The fifth generation (5G) of cellular communications will facilitate many benefits including significant latency reduction, which will enable many previously tethered-only applications and services such as streaming 4K video, real-time remote control, haptic communications, and more.
This will be based largely upon unique capabilities enabled by 5G New Radio (5GNR) that will support Ultra-Reliable and Low-Latency Communication (URLLC) for both mission-critical services and latency-sensitive consumer services.
Previously encumbered by a combination of technology gaps and consumer readiness issues, Virtual Reality (VR) is poised for considerable global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. Coupled with the deployment of gigabit Ethernet fiber, 5G will transform the VR market, leading to a fully immersive experience with haptic capabilities becoming imbedded in many applications.
Mass adoption of full-featured, mobile supported, and fully immersive VR technologies will occur coincident with commercial deployment of 5G. The advent of mobile Edge Computing (MEC) is also anticipated to have a substantial impact on VR as MEC will provide much-needed computational optimization, especially for LTE only coverage areas and while roaming.
Accordingly, VR is poised for considerable global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers.
This report provides an in-depth assessment of the VR market. It evaluates both the pre-5G VR base market as well as post-5G commercialization driven adoption and usage. The report provides forecasting for VR by segments, applications, and regions including revenue forecasts. The report also forecasts VR shipment units and active users. The report also identifies VR market opportunities by industry vertical.
Forecasts for base VR and post-5G VR market
Understand how 5G will impact VR apps and services
Identify opportunities for VR across industry verticals
Recognize the impact of untethered VR apps and services
Identify leading technologies and Apps benefitting from 5G VR
Identify leading VR component, solution, app, and service providers
Virtual reality companies
Network service providers
Regulatory and policy groups
Artificial intelligence providers
Application and content providers
Key Topics Covered:
1 Executive Summary
2 Introduction and 5G Contribution to VR 2.1 VR Acceleration Curve: Experiment to Experience 2.2 5G Promises to VR Application 2.2.1 Wireless Network Requirement Parameters for VR 2.2.2 Capacitive Sensing and Touch Sensor Technology 2.3 Proliferation of Full Feature Device and Mixed Reality 2.4 Emergence of Eyewear VR Devices 2.5 VR to be Immersive Social Communication Platform 2.6 360 video VR experience will Play Pivotal Role 2.7 Real Time VR will Kick-off the Market 2.8 5G to Allow Full HD Streaming and 4K Video for VR 2.9 5G to Take Haptic Experience Mainstream in VR Application 2.10 5G to allow Network Operators to Play Pivotal Role into VR Ecosystem 2.11 5G to Support Drone and Telerobotics in VR Ecosystem 2.12 Chip Manufacturer to Play Important Role 2.13 Increasing role of VR Service Players 2.14 Wider adoption of VR Application in Diverse Sectors including Government & Public Sector 2.15 Virtual Privacy and Criminality will be New Battle Ground
3 VR Ecosystem in Post-5G Era
4 VR Market Outlook in Post-5G Era 4.1 Global VR Base Market 4.1.1 Combined Market Revenue 4.1.2 Combined Unit Shipment 4.1.3 Combined Active User 4.2 5G Accelerated VR Uptake Market 4.2.1 Market by Segments 18.104.22.168 Hardware Market 22.214.171.124.1 Full Feature Device including Haptic & Eyewear Devices 126.96.36.199.2 Hardware Components including Haptic Sensors & Semiconductor Components 188.8.131.52 Software & Application Market 184.108.40.206 Professional Service Market 4.2.2 VR Shipment Units 4.2.3 VR Active Users 4.2.4 Market by Region 220.127.116.11 North America Market 18.104.22.168 APAC Market 22.214.171.124 Europe Market
5 Potential VR Application in Post-5G Era 5.1 Consumer Application Market 5.1.1 Gaming 126.96.36.199 Pokemon Go Market Learning 5.1.2 Live Events 5.1.3 Video Entertainment 5.2 Enterprise Application Market 5.2.1 Retail Sector 5.2.2 Real Estate 5.2.3 Healthcare 5.2.4 Education 5.3 Industrial Application Market 5.3.1 Military 5.3.2 Engineering 5.3.3 Civil Aviation 5.3.4 Medical Industry 5.3.5 Agriculture 5.3.6 Government & Public Sector
6 Company Initiatives and VR Solution Analysis 6.1 Facebook 6.1.1 Social VR with Oculus Rift 6.1.2 Oculus Touch 6.1.3 Telecom Infra Project 6.2 Huawei Technologies 6.2.1 VR Headset 6.2.2 5G Vision and VR Focus 6.3 Qualcomm Inc. 6.4 ZTE Corporation 6.4.1 MEC Solution, Pre5G Capabilities and VR 6.5 Samsung Electronics 6.5.1 Gear VR, Milk VR and Project Beyond 6.6 Google 6.6.1 Google DayDream Platform 6.6.2 Expeditions 6.7 SK Telecom 6.8 LG Corporation 6.9 Nokia StarGazing VR Application 6.10 VREAL 6.11 Microsoft Corporation 6.11.1 HoloLens 6.12 Vuzix Corporation 6.12.1 Wearable Display Products 6.13 Cyber Glove Systems 6.13.1 Data Gloves Solution 6.13.2 Haptic Workstation 6.13.3 VR Software 6.14 Leap Motion, Inc. 6.14.1 Gesture Controller 6.14.2 Orion Software 6.15 Sensics, Inc. 6.15.1 VR Component and Product 6.15.2 OSVR Platform 6.16 Sixense Entertainment, Inc. 6.16.1 Sixense STEM 6.16.2 Sixense MakeVR 6.17 OSVR Platform 6.18 Intel Corporation 6.18.1 Project Alloy 6.19 Alcatel 6.19.1 VISION 6.19.2 360 Camera 6.20 Nvidia Corporation 6.20.1 VRWorks 6.21 BARCO 6.22 NGRAIN 6.23 StreamVR Platform 6.24 Analog Devices Inc. 6.25 Atmel Corporation 6.26 Cypress Semiconductor Corp 6.27 NXP 6.27.1 Acquisition of Freescale Semiconductor 6.28 Integrated Device Technology Inc 6.29 Maxim Integrated 6.30 NKK Switches 6.31 Rohm Semiconductor 6.32 Semtech Corporation 6.33 Texas Instruments
7 Conclusions and Market Recommendations 7.1 Recommendations for VR Market Players 7.2 Recommendations for Investment Community