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AR and VR Market Research Report
The GMI Research forecasts that the AR and VR market is witnessing an upsurge in demand over the forecast period. This is mainly due to the growing penetration of smartphones and connected devices in several applications and technological development in the gaming industry.
Introduction of the AR and VR Market:
Augmented Reality (AR) and Virtual Reality (VR) refer to technologies that visualize virtual surroundings using a device or over a surface/platform. Digital information is implemented in augmented reality with the consumer's environment in real-time. It is an improved version of the real physical world using visual elements, sound, or other sensory stimuli. Virtual Reality (VR) refers to an artificial environment and designed with software that, when presented to the consumer, they accept it as a real environment. Virtual reality is majorly experienced through two sights and sounds. 3D-movies that require 3D glasses is an appropriate example of VR.
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AR and VR Market Dynamics (including market size, share, trends, forecast, growth, forecast, and industry analysis)
The major factor surging the growth of the augmented and virtual reality market at a global level include the growing penetration of smartphones and connected devices in several applications and technological development of the gaming industry. Moreover, the strong demand for augmented reality and virtual reality in the retail and e-commerce industry further drives market growth. The growing demand for augmented reality devices in healthcare for patient care management & medical training as well as in education and in retail/e-commerce as the trend of online shopping is boosting the growth of the market. In addition to this, the factor bolstering the growth of the AR and VR market include rising investment and funding in virtual reality and augmented reality by tech giants for the expansion of virtual reality and augmented reality solutions.
The emerging trends of smart manufacturing, increasing use of virtual reality in aerospace & defense for training and simulation purpose, strong demand of augmented reality in architecture, growing penetration of head mount in gaming, healthcare, and architecture application, followed by integration of Artificial Intelligence (AI) & Machine Learning (ML) are some other factors contributing to the growth of the AR and VR market share in terms of revenue in the upcoming years. On the other hand, the factors hindering the market growth include processing power, lack of user interface, limited storage of augmented reality devices, and health concern owing to low resolution and security concerns.
Key Players of the Global AR and VR Market:
· Google LLC
· Microsoft Corporation
· Oculus VR
· Samsung Electronics
· Sony Corporation
· HTC Corporation
· Magic Leap, Inc.
· Wikitude GmbH
· PTC Inc.
· DAQRI
· Apple Inc.
AR and VR Market Segmentation:
Segmentation by Offering:
· Hardware
o Sensors
§ Accelerometer
§ Gyroscope
§ Magnetometer
§ Proximity Sensor
o Semiconductor Component
§ Controller and Processor
§ Integrated Circuits
o Displays and Projectors
o Position Trackers
o Cameras
o Others
· Software
o AR Software
§ AR Remote Collaboration
§ Workflow Optimization
§ Documentation
§ Visualization
§ 3D Modeling
§ Navigation
o VR Content Creation
Segmentation by Device Type:
· Augmented Reality Devices
o Head-Mounted Display
§ AR Smart Glasses
§ Smart Helmets
o Head-Up Display
o Handheld Device
· Virtual Reality Devices
o Head-Mounted Display
o Gesture-Tracking Device
§ Data Gloves
§ Others
o Projector & Display Wall
Segmentation by Application:
· Augmented Reality Applications
o Consumer
§ Gaming
§ Sports & Entertainment
· Entertainment Applications
· Museums (Archaeology)
· Theme Parks
· Art Gallery & Exhibitions
o Commercial
§ Tourism & Sightseeing
§ E-Learning
§ Retail & E-Commerce
· Jewelry
· Beauty & Cosmetics
· Apparel Fitting
· Furniture & Lighting Design
· Grocery Shopping
· Footwear
o Enterprise
o Healthcare
o Aerospace & Defense
o Energy
o Automotive
o Others
· Virtual Reality Applications
o Consumer
§ Gaming and Entertainment
· Sports
o Commercial
§ Retail
§ Education and Training
§ Travel and Tourism
§ Advertising
o Enterprise
o Healthcare
§ Surgery
§ Patient Care Management
§ Fitness Management
§ Pharmacy Management
§ Medical Training and Education
o Aerospace & Defense
o Others
§ Automotive
§ Real Estate
§ Geospatial Mining
Segmentation by Region:
· North America
o United States of America
o Canada
· Asia Pacific
o China
o Japan
o India
o Rest of APAC
· Europe
o United Kingdom
o Germany
o France
o Spain
o Rest of Europe
· RoW
o Brazil
o South Africa
o Saudi Arabia
o UAE
o Rest of the world (remaining countries of the LAMEA region)
About GMI Research
GMI Research is a market research and consulting company that offers business sights and market research reports for every enterprise, including small & medium enterprises and large organizations. Our research team helps the clients to understand the impact of market dynamics such as market size, share, drivers, growth opportunities, and other aspects. We have a team of analysts and industry experts who conduct market intelligence studies to ensure relevant and fact-based research across a wide range of sectors such as FMCG, Technology, Energy, Healthcare, and other industries. We collect relevant information about the industry using both internal and external databases. Our main focus is to keep our clients abridged of the emerging opportunities and challenges in a wide range of industries. We provide step-by-step assistance to our client through strategic and consulting services to reach a managerial and actionable decision. Featured in the ‘Top 20 Most Promising Market Research Consultants’ list of Silicon India Magazine in 2018, we at GMI Research are always looking forward to helping businesses stay ahead of the curve.
