Global Augmented Reality (AR) Market Forecast by Product (HMD, HUD, Tablet PC, Smartphone) for Gaming, Automotive, Medical, Advertisement, Defense, GPS applications (2011 – 2016)
Mixed reality has been around for decades but has hit the market just a few years back. Virtual reality and augmented reality are a part of mixed reality. There has been a lot of research and development in this field and a number of prototypes were made for the various products and applications. This application was a very niche market some time back but the companies have realized the need for a new technology and are now leveraging the same to the consumers. A number of products are commercially available as of today and the market will witness an immense growth in the products and applications for augmented reality.
The research report deals with the current trends in the augmented reality applications market as well as the expected future trends in the same. The product life cycle of the products that support augmented reality is discussed with their future trends. The target applications of augmented reality are explained with an analysis of the highest attractive market. The report is segmented on the basis of products, applications, technology, and geography.
As of today, only 0.1% of the users are using augmented reality products in the total market of products under study. It is estimated that in the coming five years, 1% of the population will be using this application; which is an exponential rise in the overall market. As the market will grow up, many categories of application will incorporate augmented reality features; particularly in retail, travel, and gaming application. The world will witness the use of these applications across all domains.
At present, North America and Europe are the major contributors in the augmented reality application market; but, in the coming five years, Japan, China, and South Korea will have a major chunk in the market share of augmented reality. Right now, the augmented reality application market is liberated by small companies with talented developer squad. As the augmented reality application market will grow, it is expected that established industry players will increase their involvement.
The growth of the augmented reality applications market is expected to be exponential with the revenue growth from $181.25 million in 2011 to $5,155.92 million by 2016, at a CAGR of 95.35% from 2011 to 2016. The most attractive of all the segments is the smartphones segment; followed by the tablets, and so on. The major players that provide software for augmented reality are Total Immersion (France), Metaio (Germany), Wikitude (Austria), Zugara (U.S.), and Layar (The Netherlands).
Scope of the report
This augmented reality applications market research report categorizes the global market on the basis of them being used in different products, applications, the technology being used to view the augmented image, and geographical analysis; forecasting revenue, and analyzing trends in the market.
On the basis of product
The product market is segmented into five broad categories; namely smartphones, tablet PC’s, eye wear, head mounted displays, and head up displays.
On the basis of application
The application market is segmented into industrial applications and consumer applications. The industrial application is further classified into military, medical, and manufacturing and repair applications. The consumer applications are categorised into gaming applications, e-learning, GPS navigation, and online advertisement applications. The market trend for these applications is also entailed.
On the basis of technology
Two major types of technologies are discussed in the report; monitor based and near-to-eye-based technology. The near-to-eye-based technology is further segmented into video see through and optical see through. A comparative study of these technologies is discussed in the report.
On the basis of geography
The research report deals with the current trends in the augmented reality applications market as well as the expected future trends in the same. The product life cycle of the products that support augmented reality is discussed with their future trends. The target applications of augmented reality are explained with an analysis of the highest attractive market. The report is segmented on the basis of products, applications, technology, and geography.
As of today, only 0.1% of the users are using augmented reality products in the total market of products under study. It is estimated that in the coming five years, 1% of the population will be using this application; which is an exponential rise in the overall market. As the market will grow up, many categories of application will incorporate augmented reality features; particularly in retail, travel, and gaming application. The world will witness the use of these applications across all domains.
At present, North America and Europe are the major contributors in the augmented reality application market; but, in the coming five years, Japan, China, and South Korea will have a major chunk in the market share of augmented reality. Right now, the augmented reality application market is liberated by small companies with talented developer squad. As the augmented reality application market will grow, it is expected that established industry players will increase their involvement.
The growth of the augmented reality applications market is expected to be exponential with the revenue growth from $181.25 million in 2011 to $5,155.92 million by 2016, at a CAGR of 95.35% from 2011 to 2016. The most attractive of all the segments is the smartphones segment; followed by the tablets, and so on. The major players that provide software for augmented reality are Total Immersion (France), Metaio (Germany), Wikitude (Austria), Zugara (U.S.), and Layar (The Netherlands).
Scope of the report
This augmented reality applications market research report categorizes the global market on the basis of them being used in different products, applications, the technology being used to view the augmented image, and geographical analysis; forecasting revenue, and analyzing trends in the market.
