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Augmented Reality & Virtual Reality Market by Technology Types, Sensors (Accelerometer, Gyroscope, Haptics), Components (Camera, Controller, Gloves, HMD), Applications (Automotive, Education, Medical, Gaming, Military) & by Geography - Global Forecast and Analysis to 2013 - 2018

March 2014 | 261 pages | ID: G3792FD4FB9EN
MarketsandMarkets

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The Augmented reality and virtual reality (AR&VR) is going through a significant adoption in the training and infotainment sectors. The main motivation behind the significant adoption is the versatile range usage for these technologies (AR&VR).

The report is based on the extensive research. This research study involves the usage of extensive secondary sources; directories, and databases such as: Hoovers, Bloomberg, Business-week, Factiva, and One-Source, and so on to identify and collect information which is useful for technical, market-oriented, and commercial study of this global market. The primary sources are mainly the industry experts from core and were interviewed to obtain and verify critical qualitative and quantitative information as well as assess the future prospects.

The report has a detailed list of key findings like: global augmented reality and virtual reality market statistics with detailed classifications and splits by revenue and volume, analysis of the global AR and VR market with a special focus on high growth technologies, analysis of market dynamics, market life cycle analysis, analysis and forecast of the major geographical markets to give an overall view on AR and VR market, technical and market-oriented perspectives with techno-market oriented roadmaps, detailed pricing and cost analysis, competitive intelligence, key player strategies, and other qualitative and quantitative analysis.

The report includes quantitative data analysis for various technologies used in virtual and augmented reality. The types of virtual reality used are immersive VR, non immersive VR, projected VR, and CAVE (Chicago automatic virtual environment). In addition to quantitative analysis, the report also includes: value chain analysis, porter five force analysis of augmented and virtual reality market, and price trend analysis.

The major companies of AR&VR market are profiled under the company profile chapter. This chapter analyse company's strategy to grow in the market, new products launches taking place, acquisition and merger news, and partnerships and contracts signed from 2010 onwards. The companies which provide virtual reality and augmented reality tools to the developers are reinforcing their position due to an increase in the competition.

The major stakeholders of the RV&VR market considered in this report are Semiconductor Component Vendors, Content developers, Advertising agencies, Mobile/Portable device manufacturers, Distributors and Retailers, Research organizations, Universities, Technology Standards Organizations, Forums, Alliances and Associations.

The report also includes segmentation and analysis of the market by types, components, and application which gives an in-depth understanding of the emerging AR and VR market.

The entire report is broadly divided into augmented and virtual reality market segments. The market data point out each of the segment which is categorized under the following verticals that is: technology, sensors and components, applications, and geography.

The technology segment includes several sub segments such as: mobile device based AR Applications, non-immersive, semi immersive, wearable type, video spatial display, and fully immersive micro segments. The components and sensors include displays, gloves, head gears, processors, engines, and so on. The application of AV&RV market include automotive, e-commerce and retail, marketing, medical, military and defense, and education. In addition to this, Geography segment include major regions such as North America, Europe, APAC, and ROW. The split gives an insight about the regional untapped potential and preference.
1 INTRODUCTION

1.1 Key Take-Aways
1.2 Report Description
1.3 Markets Covered
1.4 Companies Covered in The Report
1.5 Stakeholders
1.6 Research Methodology
  1.6.1 Market Size Estimation
  1.6.2 Market Crackdown & Data Triangulation
  1.6.3 Key Data Points Taken From Secondary Sources
  1.6.4 Key Data Points Taken From Primary Sources
1.7 Report Assumptions

2 EXECUTIVE SUMMARY

3 COVER STORY (PAGE NO. - 37)

3.1Ben Vaughan – Artoolworks
3.2Rahul Dutta - Trimensions
3.3Matthew Szymczyk – Zugara Inc
3.4Sudhanshu Kapoor – Metaio Gmbh