Media Contact Company Name: GMI RESEARCH Contact Person: Sarah Nash Email: [email protected] Phone: Europe – +353 1 442 8820; US – +1 860 881 2270 Address: Dublin, Ireland Website: www.gmiresearch.com
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North America region is expected to dominate the AR-VR in Healthcare Market through 2026 – TechSci Research
Surging penetration of connected devices and the growing prevalence of chronic diseases is expected to drive the demand for global AR-VR in healthcare market in forecast period.
According to TechSci Research report, “Global AR-VR in Healthcare Market By Component (Hardware, Software), By Hardware (Sensors (Accelerometer, Proximity Sensors, Others), Processors & ICs, Display and Projector, Position Tracker, Cameras, Others), By Software (Software Development Kits, Cloud-Based Services), By Device Type (AR Devices (Head Mounted Display, Handheld Devices), VR Devices (Head Mounted Display, Gesture Tracking Devices, Projectors & Display Walls)), By Application (Patient Care Management, Medical Training, Surgery Planning, Pharmacy Management, Others), By End Use (Hospitals & Clinics, Clinical Research Centers, Pharmaceuticals, Diagnostic Labs), By Region, Competition Forecast & Opportunities, 2026”, the global AR-VR in healthcare market is expected to witness significant CAGR growth in the forecast period, 2022-2026. Augmented technology is a technology to provides an interactive experience to consumers by enhancing the real world with the use of digital visual elements and other sensor stimuli provided via technology. Virtual reality creates an alternative reality by using technology that is entirely different from the real world. The adoption of these technologies in the healthcare industry is revolutionizing the treatment and services are provided to the patients. The use of virtual reality technology to provide post-traumatic stress treatment to the patients by immersing them in the traumatic situation and let them find a way to overcome the situation is considered an effective treatment technique. The creation of an interactive environment by using virtual reality technology to provide medications and relaxation to patients suffering from anxiety, depression, and phobia treatment. The use of augmented reality to layer over the map to aid patients find the healthcare facilities, pharmacies, and medical centers in case of emergencies is contributing to the surge in the AR-VR in healthcare market growth. The use of AR-VR in healthcare can help the healthcare professionals to explain the benefits of operating which can surely help the patients to cope up during complex treatment operations.
Since the outbreak of the COVID-19 pandemic, people have started opting for remote consultations and treatment to follow the social distancing guidelines and curb the spread of coronavirus across the globe. The adoption of telehealth services during this time witnessed growth. The use of AR-VR technology is used for the process of self-diagnostics in remote areas where there is high adoption of telemedicine services. Using the technology, it can be determined if the patient had to visit the healthcare facilities or can be treated at home.
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Browse XX Figures spread through XX Pages and an in-depth TOC on "Global AR-VR in Healthcare Market”.
https://www.techsciresearch.com/report/ar-vr-in-healthcare-market/7760.html
Global AR-VR in healthcare market is segmented into component, device type, application, end-use, regional distribution, and company. Based on the end use, the market can be divided into hospitals & clinics, clinical research centers, pharmaceuticals, and diagnostic labs. The hospitals & clinics segment is expected to account for a major market share in the forecast period, 2022-2026. The presence of specialized treatment centers and trained healthcare professionals in the hospitals & clinics are attracting patients to visit them for quality and effective treatment. Based on the application, the market can be divided into patient care management, medical training, surgery planning, pharmacy management, and others. The patient care management segment is expected to dominate the market in the next five years. The use of AR and VR in rehabilitation including stroke, brain injury, and physical therapy to provide effective treatment to patients is contributing to boost the growth of the market.
Google LLC, Microsoft Corporation, Philips Healthcare, Psico Smart Apps, S.L, Medical Realities Ltd., Samsung Electronics, Firsthand Technology, Inc., Augmedics Ltd, 3D Systems, Inc., HTC Corporation, Siemens AG, Atheer, Inc., MindMaze, Inc., EchoPixel, Inc., Osso VR, Inc are the leading players operating in global AR-VR in healthcare market. Service Providers are increasingly focusing on research and development process to fuel higher growth in the market. To meet evolving customer demand with respect to better efficiency and durability, several AR-VR in healthcare provider is coming up with their technologically advanced offerings.
Download Sample Report @ https://www.techsciresearch.com/sample-report.aspx?cid=7760 Customers can also request for 10% free customization on this report.
“The growing demand for minimally invasive treatment and surgeries to ensure faster recovery and the use of augmented reality technology for technological innovations to reduce the complexity of diseases and surgeries is expected to create lucrative opportunities for the global AR-VR in healthcare market growth in the forecast period. The use of devices including head-mounted displays, smart glasses along with the growing reduction in their prices is enabling the healthcare institutions and patients to ensure quality care. Increasing demand for effective treatment services and the rise in the number of public and private investments along with the ongoing research and development activities is expected to propel the global AR-VR in healthcare market growth till 2026” said Mr. Karan Chechi, Research Director with TechSci Research, a research based global management consulting firm.
“Global AR-VR in Healthcare Market By Component (Hardware, Software), By Hardware (Sensors (Accelerometer, Proximity Sensors, Others), Processors & ICs, Display and Projector, Position Tracker, Cameras, Others), By Software (Software Development Kits, Cloud-Based Services), By Device Type (AR Devices (Head Mounted Display, Handheld Devices), VR Devices (Head Mounted Display, Gesture Tracking Devices, Projectors & Display Walls)), By Application (Patient Care Management, Medical Training, Surgery Planning, Pharmacy Management, Others), By End Use (Hospitals & Clinics, Clinical Research Centers, Pharmaceuticals, Diagnostic Labs), By Region, Competition Forecast & Opportunities, 2026” has evaluated the future growth potential of global AR-VR in healthcare market and provided statistics & information on market size, shares, structure and future market growth. The report intends to provide cutting-edge market intelligence and help decision makers take sound investment decisions. Besides, the report also identifies and analyzes the emerging trends along with essential drivers, challenges, and opportunities in the of global AR-VR in healthcare market.