On the basis of product
The product market is segmented into five broad categories; namely smartphones, tablet PC’s, eye wear, head mounted displays, and head up displays.
On the basis of application
The application market is segmented into industrial applications and consumer applications. The industrial application is further classified into military, medical, and manufacturing and repair applications. The consumer applications are categorised into gaming applications, e-learning, GPS navigation, and online advertisement applications. The market trend for these applications is also entailed.
On the basis of technology
Two major types of technologies are discussed in the report; monitor based and near-to-eye-based technology. The near-to-eye-based technology is further segmented into video see through and optical see through. A comparative study of these technologies is discussed in the report.
On the basis of geography
- North America
- Europe
- Asia-Pacific
- ROW
Contents
1 INTRODUCTION1.1 KEY TAKE-AWAYS
1.2 REPORT DESCRIPTION
1.3 MARKETS COVERED
1.4 STAKEHOLDERS
1.5 RESEARCH METHODOLOGY
1.5.1 MARKET SIZE
1.5.2 KEY DATA POINTS FROM SECONDARY SOURCES
1.5.3 KEY DATA POINTS FROM PRIMARY SOURCES
1.5.4 ASSUMPTIONS MADE FOR THIS REPORT
1.5.5 LIST OF COMPANIES CONTACTED DURING THIS REPORT
2 EXECUTIVE SUMMARY
3 MARKET OVERVIEW
3.1 INTRODUCTION
3.2 MARKET DEFINITION
3.3 EVOLUTION OF AUGMENTED REALITY
3.4 AUGMENTED REALITY VS VIRTUAL REALITY
3.5 MARKET DYNAMICS
3.5.1 DRIVERS
3.5.1.1 Enhanced user experience
3.5.1.2 Boost in the demand of smartphones
3.5.1.3 Increasing growth of e-commerce
3.5.2 RESTRAINT
3.5.2.1 Image quality – not at par
3.5.3 OPPORTUNITIES
3.5.3.1 Emerging applications
3.5.3.2 Increase in R&D initiatives
3.5.4 BURNING ISSUES
3.5.4.1 Lack of awareness of the concept
3.5.4.2 Technological barriers
3.5.5 WINNING IMPERATIVE
3.5.5.1 Partnering with major players
3.5.6 AUGMENTED REALITY APPLICATION ANALYSIS
3.5.7 LIFE CYCLE OF AUGMENTED REALITY ENABLED PRODUCTS
3.5.8 MARKET SHARE ANALYSIS
3.5.9 PATENT ANALYSIS
4 PRODUCT MARKET
4.1 OVERVIEW
4.1.1 SMARTPHONES
4.1.1.1 Drivers
4.1.1.1.1 Escalation in demand of smartphones
4.1.1.1.2 Growth in the number of mobile internet users
4.1.1.1.3 Superior network topology
4.1.2TABLETS
4.1.3 EYEWEAR
4.1.4 HEAD MOUNTED DISPLAYS (HMD’S)
4.1.5 HEAD UP DISPLAYS
5 APPLICATION MARKET
5.1 APPLICATIONS OVERVIEW
5.1.1 INDUSTRIAL APPLICATIONS
5.1.1.1 Defense
5.1.1.2 Medical
5.1.1.3 Manufacturing & repair
5.1.2 CONSUMER APPLICATIONS
5.1.2.1 Gaming
5.1.2.2 E-learning
5.1.2.3 GPS navigation
5.1.2.4 Online advertising
6 TECHNOLOGY MARKET
6.1 OVERVIEW
6.1.1 MONITOR-BASED TECHNOLOGY
6.1.2 NEAR-TO-EYE-BASED TECHNOLOGY
6.1.2.1 Video see-through
6.1.2.2 Optical see-through
6.1.3 COMPARISON OF TECHNOLOGIES
7 GEOGRAPHICAL ANALYSIS
7.1 OVERVIEW
7.1.1 NORTH AMERICA
7.1.2 EUROPE
7.1.3 APAC
7.1.4 ROW
8 COMPETITIVE LANDSCAPE
8.1 OVERVIEW
9 COMPANY PROFILES
9.1 ACROSSAIR
9.1.1 OVERVIEW
9.1.2 PRODUCTS & SERVICES
9.1.3 FINANCIALS
9.1.4 STRATEGY
9.1.5 DEVELOPMENTS
