Global Head Mounted Display Market Research and Analysis, 2014-2020
MARKET INSIGHTS:
The Global Head Mounted display market is predicted to grow at the CAGR of 32% during 2015-2020. The significant growth in Global Head Mounted Display is due to some pivotal factors such as technological advancement and adoption of head mounted devices in Virtual Reality Market. The market is also driven by huge investment from government and private ventures to explore more into Global head mounted display market. Innovation and outcome of R&D is expected to boost the market in near future. The other major factor driving the Global head mounted display market is the significant rise in adoption of head-mounted displays in Virtual Reality market. The VR head mounted displays enable to train the budding surgeons, pilots, army personnel and other educational purposes. However, the high cost of head mounted devices and rare side effects such as include nausea, headache and dizziness may affect the market growth.
Global head mounted display products such as VR and Augmented Reality is contributing highest in generating revenues across the globe. The scope of head mounted display is lucrative and as a result companies are entering Global head mounted display market. Rise in adoption of Global head mounted display applications such as Medical Training and simulation, Aviation and Tactical, Engineering and entertainment created huge scope for the market. As a result there is increase in revenue generation, investment in R&D and rise in collaboration and partnership. Mergers & Acquisition in Global head mounted display market and VR market enable to attract other major players to enter into the market. APAC region is considered to be the most emerging market which includes regions such as India, China, Japan, Taiwan and Korea which are expected to perform significantly in near future.
GEOGRAPHICAL INSIGHTS
North America is expected to contribute highest in Global Head Mounted Display Market followed by Europe. North America generates highest revenues across the globe due to huge adoption of VR technology and highest rate of healthcare spending followed by Europe. Emerging economies such as China, India, Japan and Korea are expected to create huge opportunity for Global Head Mounted Display Market. Improved standard of living, infrastructural development and favorable government policies are the key factors that are driving the APAC market. The report includes detailed Market Overview, Market Determinants, Company Profiling, Sector Analysis, Market Segmentation, Geographical Analysis, Pipeline Analysis, Strategic Recommendations, Key Company Analysis, GAP Analysis, Key Findings, Market Estimations, Market Insights, Analyst Insights and predictive analysis of the market. Competitive Insights:
The key players of Global Head Mounted Display Market includes: Google Inc, Sony Corporation, Vuzix Corporation, Oculus VR, Seiko Epson Corporation, Kopin Corporation, Inc., Rockwell Collins, Inc., Recon Instruments Inc., Osterhout Design Group, Sensics, Inc., Thales Visionix, Inc. Global Head Mounted Display Market players are constantly focusing on expansion, product launch, R&D, innovation and technological advancement. Rising competition makes Global Head Mounted Display Market dynamic and fast growing. As a result Global Head Mounted Display Market companies are focusing more into M&A, R&D, product extension, expansion, partnership, collaboration and launching of new products.
MARKET SEGMENTATION:
Global Head Mounted Display Market is segmented on the basis of application, product, end user and region. The application market for Global head mounted display market is segmented on the basis of product, end user and geography. The major segment in Global head mounted display market is application segment which includes Aviation and Tactical, engineering application, medical, training and simulation, entertainment and so on which are adopted significantly in the market.
The Global Head Mounted display market is predicted to grow at the CAGR of 32% during 2015-2020. The significant growth in Global Head Mounted Display is due to some pivotal factors such as technological advancement and adoption of head mounted devices in Virtual Reality Market. The market is also driven by huge investment from government and private ventures to explore more into Global head mounted display market. Innovation and outcome of R&D is expected to boost the market in near future. The other major factor driving the Global head mounted display market is the significant rise in adoption of head-mounted displays in Virtual Reality market. The VR head mounted displays enable to train the budding surgeons, pilots, army personnel and other educational purposes. However, the high cost of head mounted devices and rare side effects such as include nausea, headache and dizziness may affect the market growth.
Global head mounted display products such as VR and Augmented Reality is contributing highest in generating revenues across the globe. The scope of head mounted display is lucrative and as a result companies are entering Global head mounted display market. Rise in adoption of Global head mounted display applications such as Medical Training and simulation, Aviation and Tactical, Engineering and entertainment created huge scope for the market. As a result there is increase in revenue generation, investment in R&D and rise in collaboration and partnership. Mergers & Acquisition in Global head mounted display market and VR market enable to attract other major players to enter into the market. APAC region is considered to be the most emerging market which includes regions such as India, China, Japan, Taiwan and Korea which are expected to perform significantly in near future.