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Contact
Mr. Ken Mathews
708 Third Avenue,
Manhattan, NY,
New York – 10017
Tel: +1-646-360-1656
Email: [email protected]
#Global AR-VR in Healthcare Market#AR-VR in Healthcare Market#AR-VR in Healthcare Market Size#AR-VR in Healthcare Market Share#AR-VR in Healthcare Market Growth#AR-VR in Healthcare Market Forecast#AR-VR in Healthcare Market Analysis
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Mixed Reality Market Competitive Landscape, Strategic Initiatives and Forecast, 2024
The global Mixed Reality Market research report provides complete insights on industry scope, trends, regional estimates, key application, competitive landscape and financial performance of prominent players. It also offers ready data-driven answers to several industry-level questions. This study enables numerous opportunities for the market players to invest in research and development.
Market Overview:
The global Mixed Reality Market is likely to project a steady CAGR in the forecast period. Mixed reality is derived from virtual reality as the computer systems work in a virtual and computer-generated environment. Users are engrossed in the virtual environment by the means of visual, auditory, and tactile displays.
Key Players:
Alphabet Inc.
Apple Inc.
Canon, Inc.
HTC Corporation
Infinity Augmented Reality, Inc.
Magic Leap, Inc.
Microsoft Corporation
Oculus VR, LLC
Osterhout Design Group
Recon Instruments
Samsung Group
Seiko Epson Corporation
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Growth Drivers:
The displays can detach users from their regular environment and create an illusion that the objects existing around them are in the condensed form. In MR systems, the users perceive physical elements along with digital elements as presented. Further, the systems are designed to create illusion for their users to reveal that the digital objects are in the same dimensions as physical ones.
The factors responsible for the mixed reality market include technological advances in the hardware technologies and mobile software. Rise in internet of things (IoT) and wearable devices are expected to witness significant market rise. The unification of advanced devices and proliferated use is likely to propel the market growth in the forecast period.
Component Type Outlook:
Hardware
Software
Application Outlook:
Automotive & Aerospace
Medical
Entertainment
E-commerce & Retail
Regional Outlook:
North AmericaUS Canada Mexico
EuropeGermany UK
Asia PacificChina Japan
South AmericaBrazil
Middle East & Africa
Geographical segmentation for mixed reality market includes North America, South America, Europe, Asia-Pacific, Middle East and Africa. North American and European markets dominate the global scenario due to the presence of key players and technological foothold. In addition, the market witnesses robust changes from the organizational perspective in these regions. Asia-Pacific regions accounted for a significant market share owing to improvements in technological aspects and adoption of AR and VR techniques by start-up and organizations. The key players in the mixed reality industry include META Company, Magic Leap Inc, Microsoft Corporation and Alphabet Inc.
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Augmented Reality and Virtual Reality (ARVR) Market
The Augmented Reality and Virtual Reality (ARVR) Market is estimated to record a significant growth throughout the forecast period. The ICT sector constitutes 4.8% of the European economy. Europe’s organization ERDF i.e. European Regional Development Fund has allotted approximately USD 23 billion for investments related to ICT during the funding period 2014-2020. ICT refers to the communication technologies including the internet, wireless networks, social networking, cell phones, video-conferencing, computers, software, and other media applications and services enabling users to access, retrieve, and manipulate information in a digital form.
As per the Eurostat, the total value of the ICT sector in Europe, including the ICT manufacturing and ICT services, was estimated to be more than EUR 475 billion in 2017. In this sector, the ICT services account for the major share as it is predicted to be ten times larger than the share held by ICT manufacturing. ICT services consist of computer programming, consultancy and related activities which held about 49.1% share while the telecommunications activities held around 30.3% share in the segment in 2017. These factors are estimated to impact the market growth in a positive manner in the next few years.
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Market Synopsis
The global market for augmented reality and virtual reality is estimated to reach USD 766 billion by 2025, registering a 73.7% CAGR during the forecast period of 2018 to 2025. The growing demand for head-mounted displays (HMDs) in gaming and entertainment, adoption of virtual reality for marketing strategies by enterprises, increasing demand of augmented reality and virtual reality in the retail and e-commerce industry is raising demand for augmented reality devices in the healthcare sector and growing investments and funding by the key market players operating in the augmented reality and virtual reality market for the development of AR/VR solutions is majorly driving the global market growth.
Augmented reality and virtual reality are immersive technologies that visualize a virtual surrounding either by using a device or over a surface/platform. Virtual reality software is used to create artificial surrounding and is presented to the user in a way that makes the user believe and experience as a real environment. Virtual reality is primarily experienced through vision and audio. Moreover, virtual reality replicates a realistic scenario in front of the user so that it can experience various environments just by sitting at one place. Virtual reality uses a combination of hardware and software components to imitate any situation and transform it into a three-dimensional scene. The hardware components in virtual reality include a head-mounted display and gloves that can communicate with the computer. The gestures and movements of an individual’s hands and eyes generate a stimulus to the system, which in turn responds to the virtual world. This technology is completely immersive as it withdraws the individual from the real world entirely and provides it an experience of a virtual world.
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Virtual reality can be efficiently used for training purposes since it becomes critical to train an amateur in real-life conditions. The applications of virtual reality can be seen in medical, military, manufacturing, visualization, entertainment and games, robotics, education, marketing, navigation and path planning, tourism, geospatial, and urban planning and civil engineering.