9.2 AR23D AGENCY
9.2.1 OVERVIEW
9.2.2 PRODUCTS & SERVICES
9.2.3 FINANCIALS
9.2.4 DEVELOPMENTS
9.3 ARTOOLWORKS INC
9.3.1 OVERVIEW
9.3.2 PRODUCTS & SERVICES
9.3.3 FINANCIALS
9.3.4 STRATEGY
9.3.5 DEVELOPMENTS
9.4 ARTIFICIAL LIFE INC
9.4.1 OVERVIEW
9.4.2 PRODUCTS & SERVICES
9.4.3 FINANCIALS
9.4.4 STRATEGY
9.4.5 DEVELOPMENTS
9.5 GETFUGU INC
9.5.1 OVERVIEW
9.5.2 PRODUCTS & SERVICES
9.5.3 FINANCIALS
9.5.4 STRATEGY
9.5.5 DEVELOPMENTS
9.6 GOLDRUN LLC
9.6.1 OVERVIEW
9.6.2 PRODUCTS & SERVICES
9.6.3 FINANCIALS
9.6.4 STRATEGY
9.6.5 DEVELOPMENTS
9.7 KOOABA AG
9.7.1 OVERVIEW
9.7.2 PRODUCTS & SERVICES
9.7.3 FINANCIALS
9.7.4 STRATEGY
9.7.5 DEVELOPMENTS
9.8 LAYAR B.V.
9.8.1 OVERVIEW
9.8.2 PRODUCTS & SERVICES
9.8.3 FINANCIALS
9.8.4 STRATEGY
9.8.5 DEVELOPMENTS
9.9 LITEYE SYSTEMS INC
9.9.1 OVERVIEW
9.9.2 PRODUCTS & SERVICES
9.9.3 FINANCIALS
9.9.4 STRATEGY
9.9.5 DEVELOPMENTS
9.10 METAIO GMBH
9.10.1 OVERVIEW
9.10.2 PRODUCTS & SERVICES
9.10.3 FINANCIALS
9.10.4 STRATEGY
9.10.5 DEVELOPMENTS
9.11 MICROVISION INC
9.11.1 OVERVIEW
9.11.2 PRODUCTS & SERVICES
9.11.3 FINANCIALS
9.11.4 STRATEGY
9.11.5 DEVELOPMENTS
9.12 OGMENTO INC
9.12.1 OVERVIEW
9.12.2 PRODUCTS & SERVICES
9.12.3 FINANCIALS
9.12.4 STRATEGY
9.12.5 DEVELOPMENTS
9.13 QUALCOMM INCORPORATED
9.13.1 OVERVIEW
9.13.2 PRODUCTS & SERVICES
9.13.3 FINANCIALS
9.13.4 STRATEGY
9.13.5 DEVELOPMENTS
9.14 SYNDIANT
9.14.1 OVERVIEW
9.14.2 PRODUCTS & SERVICES
9.14.3 FINANCIALS
9.14.4 STRATEGY
9.14.5 DEVELOPMENTS
9.15 TANAGRAM INC
9.15.1 OVERVIEW
9.15.2 PRODUCTS & SERVICES
9.15.3 FINANCIALS
9.15.4 STRATEGY
9.15.5 DEVELOPMENTS
9.16 TOTAL IMMERSION
9.16.1 OVERVIEW
9.16.2 PRODUCTS & SERVICES
9.16.3 FINANCIALS
9.16.4 STRATEGY
9.16.5 DEVELOPMENTS
9.17 VERTIGORE
9.17.1 OVERVIEW
9.17.2 PRODUCTS & SERVICES
9.17.3 FINANCIALS
9.17.4 DEVELOPMENTS
9.18 VUZIX CORPORATION
9.18.1 OVERVIEW
9.18.2 PRODUCTS & SERVICES
9.18.3 FINANCIALS
9.18.4 STRATEGY
9.18.5 DEVELOPMENTS
9.19 WHISTLEBOX INC
9.19.1 OVERVIEW
9.19.2 PRODUCTS & SERVICES
9.19.3 FINANCIALS
9.19.4 STRATEGY
9.19.5 DEVELOPMENTS
9.20 WIKITUDE GMBH
9.20.1 OVERVIEW
9.20.2 PRODUCTS & SERVICES
9.20.3 FINANCIALS
9.20.4 STRATEGY
9.20.5 DEVELOPMENTS
9.21 ZENITUM INC
9.21.1 OVERVIEW
9.21.2 PRODUCTS & SERVICES
9.21.3 FINANCIALS
9.21.4 DEVELOPMENTS
9.22 ZUGARA INC
9.22.1 OVERVIEW
9.22.2 PRODUCTS & SERVICES
9.22.3 FINANCIALS
9.22.4 STRATEGY
9.22.5 DEVELOPMENTS
9.23 OTHERS
9.23.1 INNOVEGA INC
9.23.1.1 Overview
9.23.1.2 Products & Services
9.23.1.3 Financials
9.23.1.4 Strategy
9.23.2 KISHINO LIMITED
9.23.2.1 Overview
9.23.2.2 Products & Services
9.23.2.3 Financials
9.23.3 PLAYVIZ
9.23.3.1 Overview
9.23.3.2 Products & Services
9.23.3.3 Financials
APPENDIX
U.S. PATENTS
EUROPE PATENTS
JAPAN PATENTS
LIST OFTABLES
TABLE 1 AUGMENTED REALITY APPLICATION MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 2 STAGES OF EVOLUTION OF AUGMENTED REALITY
TABLE 3 COMPARATIVE STUDY BETWEEN AUGMENTED REALITY & VIRTUAL REALITY
TABLE 4 R&D INITIATIVES, 2008 - 2011
TABLE 5 MARKET SHARE IN AUGMENTED REALITY, BY TOP PLAYERS, 2010 (BY REVENUE)