GEOGRAPHICAL INSIGHTS
North America is expected to contribute highest in Global Head Mounted Display Market followed by Europe. North America generates highest revenues across the globe due to huge adoption of VR technology and highest rate of healthcare spending followed by Europe. Emerging economies such as China, India, Japan and Korea are expected to create huge opportunity for Global Head Mounted Display Market. Improved standard of living, infrastructural development and favorable government policies are the key factors that are driving the APAC market. The report includes detailed Market Overview, Market Determinants, Company Profiling, Sector Analysis, Market Segmentation, Geographical Analysis, Pipeline Analysis, Strategic Recommendations, Key Company Analysis, GAP Analysis, Key Findings, Market Estimations, Market Insights, Analyst Insights and predictive analysis of the market. Competitive Insights:
The key players of Global Head Mounted Display Market includes: Google Inc, Sony Corporation, Vuzix Corporation, Oculus VR, Seiko Epson Corporation, Kopin Corporation, Inc., Rockwell Collins, Inc., Recon Instruments Inc., Osterhout Design Group, Sensics, Inc., Thales Visionix, Inc. Global Head Mounted Display Market players are constantly focusing on expansion, product launch, R&D, innovation and technological advancement. Rising competition makes Global Head Mounted Display Market dynamic and fast growing. As a result Global Head Mounted Display Market companies are focusing more into M&A, R&D, product extension, expansion, partnership, collaboration and launching of new products.
MARKET SEGMENTATION:
Global Head Mounted Display Market is segmented on the basis of application, product, end user and region. The application market for Global head mounted display market is segmented on the basis of product, end user and geography. The major segment in Global head mounted display market is application segment which includes Aviation and Tactical, engineering application, medical, training and simulation, entertainment and so on which are adopted significantly in the market.
REPORT SUMMARY
1.1. RESEARCH METHODS AND TOOLS
1.2. MARKET BREAKDOWN
1.2.1. BY SEGMENTS
1.2.2. BY GEOGRAPHY
1.2.3. BY STAKEHOLDERS
1.2.4. EXCEPTIONS
MARKET OVERVIEW AND INSIGHTS
2.1. DEFINITION
2.2. GAP ANALYSIS
2.3. HISTORICAL ANALYSIS
2.4. CURRENT MARKET TRENDS
2.5. ANALYST INSIGHT
2.5.1. KEY FINDINGS
2.5.2. RECOMMENDATION
2.5.3. CONCLUSION
2.6. REGULATION
2.6.1. GOVERNMENT REGULATIONS
2.6.1.1.1. UNITED STATES
2.6.1.1.2. EUROPEAN UNION
2.6.1.1.3. CHINA
2.6.1.1.4. INDIA
2.6.1.1.5. REST OF THE WORLD
MARKET DETERMINANT
3.1. MOTIVATORS
3.1.1. RISE IN ADOPTION OF HEAD MOUNTED DEVICE IN VIRTUAL REALITY MARKET
3.1.2. RISE IN ADOPTION OF HEAD MOUNTED DISPLAY ACROSS THE GLOBE
3.1.3. TECHNOLOGICAL ADVANCEMENT AND INNOVATION IN GLOBAL HEAD MOUNTED DEVICE MARKET
3.1.4. FAVORABLE GOVERNMENT POLICIES AND REGULATIONS
3.1.5. RESEARCH & DEVELOPMENT TO DRIVE THE GLOBAL HEAD MOUNTED DISPLAY MARKET
3.1.6. RISE IN INTERNET USERS AND ADOPTION OF SMARTPHONE
3.2. RESTRAINT
3.2.1. HIGH COST OF GLOBAL HEAD MOUNTED DISPLAY MARKET IS A CONCERN FOR THE MARKET
3.2.2. LIMITED BATTERY LIFE & RARE SIDE EFFECTS ARE CONCERN FOR THE MARKET
3.3. OPPORTUNITY
3.3.1. UNTAPPED APAC REGION HAVE HUGE OPPORTUNITY FOR GLOBAL HEAD MOUNTED DISPLAY MARKET
3.3.2. USE OF HEAD MOUNTED DISPLAY IN SMARTPHONE
PARENT MARKET ANALYSIS
MARKET SEGMENTATION
5.1. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY APPLICATION 2014-2020,($ MILLIONS)
5.1.1. GLOBAL ENTERTAINMENT MARKET RESEARCH AND ANALYSIS, 2015-2020, ($ MILLIONS)
5.1.2. GLOBAL MEDICAL MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.1.3. GLOBAL TRAINING & SIMULATION MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.1.4. GLOBAL AVIATION & TACTICAL MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.1.5. GLOBAL ENGINEERING APPLICATION MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.1.6. GLOBAL OTHER MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.2. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY TECHNOLOGY 2014-2020, ($ MILLIONS)
5.2.1. GLOBAL VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.2.2. GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.3. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY PRODUCT, 2014-2020, ($ MILLIONS)
5.3.1. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.3.2. GLOBAL EYEWEAR MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.4. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
5.4.1. GLOBAL HARDWARE MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
5.4.2. GLOBAL SOFTWARE MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
COMPETITIVE LANDSCAPE
6.1. MARKET SHARE ANALYSIS
6.2. KEY COMPANY ANALYSIS
REGIONAL ANALYSIS
7.1. NORTH AMERICAN MARKET RESEARCH AND ANALYSIS, 2014-2020
7.1.1. UNITED STATES MARKET RESEARCH AND ANALYSIS, 2014-2020
7.1.2. CANADA MARKET RESEARCH AND ANALYSIS, 2014-2020
7.2. EUROPEAN MARKET RESEARCH AND ANALYSIS, 2014-2020
7.2.1. WESTERN EUROPE MARKET RESEARCH AND ANALYSIS, 2014-2020
7.2.2. ROE MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3. ASIA PACIFIC MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3.1. INDIA MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3.2. CHINA MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3.3. JAPAN MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3.4. ROAPAC MARKET RESEARCH AND ANALYSIS, 2014-2020