Augmented reality is an integration of digital information with the user environment in real time and use the existing environment to overlay new information on the top of it. Augmented reality combines the real world with the virtual world using software or software-defined kit (SDK) platforms. This technology is partially immersive, which means that the user can experience the real world as well as the augmented world at the same time. With the help of smartphones and tablets, the user can hover across any environment, thereby, and blending the real world with augmented world. The applications of augmented reality can be seen in verticals such as retail, e-commerce, manufacturing, education and training, automotive, and travel and tourism. The increasing adoption of consumer electronics devices and smartphones supporting high-end graphics is encouraging the augmented reality and virtual reality software developers to develop innovative AR/VR solutions.
However, privacy concerns related to augmented reality technology and vulnerabilities insecurity due to lack of security standards, resulting in data manipulation, spoofing, sniffing, cyber-attacks, and man-in-middle attacks are some challenges for the market growth in the coming years.
Market Trend
360-degree VR Video
360-degree virtual reality is an audio-visual simulation of an altered and substituted or augmented environment allowing the user to look around in all direction. 360-degree virtual reality can be used for many applications other than entertainment. This technology is mostly used for training, which includes pilot & driver training, physical environment, space study, undersea exploration, and surgery. Real time, pre-rendered computer graphics imagery (CGI), and real time rendered 3D games are the types of 360-degree VR systems. With the help of EYE VR camera, a user can stream live with high-quality 360-degree video direct to the user’s VR headsets. This EYE VR camera includes 42 cameras, 24 microphones, 225-megapixel resolution, three-axis 3D video, 4 hours battery life, and 360-degree capture range. The 360 VR camera can be used in sports, music, and filmmaking. Virtual reality offers various services for streaming live sports events
Segmentation
By technology, the market has been segmented into mobile augmented reality and virtual reality. The expanded reality segment is further classified as marker-based augmented reality, and marker-less augmented reality. The virtual reality segment is also classified into non-immersive systems, semi-immersive projection system, and fully-immersive systems.
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By component, the market has been segregated into hardware and software. The hardware segment is further divided into sensors, processors, controllers, cameras, and others. The software segment is also categorized as software development kits and platforms.
By component, the market has been classified as hardware, software, and solutions.
By device type, the market has been bifurcated into augmented reality devices and virtual reality devices. The augmented reality devices segment has been further classified as a head-mounted display, a head-up display, and handheld devices. The virtual reality devices segment is further divided into the head-mounted display, gesture tracking devices, and display wall & projectors.
By vertical, the market has been segmented into consumer electronics, media & entertainment, healthcare, retail, aerospace & defense, automotive, BFSI, IT & telecommunication, manufacturing, education, travel & tourism, and real estate
Key players
MRFR recognizes the key players in the global Augmented Reality and Virtual Reality market as Google LLC, Blippar, EON Reality Inc., Augmented Pixels Inc., Hewlett-Packard Company, DAQRI LLC, Wikitude GmbH, Terminal Eleven (SkyView), Sony Corporation, Zapper Limited, awe.org Pty Ltd (buildar.com), Virtalis Limited, Facebook Inc., Samsung Group, Microsoft Corporation, HTC Corporation, PTC Inc., Magic Leap Inc., and Visteon Corporation
Global Augmented Reality and Virtual Reality Market, 2018–2025 (USD Million)
Augmented Reality and Virtual Reality (ARVR) Market Research Report – Global Forecast till 2025 -Report image 01
Source: MRFR Website
Regional Analysis
The market for global augmented reality, and virtual reality is estimated to grow at a significant rate during the forecast period from 2018 to 2025. The geographical analysis of augmented reality and virtual reality market has been studied for North America (the US, Canada, and Mexico), Europe (the UK, Germany, France, Spain, Italy, and the rest of Europe), Asia-Pacific (China, Japan, India, Singapore, Australia, and the rest of Asia-Pacific), and the rest of the world (the Middle East & Africa and South America).
At present, North America holds the largest market share in the AR/VR market due to the presence of key market players and the growing investors in the AR/VR technology. Retail enterprises in the US, Canada, and Mexico are adopting AR devices for visual merchandising of their products. There is an increasing need for head-mounted displays due to their demand in the defense sector for simulation-based training in the region driving the market growth in North America. Europe accounted for the second-largest market share due to increasing adoption of the AR/VR technology in the media & entertainment industry for play-station and mobile games. The market also generates significant revenue from rising adoption of virtual reality and augmented reality solutions in countries such as the UK, Germany, France, Spain, Italy, Sweden, the Netherlands, Norway, Austria, and other European countries. Asia-Pacific accounted for the third-largest market share and is expected to attain the highest growth in the coming years due to the adoption of augmented reality and virtual reality solutions for 3D modeling, 3D animation, and virtualization by various industry verticals.
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The market growth is expected to gain momentum in countries such as China, Japan, India, Australia, Singapore, South Korea, and other Asian countries. South America and the Middle East & Africa region is expected to achieve a significant market growth increasing demand for AR/VR technology and investments from key players to offer augmented reality and virtual reality solutions to small- and medium-sized enterprises in the healthcare, retail, and e-commerce sectors.
The prominent players keep innovating and investing in research and development to present a cost-effective product portfolio. There has been recent mergers and acquisitions among the key players, a strategy the business entities leverage to expand their reach to the customers.
