARKET FOR
VIRTUAL REALITY, 2011 – 2018 163
TABLE 73 GLOBAL MEDICAL APPLICATION MARKET FOR
VIRTUAL REALITY, 2011 – 2018 166
TABLE 74 NORTH AMERICA: DEDICATED AUGMENTED REALITY & IMMERSIVE VIRTUAL REALITY MARKET, 2011 – 2018 170
TABLE 75 EUROPE: DEDICATED AUGMENTED REALITY & IMMERSIVE VIRTUAL REALITY MARKET, 2011 – 2018 172
TABLE 76 APAC: DEDICATED AUGMENTED REALITY & IMMERSIVE VIRTUAL REALITY MARKET, 2011 – 2018 174
TABLE 77 ROW: DEDICATED AUGMENTED REALITY & IMMERSIVE VIRTUAL REALITY MARKET, 2011 – 2018 176
TABLE 78 GLOBAL DEDICATED DEVICES AUGMENTED REALITY MARKET REVENUE, BY GEOGRAPHY, 2011 - 2018 ($MILLION) 177
TABLE 79 GLOBAL DEDICATED DEVICES AUGMENTED REALITY VOLUMES,
BY GEOGRAPHY, 2011 - 2018 (MILLION UNIT) 178
TABLE 80 GLOBAL IMMERSIVE VIRTUAL REALITY MARKET REVENUE,
BY GEOGRAPHY, 2011 - 2018 ($MILLION) 179
TABLE 81 GLOBAL IMMERSIVE VIRTUAL REALITY MARKET REVENUE,
BY GEOGRAPHY, 2011 - 2018 ('000 UNIT) 180
TABLE 82 AUGMENTER REALITY: COMPANY MARKET SHARE, 2013 181
TABLE 83 VIRTUAL REALITY: COMPANY MARKET SHARE, 2013 182
TABLE 84 VIRTUAL REALITY: PARTNERSHIPS/AGREEMENTS/
JOINT VENTURES, 2010 – 2013 183
TABLE 85 VIRTUAL REALITY: COLLABORATION, 2010 - 2013 188
TABLE 86 VIRTUAL REALITY: NEW PRODUCTS LAUNCH, 2010 – 2013 189
TABLE 87 PRODUCTS & SERVICES OF AUGMENTED PIXELS 203
LIST OF FIGURES
FIGURE 1 AR AND VR MARKET SEGMENTATION, 2013 24
FIGURE 2 MARKET RESEARCH METHODOLOGY 28
FIGURE 3 MARKET SIZE ESTIMATION 29
FIGURE 4 MARKET CRACKDOWN & DATA TRIANGULATION 31
FIGURE 5 EVOLUTION OF VIRTUAL REALITY AND AUGMENTED REALITY 49
FIGURE 6 PROGRESS OF VIRTUAL REALITY AND AUGMENTED REALITY 50
FIGURE 7 TYPES: AUGMENTED REALITY 51
FIGURE 8 COMPONENTS: AUGMENTED REALITY SYSTEM 52
FIGURE 9 AUGMENTED REALITY DISPLAYS 53
FIGURE 10 TYPES: VIRTUAL REALITY SYSTEMS 54
FIGURE 11 COMPONENTS: VIRTUAL REALITY SYSTEMS 55
FIGURE 12 APPLICATIONS: VIRTUAL REALITY 56
FIGURE 13 VALUE CHAIN OF AUGMENTED AND VIRTUAL REALITY SYSTEMS, 2013 58
FIGURE 14 AUGMENTED REALITY & VIRTUAL REALITY: IMPACT ANALYSIS OF MARKET DYNAMICS, 2013 – 2018 62
FIGURE 15 PORTER'S FIVE FOR ANALYSIS OF AR & VR MARKET, 2012 69
FIGURE 16 AR & VR MARKET: THREATS FROM NEW ENTRANTS, 2012 70
FIGURE 17 AR & VR MARKET: THREATS FROM SUBSTITUTES, 2012 71
FIGURE 18 AR & VR MARKET: BARGAINING POWER OF SUPPLIERS, 2012 72
FIGURE 19 AR & VR MARKET: BARGAINING POWER OF BUYERS, 2012 73
FIGURE 20 AR & VR MARKET: DEGREE OF COMPETITION, 2012 74
FIGURE 21 VISION BASED TRACKING 85
FIGURE 22 MARKER BASED AUGMENTED REALITY TECHNOLOGY 87
FIGURE 23 SENSORS IN AUGMENTED REALITY AND VIRTUAL REALITY SYSTEM 99
FIGURE 24 GPS OPERATION 105
FIGURE 25 GLOBAL PENETRATION OF AUGMENTED REALITY IN
MOBILE DEVICES, 2011 – 2018 (%) 112
FIGURE 26 ADOPTION OF AUGMENTED REALITY IN MOBILE DEVICES, 2011 – 2022 114
FIGURE 27 GLOBAL E-COMMERCE & MARKETING APPLICATION MARKET SHARE OF AUGMENTED REALITY MARKET, 2011 – 2018 (%) 146
FIGURE 28 GLOBAL MOBILE DEVICES GAMING APPLICATION SHARE OF AUGMENTED REALITY MARKET, 2011 – 2018 (%) 148
FIGURE 29 GLOBAL MOBILE DEVICES EDUCATION APPLICATOPN SHARE OF AUGMENTED REALITY MARKET, 2011 – 2018 (%) 153
FIGURE 30 MARKET SEGMENTATION BY GEOGRAPHY 168
FIGURE 31 AUGEAN: COMPANY SNAPSHOT 199
FIGURE 32 BLIPPAR: PRODUCTS & SERVICES 208
FIGURE 33 CATCHOOM: PRODUCTS (SPECIAL) 211
FIGURE 34 EON REALITY: PRODUCT PORTFOLIO, 2012 214
FIGURE 35 LASTER TECHNOLOGIES: PRODUCT CLASSIFICATION 223
FIGURE 36 METAIO GMBH: SWOT ANALYSIS, 2013 229
FIGURE 37 SEAC02 S.R.L.: PRODUCT PORTFOLIO 239
FIGURE 38 TOTAL IMMERSION: GLOBAL PRESENCE, 2012 241
FIGURE 39 TOTAL IMMERSION: SWOT ANALYSIS, 2013 243
FIGURE 40 VIRTALIS LTD: PRODUCT CATALOGUE 247
FIGURE 41 VUZIX: PRODUCT PORTFOLIO, 2012 250
FIGURE 42 VUZIX CORPORATION: SWOT ANALYSIS, 2013 252
Read the full report:
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
https://www.reportbuyer.com/product/2051926/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.html
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