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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

加工时间:2017-06-26 信息来源:EMIS 索取原文[110 页]
关键词:扩增实境;虚拟现实;AR;VR;智能眼镜;头盔;3D
摘 要:

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.


目 录:

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


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