Intended Audience
Augmented reality and virtual reality software developers
Augmented reality and virtual reality hardware vendors
Managed service providers
System integrators
Application developers
Original equipment manufacturers (OEMs)
Technology investors
Product manufacturers
Research enterprises
Original design manufacturers
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RISING INVESTMENTS IN AR AND VR ECOSYSTEMS PRESENT OPPORTUNITIES IN THE GLOBAL AR AND VR DISPLAY MARKET (2021-2026)
5 min read
📷 I projected the global AR and VR display market size valued at USD 994 million in 2021 and to reach USD 5,102 million by 2026. I expect it to grow at a CAGR of 38.7% during the forecast period. Growing adoption of AR and VR devices in various applications, increasing demand for OLED displays in AR and VR devices, growing adoption of AR and VR HMDs in different industries, and adoption of AR and VR devices in gaming industry are the key driving factors for the AR and VR display market. However, development of wide screen alternatives and limited availability of relevant content hampering the growth of the market.HMDs to witness a higher CAGR during the forecast period Using AR HMDs for enterprise and healthcare applications will be the major factor driving the growth of the market in the next 5 years. We use aR HMDs in different applications, including consumer, commercial, enterprise, aerospace & defense, automotive, and healthcare. Using AR HMDs in retail would drive the market growth for AR HMDs for commercial applications. The increasing number of local manufacturers and the growing adoption of VR HMDs in APAC are among the major factors for the high estimated growth of VR HMDs in APAC. Local vendors have been promoting their products at a lower price than the tech giants that have entered this space with high-end products. Though per unit cost of products is low in this region, the high sales volume of these products in the region will lead APAC to be the major shareholder of the market during the forecast period.📷 Consumer application to account for the largest share of the VR display market during the forecast periodThe consumer application held the largest size of the VR display market in 2020. Introducing VR in consumer technologies has led to the launch of many innovative products in the market. Continuous decline in the cost of VR devices, software developments, and relevant content developments are driving the market for VR. The growing use of VR HMDs for gaming will propel the market for consumer applications. Virtual reality technology offers remarkable visual effects when used in gaming and sports broadcasts. The demand for head-mounted displays is high in consumer applications because of their use in gaming and sports & entertainment. Samsung Gear VR, Oculus Rift, PlayStation VR, and HTC Vive are among the popular HMDs that are used in various consumer applications. APAC to account for the largest share during 2021-2026Countries such as China, Japan, and South Korea due to major display manufacturers drive the VR display market growth in APAC, growing consumer demand, and decreasing price of VR devices. Owing to several display panel manufacturers in the region, the adoption of the latest display technologies is high in APAC. Using VR displays in APAC expected to grow in healthcare, commercial, and enterprise verticals. The commercial and enterprise verticals in APAC have adopted these displays at large, owing to the easy availability of VR devices in the region.In-depth I have interviewed with chief executive officers (CEOs), marketing directors, other innovation and technology directors, and executives from various key organizations operating in the AR and VR display marketplace. 📷 Key Topics Covered:1 Introduction2 Research Methodology3 Executive Summary 3.1 AR and VR Display Market: Pre-COVID-19 and Post-COVID-19 Scenarios 3.1.1 AR and VR Display Market: Realistic Scenario 3.1.2 AR and VR Display Market: Optimistic Scenario 3.1.3 AR and VR Display Market: Pessimistic Scenario4 Premium Insights 4.1 Attractive Growth Opportunities in AR and VR Display Market 4.2 AR and VR Display Market, by Technology 4.3 AR Display Market, by Application 4.4 VR Display Market, by Application 4.5 AR and VR Display Market, by Device Type 4.6 AR and VR Display Market, by Display Technology 4.7 AR and VR Display Market, by Region5 Market Overview 5.1 Introduction 5.2 Market Dynamics 5.2.1 Drivers 5.2.1.1 Growing Adoption of AR and VR Devices in Various Applications 5.2.1.2 Increasing Demand for OLED Displays in AR
and VR Devices 5.2.1.3 Growing Adoption of AR and VR HMDs in Different Industries 5.2.1.4 Adoption of AR and VR Devices in Gaming Industry 5.2.2 Restraints 5.2.2.1 Development of Widescreen Alternatives 5.2.2.2 Limited Availability of Relevant Content 5.2.3 Opportunities 5.2.3.1 Growing Demand for AR and VR Devices Post COVID-19 Outbreak 5.2.3.2 Rising Investments in AR and VR Ecosystem 5.2.3.3 Rising Technological Advancements and Growing Use of Microdisplays in AR and VR Devices 5.2.3.4 Surging Adoption of AR Technology for Enterprise Applications 5.2.4 Challenges 5.2.4.1 Display Latency and Limited Field of View 5.2.4.2 Complex Processes Involved in Manufacturing AR and VR Displays 5.2.4.3 Developing User-Friendly AR/VR Systems 5.3 AR and VR Display Market: Ecosystem 5.4 Pricing Analysis 5.5 Porter's Five Forces Analysis 5.5.1 Threat of New Entrants 5.5.2 Threat of Substitutes 5.5.3 Bargaining Power of Buyers 5.5.4 Bargaining Power of Suppliers 5.5.5 Degree of Competition 5.6 Patent Analysis 5.7 Standards and Regulations Regarding AR and VR