4 MARKET OVERVIEW

4.1 Introduction
4.2 History & Evolution
4.3 Market Segmentation
  4.3.1 Augmented Reality
    4.3.1.1 Types of Augmented Reality Technology
    4.3.1.2 Components of Augmented Reality System
    4.3.1.3 Augmented Reality Displays
  4.3.2 Virtual Reality
4.4 Value Chain Analysis
4.5 Market Dynamics
  4.5.1 Drivers
    4.5.1.1 Increased Demand in Healthcare
    4.5.1.2 Rising Prevalence of Computer Technology and Internet Connectivity.
    4.5.1.3 Boost in Demand For Smartphones
  4.5.2 Restraints
    4.5.2.1 Image Latency
    4.5.2.2 Privacy and Awareness
    4.5.2.3 Requirement of Hardware
  4.5.3 Opportunities
    4.5.3.1 Emerging Applications
    4.5.3.2 Increase in R&D Initiatives
  4.5.4 Burning Issues
    4.5.4.1 Lack of Awareness of The Concept
    4.5.4.2 Technological Barriers
  4.5.5 Winning Imperative
    4.5.5.1 Partnering With Major Players
4.6 Porter's Five Forces Model
  4.6.1 Threat From New Entrants
  4.6.2 Threat From Substitutes
  4.6.3 Bargaining Power of Suppliers
  4.6.4 Bargaining Power of Buyers
  4.6.5 Degree of Competition

5 MARKET SEGMENTATION BY TECHNOLOGY

5.1 Introduction
5.2 Augmented Reality
  5.2.1 Major Players offering Augmented Reality
  5.2.2 Mobile Device Based Augmented System
  5.2.3 Wearable Augmented Reality Type
    5.2.3.1 Major Companies offering Wearable Augmented Reality
  5.2.4 Spatial Augmented Reality
  5.2.5 Vision Based Augmented Reality
    5.2.5.1 Marker-Less Augmented Reality
      5.2.5.1.1 Major Companies Using Marker-Less Augmented Reality
      5.2.5.1.2 Model Based Augmented Reality
      5.2.5.1.3 Image Processing Based Augmented Reality
    5.2.5.2 Marker Based Augmented Reality
      5.2.5.2.1 Passive Marker Augmented Reality
      5.2.5.2.2 Active Marker Augmented Reality
      5.2.5.2.3 Major Companies Using Marker Based Augmented Reality
5.3 Virtual Reality Technologies
  5.3.1 Major Players in Virtual Reality
  5.3.2 Non-Immersive
  5.3.3 Semi Immersive
  5.3.4 Fully Immersive

6 MARKET SEGMENTATION BY SENSORS & COMPONENTS

6.1 Introduction
6.2 Sensors Overview
  6.2.1 Accelerometer
    6.2.1.1 Major Companies offering Accelerometer & Gesture Recognition
  6.2.2 Magnetometer
    6.2.2.1 Major Companies offering Magnetometer
  6.2.3 Gyroscopes
    6.2.3.1 Major Companies offering Gyroscopes
  6.2.4 Image Sensors
    6.2.4.1 Major Companies offering Image Sensors
    6.2.4.2 Complementary Metal Oxide Semiconductors (Cmos)
    6.2.4.3 Ccd (Charge Coupled Device)
  6.2.5 Global Positioning System (GPS)
    6.2.5.1 Major Companies offering GPS System
6.3 Semiconductor Components Overview
  6.3.1 Controller/Processor
  6.3.2 Memory Ic
  6.3.3 Power Management Unit
  6.3.4 GPS Receiver
6.4 Augmented Reality Sensors & Components
  6.4.1 Augmented Reality Sensors
    6.4.1.1 Mobile Devices Sensors
      6.4.1.1.1 Accelerometer
      6.4.1.1.2 Gyroscope
      6.4.1.1.3 Magnetometer
      6.4.1.1.4 Image Sensor
    6.4.1.2 Wearable Devices Sensors
    6.4.1.3 Spatial Augmented Reality Sensors
  6.4.2 Augmented Reality Semiconductor Components
    6.4.2.1 Wearable Devices Components
    6.4.2.2 Spatial Augmented Reality Components
  6.4.3 Augmented Reality Displays
    6.4.3.1 See Through Display
    6.4.3.2 Near To Eye Display
  6.4.4 Augmented Reality Input Devices
6.5 Virtual Reality Sensors & Components
  6.5.1 Virtual Reality Sensors
    6.5.1.1 Sensors For Semi Immersive VR
    6.5.1.2 Sensors For Fully Immersive VR
  6.5.2 Virtual Reality Semiconductor Components
    6.5.2.1 Components For Semi Immersive VR
    6.5.2.2 Components For Fully Immersive VR
  6.5.3 Virtual Reality Devices
    6.5.3.1 Devices For Semi Immersive VR
    6.5.3.2 Devices Fir Fully Immersive VR