TABLE 6 PATENT ANALYSIS, BY COMPANY, 2007 – 2011
TABLE 7 GLOBAL AUGMENTED REALITY APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 – 2016 ($MILLION)
TABLE 8 COMPARISON CHART OF SMARTPHONES IN 2003 & 2011
TABLE 9 MARKET SHARE OF SMARTPHONE SHIPMENT, BY SERVICE PROVIDERS, 2010 – 2011 (MILLION UNITS)
TABLE 10 SMARTPHONE MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 11 GLOBAL SMARTPHONE MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 12 AUGMENTED REALITY ENABLED SMARTPHONE MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 13 GLOBAL AUGMENTED REALITY ENABLED SMARTPHONE MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 14 PERCENTAGE OF MOBILE SUBSCRIBERS ACCESSING MOBILE WEB MONTHLY, 2011 & 2016
TABLE 15 TOP COUNTRIES WHERE 3G HANDSETS HAVE PENETRATED, 2011
TABLE 16TABLET MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 17TABLET MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 18 AUGMENTED REALITY ENABLEDTABLET MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 19 AUGMENTED REALITY ENABLEDTABLET MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 20 EYEWEAR MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 21 EYEWEAR MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 22 AUGMENTED REALITY ENABLED EYEWEAR MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 23 AUGMENTED REALITY ENABLED EYEWEAR MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 24 HMD MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 25 HMD MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 26 AUGMENTED REALITY ENABLED HMD MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 27 AUGMENTED REALITY ENABLED HMD MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 28 HEAD UP DISPLAY MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 29 HEAD UP DISPLAY MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 30 AUGMENTED REALITY ENABLED HEAD UP DISPLAY MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 31 AUGMENTED REALITY ENABLED HEAD UP DISPLAY MARKET REVENUE, BY APPLICATIONS, 2011 – 2016 ($MILLION)
TABLE 32 AUGMENTED REALITY MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 33 GLOBAL AUGMENTED REALITY MARKET REVENUE, BY INDUSTRIAL APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 34 AUGMENTED REALITY INDUSTRIAL APPLICATIONS, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 35 DEFENSE APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 36 DEFENSE APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 – 2016 ($MILLION)
TABLE 37 MEDICAL APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 38 MANUFACTURING & REPAIR MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 39 GLOBAL AUGMENTED REALITY MARKET REVENUE, BY CONSUMER APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 40 AUGMENTED REALITY CONSUMER APPLICATIONS, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 41 GLOBAL GAMING APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 – 2016 ($MILLION)
