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Augmented Reality & Virtual Reality Market - By Technology (Mobile & Spatial AR, Semi & Fully Immersive VR); By Sensors & Components (Accelerometer, Data Glove, HMD, ICs); By Applications (Medical, Military, Gaming), By Geography (2013 – 2018)

July 2013 | 254 pages | ID: ACC2D6F385BEN
MarketsandMarkets

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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 augmented reality /virtual reality 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 technologies used in augmented reality are marker based augmented reality and mark-less based augmented reality. 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 and 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.

Scope of 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. It covers the revenue forecast from 2013 to 2018 for all the listed categories. The entire report is broadly divided in to augmented reality and virtual reality market segments. The market data point for each of the segment is categorized under the following verticals: technology, sensors & components, applications, and geography.

By Technology:

The technology segment is divided by augmented reality and virtual reality technologies. For augmented reality, it is classified in to three types: mobile device based, wearable type, and video spatial display type of technology is covered. On the other hand, for the virtual reality, the segmentation is done based on the level of immersion. The virtual reality technology is classified into three types: non immersive, semi immersive and fully immersive micro segments are covered in the report.

By Components and Sensors:

The component and sensor market for augmented reality and virtual reality are also covered in the report. Components such as: displays, gloves, head gears, processors, engines, and so on are taken in to account. Sensors are required at the input side of the system. They are usually used to detect the position, location, and orientation of user. Thus, mostly position related sensors such as accelerometer, gyroscope, and magnetometer are used. Image sensor is also required to capture the real world in the device.

By Application:

The application chapter includes various applications such as: automotive, e-commerce and retail, marketing, medical, military & defence, and education. Among the mentioned applications, e-commerce and military are the one’s seeing maximum penetration currently. However, other applications are expected to emerge rapidly by the year 2015.

By Geography:

The global report is split by four major regions. It includes 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

BEN VAUGHAN – ARTOOLWORKS
RAHUL DUTTA - TRIMENSIONS
MATTHEW SZYMCZYK – ZUGARA INC
SUDHANSHU 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 (OVERVIEW, PRODUCTS AND SERVICES, FINANCIALS, STRATEGY & DEVELOPMENT)

10.1 ACROSSAIR
10.2 ARTOOLWORKS INC
10.3 ARTIFICIAL LIFE INC
10.4 EON REALITY INC.
10.5 INNOVEGA INC
10.6 KISHINO LIMITED
10.7 KOOABA AG
10.8 LASTER TECHNOLOGIES
10.9 LAYAR B. V.
10.10 METAIO GMBH
10.11 OCULUS VR INC.
10.12 QUALCOMM INCORPORATED
10.13 SEAC02 S.R.L.
10.14 TOTAL IMMERSION
10.15 VIRTALIS LTD
10.16 VUZIX CORPORATION
10.17 WHISTLEBOX INC
10.18 WIKITUDE GMBH
10.19 ZENITUM INC
10.20 ZUGARA INC (Details On Overview, Products And Services, Financials, Strategy & Development Might Not Be Captured In Case Of Unlisted Companies.)

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

LIST OF FIGURES

FIGURE 1 AR AND VR MARKET SEGMENTATION, 2013
FIGURE 2 MARKET RESEARCH METHODOLOGY
FIGURE 3 MARKET SIZE ESTIMATION
FIGURE 4 MARKET CRACKDOWN & DATA TRIANGULATION
FIGURE 5 EVOLUTION OF VIRTUAL REALITY AND AUGMENTED REALITY
FIGURE 6 PROGRESS OF VIRTUAL REALITY AND AUGMENTED REALITY
FIGURE 7 TYPES: AUGMENTED REALITY
FIGURE 8 COMPONENTS: AUGMENTED REALITY SYSTEM
FIGURE 9 AUGMENTED REALITY DISPLAYS
FIGURE 10 TYPES: VIRTUAL REALITY SYSTEMS
FIGURE 11 COMPONENTS: VIRTUAL REALITY SYSTEMS
FIGURE 12 APPLICATIONS: VIRTUAL REALITY
FIGURE 13 VALUE CHAIN OF AUGMENTED AND VIRTUAL REALITY SYSTEMS, 2013
FIGURE 14 AUGMENTED REALITY & VIRTUAL REALITY: IMPACT ANALYSIS OF MARKET DYNAMICS, 2013 – 2018
FIGURE 15 PORTER’S FIVE FOR ANALYSIS OF AR & VR MARKET, 2012
FIGURE 16 AR & VR MARKET: THREATS FROM NEW ENTRANTS, 2012
FIGURE 17 AR & VR MARKET: THREATS FROM SUBSTITUTES, 2012
FIGURE 18 AR & VR MARKET: BARGAINING POWER OF SUPPLIERS, 2012
FIGURE 19 AR & VR MARKET: BARGAINING POWER OF BUYERS, 2012
FIGURE 20 AR & VR MARKET: DEGREE OF COMPETITION, 2012
FIGURE 21 VISION BASED TRACKING
FIGURE 22 MARKER BASED AUGMENTED REALITY TECHNOLOGY
FIGURE 23 SENSORS IN AUGMENTED REALITY AND VIRTUAL REALITY SYSTEM
FIGURE 24 GPS OPERATION
FIGURE 25 GLOBAL PENETRATION OF AUGMENTED REALITY IN MOBILE DEVICES, 2011 – 2018 (%)
FIGURE 26 ADOPTION OF AUGMENTED REALITY IN MOBILE DEVICES, 2011 – 2022
FIGURE 27 GLOBAL E-COMMERCE & MARKETING APPLICATION MARKET SHARE OF AUGMENTED REALITY MARKET, 2011 – 2018 (%)
FIGURE 28 GLOBAL MOBILE DEVICES GAMING APPLICATION SHARE OF AUGMENTED REALITY MARKET, 2011 – 2018 (%)
FIGURE 29 GLOBAL MOBILE DEVICES EDUCATION APPLICATOPN SHARE OF AUGMENTED REALITY MARKET, 2011 – 2018 (%)
FIGURE 30 MARKET SEGMENTATION BY GEOGRAPHY
FIGURE 31 EON REALITY: PRODUCT PORTFOLIO, 2012
FIGURE 32 LASTER TECHNOLOGIES: PRODUCT CLASSIFICATION
FIGURE 33 METAIO GMBH: SWOT ANALYSIS, 2013
FIGURE 34 SEAC02 S.R.L.: PRODUCT PORTFOLIO
FIGURE 35 TOTAL IMMERSION: GLOBAL PRESENCE, 2012
FIGURE 36 TOTAL IMMERSION: SWOT ANALYSIS, 2013
FIGURE 37 VIRTALIS LTD: PRODUCT CATALOGUE
FIGURE 38 VUZIX: PRODUCT PORTFOLIO, 2012
FIGURE 39 VUZIX CORPORATION: SWOT ANALYSIS, 2013


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