7.4. REST OF THE WORLD MARKET RESEARCH AND ANALYSIS, 2014-2020
COMPANY PROFILES
8.1. OCCULUS VR LLC (FACEBOOK)
8.1.1. INTRODUCTION
8.1.2. OCCULUS PRODUCT PORTFOLIO
8.1.3. OCCULUS RECENT ACTIVITIES
8.1.4. OCCULUS SWOT ANALYSIS
8.2. KOPIN CORPORATION INC
8.2.1. INTRODUCTION
8.2.2. KOPIN CORPORATION INC PRODUCT PORTFOLIO
8.2.3. KOPIN CORPORATION INC RECENT ACTIVITIES
8.2.4. KOPIN CORPORATION INC SWOT ANALYSIS
8.3. ROCKWELL COLLINS, INC.
8.3.1. INTRODUCTION
8.3.2. ROCKWELL COLLINS, INC.PRODUCT PORTFOLIO
8.3.3. ROCKWELL COLLINS, INC.RECENT ACTIVITIES
8.3.4. ROCKWELL COLLINS, INC SWOT ANALYSIS
8.4. VUZIX CORPORATION
8.4.1. INTRODUCTION
8.4.2. VUZIX CORPORATION PRODUCT PORTFOLIO
8.4.3. VUZIX CORPORATION RECENT ACTIVITIES
8.4.4. VUZIX CORPORATION SWOT ANALYSIS
8.5. GOOGLE INC.
8.5.1. INTRODUCTION
8.5.2. GOOGLE INC PRODUCT PORTFOLIO
8.5.3. GOOGLE INC RECENT ACTIVITIES
8.5.4. GOOGLE INC SWOT ANALYSIS
8.6. SEIKO EPSON CORPORATION
8.6.1. INTRODUCTION
8.6.2. SEIKO EPSON CORPORATION PRODUCT PORTFOLIO
8.6.3. SEIKO EPSON CORPORATION RECENT ACTIVITIES
8.6.4. SEIKO EPSON CORPORATION SWOT ANALYSIS
8.7. SONY CORPORATION
8.7.1. INTRODUCTION
8.7.2. SONY CORPORATION PRODUCT PORTFOLIO
8.7.3. SONY CORPORATION RECENT ACTIVITIES
8.7.4. SONY CORPORATION SWOT ANALYSIS
8.8. RECON INSTRUMENTS INC.
8.8.1. INTRODUCTION
8.8.2. RECON INSTRUMENTS INC.PRODUCT PORTFOLIO
8.8.3. RECON INSTRUMENTS INC RECENT ACTIVITIES
8.8.4. RECON INSTRUMENTS INC SWOT ANALYSIS
8.9. OSTERHOUT DESIGN GROUP
8.9.1. INTRODUCTION
8.9.2. OSTERHOUT DESIGN GROUP PRODUCT PORTFOLIO
8.9.3. OSTERHOUT DESIGN GROUP RECENT ACTIVITIES
8.9.4. OSTERHOUT DESIGN GROUP SWOT ANALYSIS
8.10. SENSICS, INC.
8.10.1. INTRODUCTION
8.10.2. SENSICS PRODUCT PORTFOLIO
8.10.3. SENSICS RECENT ACTIVITIES
8.10.4. SENSICS SWOT ANALYSIS
8.11. THALES VISIONIX, INC.
8.11.1. INTRODUCTION
8.11.2. THALES VISIONIX PRODUCT PORTFOLIO
8.11.3. THALES VISIONIX RECENT ACTIVITIES
8.11.4. THALES VISIONIX SWOT ANALYSIS
8.12. SAMSUNG
8.12.1. INTRODUCTION
8.12.2. SAMSUNG PRODUCT PORTFOLIO
8.12.3. SAMSUNG RECENT ACTIVITIES
8.12.4. SAMSUNG SWOT ANALYSIS
1.1. RESEARCH METHODS AND TOOLS
1.2. MARKET BREAKDOWN
1.2.1. BY SEGMENTS
1.2.2. BY GEOGRAPHY
1.2.3. BY STAKEHOLDERS
1.2.4. EXCEPTIONS
MARKET OVERVIEW AND INSIGHTS
2.1. DEFINITION
2.2. GAP ANALYSIS
2.3. HISTORICAL ANALYSIS
2.4. CURRENT MARKET TRENDS
2.5. ANALYST INSIGHT
2.5.1. KEY FINDINGS
2.5.2. RECOMMENDATION
2.5.3. CONCLUSION
2.6. REGULATION
2.6.1. GOVERNMENT REGULATIONS
2.6.1.1.1. UNITED STATES
2.6.1.1.2. EUROPEAN UNION
2.6.1.1.3. CHINA
2.6.1.1.4. INDIA
2.6.1.1.5. REST OF THE WORLD
MARKET DETERMINANT
3.1. MOTIVATORS
3.1.1. RISE IN ADOPTION OF HEAD MOUNTED DEVICE IN VIRTUAL REALITY MARKET