Display Panels 5.7.1 Key Regulations for Display Panels 5.8 Trade Analysis 5.9 Case Studies 5.9.1 Introduction 5.9.2 AR in Corporate 5.9.3 AR in Warehouse Management 5.9.4 AR in Retail 5.9.5 VR in Manufacturing 5.9.6 VR in Manufacturing 5.9.7 VR in Corporate 5.9.8 AR in Marketing 5.10 Technology Trends 5.10.1 High Adoption of AR Smart Glasses to Improve Work Efficiency 5.10.2 Increased Demand for AR for Rugged Display Applications 5.10.3 Microdisplays for VR 5.10.4 Web AR 5.10.5 Mobile Augmented Reality (MAR)6 AR and VR Display Market, by Technology 6.1 Introduction 6.2 Augmented Reality 6.2.1 Micro-Led Display Technology to Lead AR Display Market 6.3 Virtual Reality 6.3.1 New OLED Display Technology is Likely to be Vigorously Adopted in VR Display Market in Coming Years7 AR and VR Display Market, by Device Type 7.1 Introduction 7.2 Head-Mounted Displays 7.2.1 AR Head-Mounted Displays 7.2.1.1 Use of AR HMDs for Enterprise and Healthcare Applications Will be Major Factor Driving Market Growth 7.2.2 VR Head-Mounted Displays 7.2.2.1 OLED Technology is Replacing LCD in VR HMDs 7.3 AR Head-Up Displays 7.3.1 Extensive Use of AR HUDs in Automotive Applications to Drive Market Growth 7.4 VR Projectors 7.4.1 Rise in Demand for VR Projectors Due to Virtual Working Culture to Support Market Growth 7.5 Impact of COVID-19 on Devices8 AR and VR Display Market, by Display Technology 8.1 Introduction 8.2 OLED 8.2.1 Adaptive Frequency and Less Power Consumption Increase Demand for OLED Displays in VR HMDs 8.3 LCD 8.3.1 Technological Advancements and Decreasing Price Will Support Demand for LCD Technology-Based AR/VR Devices 8.4 Others 8.4.1 Micro-Led 8.4.2 Liquid Crystal on Silicon (LCOs) 8.4.3 Digital Light Processing (DLP)9 AR and VR Display Market, by Application 9.1 Introduction 9.2 AR Display Applications 9.2.1 Consumer 9.2.1.1 Gaming 9.2.1.1.1 AR Smartglass Headsets Create Immersive Experience in Gaming 9.2.1.2 Sports and Entertainment 9.2.1.2.1 AR HUDs Are Extensively Used in Movies, Sports, and Theme Parks 9.2.2 Commercial 9.2.2.1 AR HMDs Are Widely Used for Commercial Applications 9.2.3 Enterprise (Manufacturing) 9.2.3.1 AR Devices Helps to Improve Efficiency and Accuracy in Manufacturing Industry 9.2.4 Automotive 9.2.4.1 AR HUDs and AR Glasses Are Extensively Used in Automobiles 9.2.5 Healthcare 9.2.5.1 AR Technology Can Help in Reduction of Complexities in Surgeries and Other Medical Procedures in Healthcare 9.2.6 Aerospace & Defense 9.2.6.1 Leading Aircraft Manufacturers Such as Boeing and Airbus Are Adopting AR HMDs and HUDs 9.2.7 Energy 9.2.7.1 Improving Safety, Maintenance & Repair, Training, and Knowledge Sharing Are Crucial Energy Applications of AR Devices 9.2.8 Others 9.3 VR Display Applications 9.3.1 Consumer 9.3.1.1 Gaming 9.3.1.1.1 VR Displays Are Used in Gaming to Facilitate Immersive Gaming Experience 9.3.1.2 Sports and Entertainment 9.3.1.2.1 VR in Sports & Entertainment Can Enhance Audience Experience and Facilitate Higher User Engagement 9.3.2 Commercial 9.3.2.1 VR HMDs
Are Used in Commercial Applications Such as Advertisements, Marketing & Retail, and Fashion 9.3.3 Enterprise (Manufacturing) 9.3.3.1 VR Display Devices Are Used in Manufacturing Sector for Personnel Training, Remodeling and Redesigning, and Industrial Simulations 9.3.4 Healthcare 9.3.4.1 VR Display Devices Help Medical Professionals in Pain Management, Exposure Therapy, Stroke Rehabilitation, Education, and Surgical Planning 9.3.5 Aerospace & Defense 9.3.5.1 VR Projectors Are Being Used to Create Combat Simulations and Maneuvers in Aerospace & Defense Applications 9.3.6 Others 9.3.7 COVID-19 Impact on Major Applications10 Geographic Analysis 10.1 Introduction 10.2 APAC 10.3 North America 10.4 Europe 10.5 RoW11 Competitive Landscape 11.1 Overview 11.2 Ranking Analysis of Key Players in AR and VR Display Market 11.3 Market Share Analysis 11.4 Revenue Analysis (Display Business) 11.5 Market Evaluation Framework 11.6 Company Evaluation Matrix 11.6.1 Star 11.6.2 Emerging Leader 11.6.3 Pervasive 11.6.4 Participant 11.6.5 Product Footprint 11.7 Startup/SME Evaluation Matrix: AR and VR Display Market 11.7.1 Progressive Company 11.7.2 Responsive Company 11.7.3 Dynamic Company 11.7.4 Starting Block 11.8 Competitive Scenario 11.8.1 Product Launches 11.8.2 Deals 11.8.3 Expansions12 Company Profiles 12.1 Introduction 12.2 Key Players 12.2.1 Samsung Electronics 12.2.2 LG Display 12.2.3 AU Optronics (AUO) 12.2.4 Sony 12.2.5 eMagin Corporation 12.2.6 Kopin Corporation 12.2.7 Japan Display (JDI) 12.2.8 Barco 12.2.9 BOE Technology 12.2.10 Syndiant 12.3 Other Players 12.3.1 Tianma Microelectronics 12.3.2 Truly International 12.3.3 Himax Technologies 12.3.4 Innolux Corporation 12.3.5 Seiko Epson 12.3.6 Holoeye Photonics 12.3.7 Jasper Display Corp. (JDC) 12.3.8 Yunnan Olightek Opto-Electronic Technology 12.3.9 Panasonic 12.3.10 Universal Display Corporation 12.3.11 Raontech 12.3.12 Everdisplay Optronics 12.3.13 Creal 12.3.14 Plessey 12.3.15 New Vision Display (NVD)13 Appendix 13.1 Discussion Guide 13.2 Knowledge Store: the Subscription Portal 13.3 Available CustomizationI recommend all virtual reality tech lovers to read the following books on Amazon 📷 You may also be interested inOculus Quest 2 accessories Oculus Quest 2 full review. Amazing products for your virtual reality glasses from Amazon For 2021, the Best Virtual reality Headsets 10 Accessories to Improve Your Flight Simulator in VR You may also be interested in our YouTube channelYou may also be interested in our Facebook PageYou may also be interested in our twitter pageWhat are your thoughts? Please let us know in the comments section below!