TABLE 42 AUGMENTED REALITY GAMING APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 43 E-LEANING APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 44 E-LEARNING APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 – 2016 ($MILLION)
TABLE 45 GPS NAVIGATION MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 46 GPS NAVIGATION MARKET REVENUE, BY PRODUCTS, 2010 – 2016 ($MILLION)
TABLE 47 ONLINE ADVERTISING APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 – 2016 ($MILLION)
TABLE 48 ONLINE ADVERTISING APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 – 2016 ($MILLION)
TABLE 49 AUGMENTED REALITY MARKET REVENUE, BY TECHNOLOGY, 2010 – 2016 ($MILLION)
TABLE 50 MONITOR-BASED TECHNOLOGY MARKET REVENUE, BY PRODUCTS, 2010 – 2016 ($MILLION)
TABLE 51 NEAR-TO-EYE-BASED TECHNOLOGY MARKET REVENUE, BY PRODUCTS, 2010 – 2016 ($MILLION)
TABLE 52 NORTH AMERICA: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 53 EUROPE: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 54 APAC: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 55 ROW: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY APPLICATIONS, 2010 – 2016 ($MILLION)
TABLE 56 MERGERS & ACQUISITIONS, 2009
TABLE 57 COLLABORATIONS/PARTNERSHIPS/AGREEMENTS/JOINT VENTURES, 2009 - 2011
TABLE 58 NEW PRODUCTS LAUNCH, 2009 – 2011
LIST OF FIGURES
FIGURE 1 OVERVIEW OF AUGMENTED REALITY MARKET
FIGURE 2 PROGRESS OF AUGMENTED REALITY
FIGURE 3 AUGMENTED REALITY & VIRTUAL REALITY
FIGURE 4 IMPACT ANALYSIS OF DRIVERS
FIGURE 5 E-COMMERCE SALES GROWTH, 2010 – 2016 ($MILLION)
FIGURE 6 IMPACT ANALYSIS OF RESTRAINT
FIGURE 7 TARGET APPLICATIONS FOR AUGMENTED REALITY
FIGURE 8 LIFE CYCLE OF AUGMENTED REALITY ENABLED PRODUCTS
FIGURE 9 PATENT ANALYSIS, BY GEOGRAPHY, 2007 – 2011
FIGURE 10 PATENT ANALYSIS, BY COUNTRIES, 2007 – 2011
FIGURE 11 OVERVIEW OF AUGMENTED REALITY, BY PRODUCTS
FIGURE 12 SMARTPHONES VS AUGMENTED REALITY ENABLED SMARTPHONES, 2011 VS 2016
FIGURE 13 GLOBAL SMARTPHONES SHIPMENT, 2011 – 2016 (MILLION UNITS)
FIGURE 14TABLET VS AUGMENTED REALITY ENABLEDTABLET MARKET, 2011 & 2016
FIGURE 15 EYEWEAR VS AUGMENTED REALITY ENABLED EYEWEAR, 2011 & 2016
FIGURE 16 HMD VS AUGMENTED REALITY ENABLED HMD
FIGURE 17 SCHEMATIC REPRESENTATION OF A HEAD MOUNTED DISPLAY
FIGURE 18 OVERVIEW OF AUGMENTED REALITY, BY APPLICATIONS
FIGURE 19 OVERVIEW OF AUGMENTED REALITY, BY TECHNOLOGY
FIGURE 20 MONITOR-BASED AUGMENTED REALITY
FIGURE 21 VIDEO SEE-THROUGH AUGMENTED REALITY
FIGURE 22 OPTICAL SEE-THROUGH AUGMENTED REALITY
FIGURE 23 COMPARITIVE STUDY OF TECHNOLOGIES
FIGURE 24 COMPARISON OF AUGMENTED REALITY APPLICATIONS MARKET, BY GEOGRAPHY, 2011 VS 2016
FIGURE 25 NORTH AMERICA: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 – 2016 ($MILLION)
FIGURE 26 EUROPE: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 – 2016 ($MILLION)
FIGURE 27 APAC: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 – 2016 ($MILLION)
FIGURE 28 ROW: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 – 2016 ($MILLION)
FIGURE 29 KEY GROWTH STRATEGIES, 2009 – 2011
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