3.1.2. RISE IN ADOPTION OF HEAD MOUNTED DISPLAY ACROSS THE GLOBE
3.1.3. TECHNOLOGICAL ADVANCEMENT AND INNOVATION IN GLOBAL HEAD MOUNTED DEVICE MARKET
3.1.4. FAVORABLE GOVERNMENT POLICIES AND REGULATIONS
3.1.5. RESEARCH & DEVELOPMENT TO DRIVE THE GLOBAL HEAD MOUNTED DISPLAY MARKET
3.1.6. RISE IN INTERNET USERS AND ADOPTION OF SMARTPHONE
3.2. RESTRAINT
3.2.1. HIGH COST OF GLOBAL HEAD MOUNTED DISPLAY MARKET IS A CONCERN FOR THE MARKET
3.2.2. LIMITED BATTERY LIFE & RARE SIDE EFFECTS ARE CONCERN FOR THE MARKET
3.3. OPPORTUNITY
3.3.1. UNTAPPED APAC REGION HAVE HUGE OPPORTUNITY FOR GLOBAL HEAD MOUNTED DISPLAY MARKET
3.3.2. USE OF HEAD MOUNTED DISPLAY IN SMARTPHONE
PARENT MARKET ANALYSIS
MARKET SEGMENTATION
5.1. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY APPLICATION 2014-2020,($ MILLIONS)
5.1.1. GLOBAL ENTERTAINMENT MARKET RESEARCH AND ANALYSIS, 2015-2020, ($ MILLIONS)
5.1.2. GLOBAL MEDICAL MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.1.3. GLOBAL TRAINING & SIMULATION MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.1.4. GLOBAL AVIATION & TACTICAL MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.1.5. GLOBAL ENGINEERING APPLICATION MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.1.6. GLOBAL OTHER MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.2. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY TECHNOLOGY 2014-2020, ($ MILLIONS)
5.2.1. GLOBAL VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.2.2. GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.3. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY PRODUCT, 2014-2020, ($ MILLIONS)
5.3.1. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.3.2. GLOBAL EYEWEAR MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
5.4. GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
5.4.1. GLOBAL HARDWARE MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
5.4.2. GLOBAL SOFTWARE MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
COMPETITIVE LANDSCAPE
6.1. MARKET SHARE ANALYSIS
6.2. KEY COMPANY ANALYSIS
REGIONAL ANALYSIS
7.1. NORTH AMERICAN MARKET RESEARCH AND ANALYSIS, 2014-2020
7.1.1. UNITED STATES MARKET RESEARCH AND ANALYSIS, 2014-2020
7.1.2. CANADA MARKET RESEARCH AND ANALYSIS, 2014-2020
7.2. EUROPEAN MARKET RESEARCH AND ANALYSIS, 2014-2020
7.2.1. WESTERN EUROPE MARKET RESEARCH AND ANALYSIS, 2014-2020
7.2.2. ROE MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3. ASIA PACIFIC MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3.1. INDIA MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3.2. CHINA MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3.3. JAPAN MARKET RESEARCH AND ANALYSIS, 2014-2020