7 MARKET SEGMENTATION BY APPLICATIONS

7.1 Introduction
7.2 Augmented Reality Applications
  7.2.1 E-Commerce & Marketing
  7.2.2 Industrial Applications
  7.2.3 Gaming
  7.2.4 Medical
  7.2.5 Military
  7.2.6 Education
7.3 Virtual Reality Applications
  7.3.1 E-Commerce
  7.3.2 Education
  7.3.3 Industrial Training
  7.3.4 Military
    7.3.4.1 Flight Simulation
    7.3.4.2 Battlefield Simulation
  7.3.5 Gaming
  7.3.6 Medical
    7.3.6.1 Human Simulation
    7.3.6.2 Virtual Reality Diagnostics
    7.3.6.3 Virtual Robotic Surgery

8 MARKET SEGMENTATION BY GEOGRAPHY

8.1 Introduction
8.2 North America
  8.2.1 Major Companies in North America
8.3 Europe
  8.3.1 Major Companies in Europe
8.4 APAC
  8.4.1 Major Companies in APAC
8.5 ROW
  8.5.1 Major Companies in ROW
8.6 Augmented Reality By Geography
8.7 Virtual Reality By Geography

9 COMPETITIVE LANDSCAPE

9.1 Overview
  9.1.1 Market Share Analysis
  9.1.2 Augmented Reality: Market Share
  9.1.3 Virtual Reality: Market Share
9.2 Virtual Reality: Partnerships/Agreements/Joint Ventures
9.3 Virtual Reality: Collaboration
9.4 Virtual Reality: New Products Launch

10 COMPANY PROFILES

10.1 Acrossair
  10.1.1 Overview
  10.1.2 Product & Services
  10.1.3 Financials
  10.1.4 Strategy
  10.1.5 Developments
10.2 Artoolworks Inc
  10.2.1 Overview
  10.2.2 Products & Services
  10.2.3 Financials
  10.2.4 Strategy
  10.2.5 Developments
10.3 Artificial Life Inc
  10.3.1 Overview
  10.3.2 Products & Services
  10.3.3 Financials
  10.3.4 Strategy
  10.3.5 Developments
10.4 Eon Reality Inc.
  10.4.1 Overview
  10.4.2 Product & Services
  10.4.3 Financials
  10.4.4 Strategy
  10.4.5 Developments
10.5 Innovega Inc
  10.5.1 Overview
  10.5.2 Products & Services
  10.5.3 Financials
  10.5.4 Strategy
  10.5.5 Developments
10.6 Kishino Limited
  10.6.1 Overview
  10.6.2 Products & Services
  10.6.3 Financials
  10.6.4 Strategy
  10.6.5 Developments
10.7 Kooaba Ag
  10.7.1 Overview
  10.7.2 Products & Services
  10.7.3 Financials
  10.7.4 Strategy
  10.7.5 Developments
10.8 Laster Technologies
  10.8.1 Overview
  10.8.2 Products & Services
  10.8.3 Financials
  10.8.4 Strategy
  10.8.5 Developments
10.9 Layar B. V.
  10.9.1 Overview
  10.9.2 Products & Services
  10.9.3 Financials
  10.9.4 Strategy
  10.9.5 Developments
10.10 Metaio Gmbh
  10.10.1 Overview
  10.10.2 Products & Services
  10.10.3 Financials
  10.10.4 Strategy
  10.10.5 Developments
10.11 Oculus VR Inc.
  10.11.1 Overview
  10.11.2 Products & Services
  10.11.3 Financials
  10.11.4 Strategy
  10.11.5 Developments
10.12 Qualcomm Incorporated
  10.12.1 Overview
  10.12.2 Products & Services
  10.12.3 Financials
  10.12.4 Strategy
  10.12.5 Developments
10.13 Seac02 S.R.L.
  10.13.1 Overview
  10.13.2 Products & Services
  10.13.3 Financials
  10.13.4 Strategy
  10.13.5 Developments
10.14 Total Immersion
  10.14.1 Overview
  10.14.2 Products & Services
  10.14.3 Financials
  10.14.4 Strategy
  10.14.5 Developments
10.15 Virtalis Ltd
  10.15.1 Overview
  10.15.2 Products & Services
  10.15.3 Financials
  10.15.4 Strategy
  10.15.5 Developments
10.16 Vuzix Corporation
  10.16.1 Overview
  10.16.2 Products & Services
  10.16.3 Financial
  10.16.4 Strategy
  10.16.5 Products and Developments
10.17 Whistlebox Inc
  10.17.1 Overview
  10.17.2 Products & Services
  10.17.3 Financials
  10.17.4 Strategy
  10.17.5 Developments
10.18 Wikitude Gmbh
  10.18.1 Overview
  10.18.2 Products & Services
  10.18.3 Financials
  10.18.4 Strategy
  10.18.5 Developments
10.19 Zenitum Inc
  10.19.1 Overview
  10.19.2 Products & Services
  10.19.3 Financials
  10.19.4 Strategy
  10.19.5 Developments
10.20 Zugara Inc
  10.20.1 Overview
  10.20.2 Products & Services
  10.20.3 Financials
  10.20.4 Strategy
  10.20.5 Developments

