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全球扩增实境及虚拟现实设备市场报告(2017-2021年)
Global Augmented Reality and Virtual Reality Gear Market 2017-2021
With the rapid advances in technology, it is possible to achieve things that could not be achieved 20 years back. In the 1990s, there were a lot of concerns regarding the use of VR, with several companies trying to implement the technology. The most remarkable device back then was the Nintendo Virtual Boy. However, it failed and was discontinued a year after going on sale. Since then, AR and VR technologies have grown substantially and are being gradually used in several applications across various sectors. Video games and cell phones are driving the development of these technologies. All users from tourists to soldiers to someone looking for the closest subway stop can benefit from the ability of AR technology to place computer-generated graphics in their field of vision.
PART 01: Executive summary ............................................ 6
PART 02: Scope of the report ........................................... 17
Market overview 17
Definitions 17
Base year and forecast period 19
Market size calculation 19
Market segmentation by product 19
End-user segments 20
Geographical segmentation 20
Vendor segmentation 21
Common currency conversion rates 21
Vendor offerings 22
PART 03: Market research methodology ......................... 24
Research methodology 24
Economic indicators 24
PART 04: Introduction ....................................................... 25
Key market highlights 25
PART 05: Market landscape .............................................. 27
Market overview 27
PART 06: Technology life cycle ........................................ 30
PART 07: Market landscape .............................................. 32
Market size and forecast 32
Five forces analysis 34
PART 08: Market segmentation by technology ............... 37
AR 37
VR 39
PART 09: Market segmentation by product ..................... 42
Global AR and VR gear market by smart glasses 44
Global AR and VR gear market by HMDs 46
Global AR and VR gear market by VR cardboards 49
Global AR and VR gear market by VR headsets 51
PART 10: Market segmentation by end-user ................... 54
Market overview 54
Global AR and VR gear market by consumers 56
Global AR and VR gear market by enterprises 58
Global AR and VR gear market by military and
defense 59
PART 11: Geographical segmentation............................. 63
Global AR and VR gear market by geography 63
AR and VR gear market in Americas 64
AR and VR gear market in EMEA 66
AR and VR gear market in APAC 67
PART 12: Market drivers ................................................... 69
Improving optical design 69
AR and VR gear integrated with head and eye movement
trackers 70
Use of AR technology for effective advertising 70
Increasing number of vendors in AR and VR gear
market 71
Large-scale workforce automation 71
PART 13: Impact of drivers ............................................... 73
PART 14: Market challenges ............................................. 74
Lack of content 74
Connectivity issues, low awareness, and high user
expectations impacting AR and VR adoption 74
Simulation or motion sickness hindering VR gear
adoption 75
Limitations of VR cardboards 75
Stringent government regulations 76
PART 15: Impact of drivers and challenges .................... 78
PART 16: Market trends .................................................... 79
Growing developer interest in AR and VR apps 79
Increasing crowdfunding campaigns for VR and AR startups
79
Emergence of depth-sensing cameras 80
Development of SLAM technology 81
PART 17: Vendor landscape ............................................. 82
Competitive scenario 82
PART 18: Appendix ......................................................... 111
List of abbreviations 111
PART 19: Explore Technavio .......................................... 112