7.3.4. ROAPAC MARKET RESEARCH AND ANALYSIS, 2014-2020
7.4. REST OF THE WORLD MARKET RESEARCH AND ANALYSIS, 2014-2020
COMPANY PROFILES
8.1. OCCULUS VR LLC (FACEBOOK)
8.1.1. INTRODUCTION
8.1.2. OCCULUS PRODUCT PORTFOLIO
8.1.3. OCCULUS RECENT ACTIVITIES
8.1.4. OCCULUS SWOT ANALYSIS
8.2. KOPIN CORPORATION INC
8.2.1. INTRODUCTION
8.2.2. KOPIN CORPORATION INC PRODUCT PORTFOLIO
8.2.3. KOPIN CORPORATION INC RECENT ACTIVITIES
8.2.4. KOPIN CORPORATION INC SWOT ANALYSIS
8.3. ROCKWELL COLLINS, INC.
8.3.1. INTRODUCTION
8.3.2. ROCKWELL COLLINS, INC.PRODUCT PORTFOLIO
8.3.3. ROCKWELL COLLINS, INC.RECENT ACTIVITIES
8.3.4. ROCKWELL COLLINS, INC SWOT ANALYSIS
8.4. VUZIX CORPORATION
8.4.1. INTRODUCTION
8.4.2. VUZIX CORPORATION PRODUCT PORTFOLIO
8.4.3. VUZIX CORPORATION RECENT ACTIVITIES
8.4.4. VUZIX CORPORATION SWOT ANALYSIS
8.5. GOOGLE INC.
8.5.1. INTRODUCTION
8.5.2. GOOGLE INC PRODUCT PORTFOLIO
8.5.3. GOOGLE INC RECENT ACTIVITIES
8.5.4. GOOGLE INC SWOT ANALYSIS
8.6. SEIKO EPSON CORPORATION
8.6.1. INTRODUCTION
8.6.2. SEIKO EPSON CORPORATION PRODUCT PORTFOLIO
8.6.3. SEIKO EPSON CORPORATION RECENT ACTIVITIES
8.6.4. SEIKO EPSON CORPORATION SWOT ANALYSIS
8.7. SONY CORPORATION
8.7.1. INTRODUCTION
8.7.2. SONY CORPORATION PRODUCT PORTFOLIO
8.7.3. SONY CORPORATION RECENT ACTIVITIES
8.7.4. SONY CORPORATION SWOT ANALYSIS
8.8. RECON INSTRUMENTS INC.
8.8.1. INTRODUCTION
8.8.2. RECON INSTRUMENTS INC.PRODUCT PORTFOLIO
8.8.3. RECON INSTRUMENTS INC RECENT ACTIVITIES
8.8.4. RECON INSTRUMENTS INC SWOT ANALYSIS
8.9. OSTERHOUT DESIGN GROUP
8.9.1. INTRODUCTION
8.9.2. OSTERHOUT DESIGN GROUP PRODUCT PORTFOLIO
8.9.3. OSTERHOUT DESIGN GROUP RECENT ACTIVITIES
8.9.4. OSTERHOUT DESIGN GROUP SWOT ANALYSIS
8.10. SENSICS, INC.
8.10.1. INTRODUCTION
8.10.2. SENSICS PRODUCT PORTFOLIO
8.10.3. SENSICS RECENT ACTIVITIES
8.10.4. SENSICS SWOT ANALYSIS
8.11. THALES VISIONIX, INC.
8.11.1. INTRODUCTION
8.11.2. THALES VISIONIX PRODUCT PORTFOLIO
8.11.3. THALES VISIONIX RECENT ACTIVITIES
8.11.4. THALES VISIONIX SWOT ANALYSIS
8.12. SAMSUNG
8.12.1. INTRODUCTION
8.12.2. SAMSUNG PRODUCT PORTFOLIO
8.12.3. SAMSUNG RECENT ACTIVITIES
8.12.4. SAMSUNG SWOT ANALYSIS
LIST OF TABLES
TABLE # 1 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY APPLICATION 2014-2020,($ MILLIONS)
TABLE # 2 GLOBAL ENTERTAINMENT MARKET RESEARCH AND ANALYSIS, 2015-2020, ($ MILLIONS)
TABLE # 3 GLOBAL MEDICAL MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 4 GLOBAL TRAINING & SIMULATION MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 5 GLOBAL AVIATION & TACTICAL MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 6 GLOBAL ENGINEERING APPLICATION MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 7 GLOBAL OTHER MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 8 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY TECHNOLOGY 2014-2020, ($ MILLIONS)
TABLE # 9 GLOBAL VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 10 GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 11 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY PRODUCT, 2014-2020, ($ MILLIONS)
TABLE # 12 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 13 GLOBAL EYEWEAR MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 14 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
TABLE # 15 GLOBAL HARDWARE MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
TABLE # 16 GLOBAL SOFTWARE MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
TABLE # 1 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY APPLICATION 2014-2020,($ MILLIONS)