LIST OF TABLES

Table 1 AR and VR Market, Major Companies, 2013
Table 2 General Assumptions, Terminology & Application Key Notes
Table 3 Global Augmented Reality & Virtual Reality Volumes, 2011 – 2013
Table 4 Sensor Key Manufacturer and Suppliers, 2013
Table 5 Display Key Manufacturer and Suppliers, 2013
Table 6 Augmented and Virtual Reality Software Developers, 2013
Table 7 Global Augmented Reality Revenue Split, By Types, 2011 – 2018 (%)
Table 8 Global Dedicated Devices Augmented Reality Market By Types, 2011 – 2018 ($Million)
Table 9 Global Dedicated Devices Augmented Reality Market Shipments By Types, 2011 – 2018 (Million Units)
Table 10 Global Dedicated Devices Augmented Reality Market Asp, 2011 – 2018 ($)
Table 11 Global Mobile Devices Augmented Reality Market Split, By Applications, 2011 – 2018 (%)
Table 12 Global Wearable Devices Augmented Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 13 Global Wearable Devices Augmented Reality Market Volumes, By Applications, 2011 – 2018 (Million Unit)
Table 14 Global Spatial Augmented Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 15 Global Spatial Augmented Reality Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 16 Global Augmented Reality Market, By Marker Type, 2011 – 2018 ($Million)
Table 17 Global Virtual Reality Market By Technology Type, 2011 – 2018 (%)
Table 18 Global Virtual Reality Market By Technology Type, 2011 – 2018 (‘000 Units)
Table 19 Global Virtual Reality Market For Immersive Systems, 2011 – 2018 ($Million)
Table 20 Global Virtual Reality Asp For Immersive Systems, 2011 – 2018 ($)
Table 21 Global Non Immersive Virtual Reality Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 22 Global Semi Immersive Virtual Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 23 Global Semi Immersive Virtual Reality Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 24 Global Fully Immersive Virtual Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 25 Global Fully Immersive Virtual Reality Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 26 Global Sensor & Component Market For Augmented Reality, 2011 – 2018 ($Million)
Table 27 Global Sensor Market Revenue For Augmented Reality, 2011 – 2018 ($Million)
Table 28 Global Mobile Phones Sensor Market Revenue, 2011 – 2018 ($Million)
Table 29 Global Tablets Sensor Market Revenue, 2011 – 2018 ($Million)
Table 30 Global Mobile Devices Sensor Revenue For Augmented Reality Application, 2011 – 2018
Table 31 Global Accelerometer Market For Mobile Devices Augmented Reality, 2011 – 2018
Table 32 Global Gyroscope Market For Mobile Devices Augmented Reality, 2011 – 2018
Table 33 Global Magnetometer Market For Mobile Devices Augmented Reality, 2011 – 2018
Table 34 Global Image Sensor Market For Mobile Devices Augmented Reality, 2011 – 2018
Table 35 Global Sensor Market Revenue For Wearable Devices Based Augmented Reality, 2011 – 2018 ($Million)
Table 36 Global Sensor Market Revenue For Spatial Augmented Reality, 2011 – 2018 ($Million)
Table 37 Global Semiconductor Component Revenue For Augmented Reality, 2011 - 2018 ($Million)
Table 38 Global Semiconductor Component Asp For Augmented Reality, 2011 - 2018 ($)
Table 39 Global Semiconductor Component Revenue For Wearable Devices Based Augmented Reality, 2011 - 2018 ($Million)
Table 40 Global Semiconductor Component Revenue For Spatial Augmented Reality, 2011 - 2018 ($Million)
Table 41 Global Display Market Revenue For Augmented Reality Application, 2011 – 2018 ($Million)
Table 42 Global See Through Display Market Revenue For Augmented Reality Application, 2011 – 2018 ($Million)
Table 43 Global Near To Eye Display Market Revenue For Augmented Reality Application, 2011 – 2018 ($Million)