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AR and VR Display Market with COVID-19 Impact Analysis by Device Type (AR HMDs, VR HMDs, AR HUDs, VR Projectors), Technology (AR, VR), Display Technology (LCD, OLED, Micro-LED, DLP, LCoS), Application, and Geography - Global Forecast to 2026 published on
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AR and VR Display Market with COVID-19 Impact Analysis by Device Type (AR HMDs, VR HMDs, AR HUDs, VR Projectors), Technology (AR, VR), Display Technology (LCD, OLED, Micro-LED, DLP, LCoS), Application, and Geography - Global Forecast to 2026
“OLED display technology to account the largest share during forecast period.”
The global AR and VR display market size was valued at USD 994 million in 2021 and is projected to reach USD 5,102 million by 2026. It is expected to grow at a CAGR of 38.7% during the forecast period. Growing adoption of AR and VR devices in various applications, increasing demand for OLED displays in AR and VR devices, growing adoption of AR and VR HMDs in different industries, and adoption of AR and VR devices in gaming industry are the key driving factors for the AR and VR display market. However, development of widescreen alternatives and limited availability of relevant content hampering the growth of the market.
“HMDs to witness a higher CAGR during the forecast period.”
The use of AR HMDs for enterprise and healthcare applications will be the major factor driving the growth of the market in the next 5 years. AR HMDs are used in different applications, including consumer, commercial, enterprise, aerospace & defense, automotive, and healthcare. The use of AR HMDs in retail would drive the market growth for AR HMDs for commercial applications. The increasing number of local manufacturers and the growing adoption of VR HMDs in APAC are among the major factors for the high estimated growth of VR HMDs in APAC. Local vendors have been promoting their products at a lower price than the tech giants that have entered this space with high-end products. Though per unit cost of products is low in this region, the high sales volume of these products in the region will lead APAC to be the major shareholder of the market during the forecast period.
“Consumer application to account the largest share of the VR display market during the forecast period.”
The consumer application held the largest size of the VR display market in 2020. The introduction of VR in consumer technologies has led to the launch of many innovative products in the market. Moreover, continuous decline in the cost of VR devices, software developments, and relevant content developments are driving the market for VR. The growing use of VR HMDs for gaming will propel the market for consumer applications. Virtual reality technology offers remarkable visual effects when used in gaming and sports broadcasts. The demand for head-mounted displays is high in consumer applications because of their use in gaming and sports & entertainment. Samsung Gear VR, Oculus Rift, PlayStation VR, and HTC Vive are among the popular HMDs that are used in various consumer applications.
“APAC to account the largest share during 2021–2026.”
The VR display market growth in APAC is driven by countries such as China, Japan, and South Korea due to the presence of major display manufacturers, growing consumer demand, and decreasing price of VR devices. Owing to the presence of a number of display panel manufacturers in the region, the adoption of the latest display technologies is high in APAC. The use of VR displays in APAC is expected to grow in healthcare, commercial, and enterprise verticals. The commercial and enterprise verticals in APAC have adopted these displays at large owing to the easy availability of VR devices in the region.
In-depth interviews have been conducted with chief executive officers (CEOs), marketing directors, other innovation and technology directors, and executives from various key organizations operating in the AR and VR display marketplace.
By Company Type: Tier 1 – 25%, Tier 2 – 40%, and Tier 3 – 35%
By Designation: C-Level Executives – 75% and Managers – 25%
By Region: North America – 40%, Europe – 23%, APAC – 26%, and RoW 11%
The AR and VR display market comprises major players such as Samsung Electronics (South Korea), Sony (Japan), LG Display (South Korea), eMagin Corporation (US), Kopin Corporation (US), AU Optronics (Taiwan), Japan Display (Japan), Barco (Belgium), BOE Technology (China), and Syndiant (US). The study includes an in-depth competitive analysis of these key players in the AR and VR display market, with their company profiles, recent developments, and key market strategies.
Research Coverage
The report defines, describes, and forecasts the AR and VR display market based on technology, device type, display technology, application, and region. It provides detailed information regarding factors such as drivers, restraints, opportunities, and challenges influencing the growth of the AR and VR display market. It also analyzes competitive developments such as product launches, acquisitions, expansions, contracts, partnerships, and developments carried out by the key players to grow in the market.
Key Benefits of Buying the Report
The report will help market leaders/new entrants in this market with information on the closest approximations of the revenue numbers for the overall AR and VR display market and the sub segments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, challenges, and opportunities.