TABLE # 2 GLOBAL ENTERTAINMENT MARKET RESEARCH AND ANALYSIS, 2015-2020, ($ MILLIONS)
TABLE # 3 GLOBAL MEDICAL MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 4 GLOBAL TRAINING & SIMULATION MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 5 GLOBAL AVIATION & TACTICAL MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 6 GLOBAL ENGINEERING APPLICATION MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 7 GLOBAL OTHER MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 8 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY TECHNOLOGY 2014-2020, ($ MILLIONS)
TABLE # 9 GLOBAL VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 10 GLOBAL AUGMENTED REALITY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 11 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY PRODUCT, 2014-2020, ($ MILLIONS)
TABLE # 12 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 13 GLOBAL EYEWEAR MARKET RESEARCH AND ANALYSIS, 2014-2020, ($ MILLIONS)
TABLE # 14 GLOBAL HEAD MOUNTED DISPLAY MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
TABLE # 15 GLOBAL HARDWARE MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
TABLE # 16 GLOBAL SOFTWARE MARKET RESEARCH AND ANALYSIS, BY COMPONENT, 2014-2020, ($ MILLIONS)
LIST OF FIGURES
FIGURE # 1 NORTH AMERICAN MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 2 UNITED STATES MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 3 CANADA MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 4 EUROPEAN MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 5 WESTERN EUROPE MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 6 ROE MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 7 ASIA PACIFIC MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 8 INDIA MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 9 CHINA MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 10 JAPAN MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 11 ROPAC MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 12 REST OF THE WORLD MARKET RESEARCH AND ANALYSIS, 2014-2020
COMPANIES MENTIONED
1. OCCULUS VR LLC (FACEBOOK)
2. KOPIN CORPORATION INC
3. ROCKWELL COLLINS, INC.
4. VUZIX CORPORATION
5. GOOGLE INC.
6. SEIKO EPSON CORPORATION
7. SONY CORPORATION
8. RECON INSTRUMENTS INC.
9. OSTERHOUT DESIGN GROUP
10. SENSICS, INC.
11. THALES VISIONIX, INC.
12. SAMSUNG
FIGURE # 1 NORTH AMERICAN MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 2 UNITED STATES MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 3 CANADA MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 4 EUROPEAN MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 5 WESTERN EUROPE MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 6 ROE MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 7 ASIA PACIFIC MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 8 INDIA MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 9 CHINA MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 10 JAPAN MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 11 ROPAC MARKET RESEARCH AND ANALYSIS, 2014-2020
FIGURE # 12 REST OF THE WORLD MARKET RESEARCH AND ANALYSIS, 2014-2020
COMPANIES MENTIONED
1. OCCULUS VR LLC (FACEBOOK)
2. KOPIN CORPORATION INC
3. ROCKWELL COLLINS, INC.
4. VUZIX CORPORATION
5. GOOGLE INC.
6. SEIKO EPSON CORPORATION
7. SONY CORPORATION
8. RECON INSTRUMENTS INC.
9. OSTERHOUT DESIGN GROUP
10. SENSICS, INC.
11. THALES VISIONIX, INC.
12. SAMSUNG