Table 44 Global Near To Eye Display Market Volumes For Augmented Reality Application, 2011 – 2018 (‘000 Unit)
Table 45 Global Near To Eye Display Market Asp For Augmented Reality Application, 2011 – 2018 ($)
Table 46 Global Augmented Reality Input Devices Market Revenue, 2011 – 2018 ($Million)
Table 47 Global Augmented Reality Input Devices Asp, 2011 – 2018 ($)
Table 48 Global Sensor & Components Market For Virtual Reality, 2011 - 2018 ($Million)
Table 49 Global Sensors Market Revenue For Virtual Reality, 2011 - 2018 ($Million)
Table 50 Global Sensors Market Revenue For Semi Immersive Virtual Reality, 2011 - 2018 ($Million)
Table 51 Global Sensors Market Revenue For Fully Immersive Virtual Reality, 2011 - 2018 ($Thousand)
Table 52 Global Semiconductor Component Market Revenue For Virtual Reality, 2011 - 2018 ($Million)
Table 53 Global Semiconductor Component Market Revenue For Semi Immersive Virtual Reality, 2011 - 2018 ($Million)
Table 54 Global Semiconductor Component Market Revenue For Fully Immersive Virtual Reality, 2011 - 2018 ($Thousand)
Table 55 Global Devices Market Revenue For Semi Immersive Virtual Reality, 2011 - 2018 ($Million)
Table 56 Global Devices Market Revenue For Fully Immersive Virtual Reality, 2011 - 2018 ($Million)
Table 57 Global Augmented Reality and Virtual Reality Market For Dedicated Devices, 2011 – 2018 ($Million)
Table 58 Global Augmented Reality and Virtual Reality Market For Dedicated Devices, 2011 – 2018 (‘000 Units)
Table 59 Global Dedicated Devices Augmented Reality Market Revenue, By Application, 2011 – 2018 ($Million)
Table 60 Global Dedicated Devices Augmented Reality Market Volumes, By Application, 2011 – 2018 (‘000 Unit)
Table 61 Global Industrial Application Market For Augmented Reality, 2011 – 2018
Table 62 Global Dedicated Devices Gaming Market For Augmented Reality, 2011 – 2018
Table 63 Global Dedicated Devices Medical Market For Augmented Reality, 2011 – 2018
Table 64 Global Dedicated Devices Military Market For Augmented Reality, 2011 – 2018
Table 65 Global Dedicated Devices Military Market For Augmented Reality, 2011 – 2018
Table 66 Global Dedicated Devices Virtual Reality Market Revenue, By Application, 2011 – 2018 ($Million)
Table 67 Global Dedicated Devices Virtual Reality Market Volumes, By Application, 2011 – 2018 (‘000 Unit)
Table 68 Global E-Commerce Application Market For Virtual Reality, 2011 – 2018
Table 69 Global Education Application Market For Virtual Reality, 2011 – 2018
Table 70 Global Industrial Application Market For Virtual Reality, 2011 – 2018
Table 71 Global Military Application Market For Virtual Reality, 2011 – 2018
Table 72 Global Gaming Application Market For Virtual Reality, 2011 – 2018
Table 73 Global Medical Application Market For Virtual Reality, 2011 – 2018
Table 74 North America: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 75 Europe: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 76 APAC: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 77 ROW: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 78 Global Dedicated Devices Augmented Reality Market Revenue, By Geography, 2011 - 2018 ($Million)
Table 79 Global Dedicated Devices Augmented Reality Volumes, By Geography, 2011 - 2018 (Million Unit)
Table 80 Global Immersive Virtual Reality Market Revenue, By Geography, 2011 - 2018 ($Million)
Table 81 Global Immersive Virtual Reality Market Revenue, By Geography, 2011 - 2018 (‘000 Unit)
Table 82 Augmenter Reality: Company Market Share, 2013
Table 83 Virtual Reality: Company Market Share, 2013
Table 84 Virtual Reality: Partnerships/Agreements/ Joint Ventures, 2010 – 2013
Table 85 Virtual Reality: Collaboration 2010 - 2013
Table 86 Virtual Reality: New Products Launch, 2010 – 2013
Table 87 PRODUCTS & SERVICES OF AUGMENTED PIXELS

The augmented reality (AR) and virtual reality (VR) is experiencing heavy penetration in the training  and  infotainment  market.  The  major  reason  behind  heavy  penetration  is  the  wide spectrum  of  application  areas  for  these  technologies.  Early  in  1960’s  virtual  reality  based machines started to be patented and were considered as the beginning of virtual reality. Virtual reality  is  the  three  dimensional  interactive  world  produced  by  a  computer.  The  term “augmented reality” was introduced as a variation of virtual reality; it is a form of technology used  to  enhance  real  time  object  by  imposing  virtual  image  over  it.  Augmented  reality application was first used for the development of virtual advertisement on television then it expanded its applications in gaming and entertainment. 

Augmented  reality  is  still  under  progressive  stage  and  focuses  on  wearable  technology  like goggles, contact lens and so on which will be commonly used in future. Many research and development  are  taking  place  in  application  areas  like  healthcare,  education,  military, enterprise,  and  so  on.  The  increase  of  demand  in  virtual  reality  application  in  healthcare industry shows a tremendous growth and it act as a major driver for the market. The market growth  has  resulted  in  exponential  increase  in  the  number  of  companies  operating  in  the AR/VR domain. The companies which provide virtual reality and augmented reality tools to the developers are reinforcing their position due to the increase in the competition. 

The total market is also segmented according to various technologies, components, application and, geography. The report includes quantitative data analysis for various technologies used in virtual reality and augmented reality. The types of virtual reality used are immersive VR, non immersive  VR,  projected  VR  and  CAVE  (Chicago  automatic  virtual  environment).  The technology  used  in  augmented  reality  are  marker  based  AR  and  mark-less  based  AR.  The components  used  in  virtual  reality  system  are  tracker,  sensor,  auditory  interface,  haptic interface, and 2D & 3D simulation software. Tracking system,  sensor  and  a display are the components used in augmented reality system. The virtual reality and augmented reality offers good opportunities in application areas like healthcare, education, military, enterprise and so on. The report includes segmentation and analysis of the market by types, components and, application which gives an in-depth understanding of emerging AR and VR market. 

In addition to quantitative analysis, the report also includes: value chain analysis, porter five force analysis of augmented & virtual reality market, and price trend analysis. Market leaders such  as:  Total  Immersion(France)  ,  Eon  Reality  Inc.  (U.S.),  Qualcomm  Inc(U.S.)  ,  Metaio GmbH (Germany), Virtalis Ltd. (U.K.) and, Layar (The Netherlands) are few of the companies profiled in the report. Company profiles chapter analyze a company's strategy to grow in the market, new products launches taking place, acquisition & merger news, and partnerships and contracts signed from 2008 onwards.



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