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Augmented Reality and Virtual Reality Market Research Report
Augmented Reality (AR) and Virtual Reality (VR) Market
The GMI Research's latest analysis reveals that the Augmented Reality (AR) and Virtual Reality (VR) Market is slated to register a significant CAGR. This is attributed to the rising penetration of smartphones and connected devices in several applications and technological development of the gaming sector, and the strong demand for augmented reality and virtual reality in the e-commerce and retail sector.
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Augmented Reality (AR) and Virtual Reality (VR) Market’s leading Manufacturers:
· Google LLC
· Microsoft Corporation
· Oculus VR
· Samsung Electronics
· Sony Corporation
· HTC Corporation
· Magic Leap, Inc.
· Wikitude GmbH
· PTC Inc.
· DAQRI
· Apple Inc.
Augmented Reality (AR) and Virtual Reality (VR) Market Dynamics (including market size, share, trends, growth, forecast, and industry analysis)
Key Drivers
The global augmented reality and virtual reality market is predicted to witness an upsurge in demand over the forecast period due to the rising penetration of smartphones and connected devices in numerous applications and technological development of the gaming sector. As per augmented and virtual reality market report, the strong demand for augmented reality and virtual reality in the e-commerce and retail sectors will further surge the growth of the augmented and virtual reality market size. The growing demand for augmented reality devices in healthcare for patient care management & medical training and education, and in e-commerce/retail as there is an upsurge in the trend of online shopping is driving the growth of the market. The growth in penetration of head-mount displays in the entertainment and gaming industry, easy availability of affordable virtual reality devices, and rapid digitalization are fuelling the growth of the market. According to the augmented and virtual reality market analysis, the increasing investment and funding in virtual and augmented reality by tech companies for the development of virtual and augmented reality solutions is further anticipated to stimulate the growth of the market. The emerging trends of smart manufacturing, growing penetration of head mount in gaming, healthcare, and agriculture application, strong demand for augmented reality in architecture, and the rising usage of virtual reality in aerospace & defense for training and simulation purpose and incorporation of Artificial Intelligence (AI) & Machine Learning (ML) are certain factors that are projected to drive the growth of the augmented reality and virtual reality market in the coming years. According to the augmented and virtual reality market forecast, the factors hindering the growth of the market include limited storage of augmented reality devices, processing power, restricted user interface, and health concern owing to low resolution and security concerns will hinder the growth of the market.
Device Type Segment Drivers
Based on device type, the head-up display is predicted to grow at a higher CAGR over the forecast period due to the increasing application of head mount display in the automotive and aerospace & defense industries for training purposes. Head-up displays are translucent displays that represent information close to the drivers' outside view. It enhances the level of driving safely, monitors the vehicle speed and performance & navigating to the destination. The intuitive display improves features, and dynamic real-time data to the driver are further boosting the market growth during the forecast period.
Offering Segment Drivers
Based on the offering, the hardware is predicted to dominate the market due to the growing use of virtual reality and augmented reality devices for aerospace & defense, training and development in education, and gaming & entertainment.
Augmented Reality (AR) and Virtual Reality (VR) Market Segmentation:
Segmentation by Offering:
· Hardware
o Sensors
§ Accelerometer
§ Gyroscope
§ Magnetometer
§ Proximity Sensor
o Semiconductor Component
§ Controller and Processor
§ Integrated Circuits
o Displays and Projectors
o Position Trackers
o Cameras
o Others
· Software
o AR Software
§ AR Remote Collaboration
§ Workflow Optimization
§ Documentation
§ Visualization
§ 3D Modeling
§ Navigation
o VR Content Creation
Segmentation by Device Type:
· Augmented Reality Devices
o Head-Mounted Display
§ AR Smart Glasses
§ Smart Helmets
o Head-Up Display
o Handheld Device
· Virtual Reality Devices
o Head-Mounted Display
o Gesture-Tracking Device
§ Data Gloves
§ Others
o Projector & Display Wall
Segmentation by Application:
· Augmented Reality Applications
o Consumer
§ Gaming
§ Sports & Entertainment
· Entertainment Applications
· Museums (Archaeology)
· Theme Parks
· Art Gallery & Exhibitions
o Commercial
§ Tourism & Sightseeing
§ E-Learning
§ Retail & E-Commerce
· Jewelry
· Beauty & Cosmetics
· Apparel Fitting
· Furniture & Lighting Design
· Grocery Shopping
· Footwear
o Enterprise
o Healthcare
o Aerospace & Defense
o Energy
o Automotive
o Others
· Virtual Reality Applications
o Consumer
§ Gaming and Entertainment
· Sports
o Commercial
§ Retail
§ Education and Training
§ Travel and Tourism
§ Advertising
o Enterprise
o Healthcare
§ Surgery
§ Patient Care Management
§ Fitness Management
§ Pharmacy Management
§ Medical Training and Education
o Aerospace & Defense
o Others
§ Automotive
§ Real Estate
§ Geospatial Mining
Segmentation by Region:
· North America
o United States of America
o Canada
· Asia Pacific
o China
o Japan
o India
o Rest of APAC
· Europe
o United Kingdom
o Germany
o France
o Spain
o Rest of Europe
· RoW
o Brazil
o South Africa
o Saudi Arabia
o UAE
o Rest of the world (remaining countries of the LAMEA region)
About GMI Research
GMI Research is one of the leading market research and consulting company that offers consulting services, syndicated research reports, and customized market research reports. We help our client to make informed business decisions and provide market intelligence studies related to the various industries such as automotive, energy, healthcare, chemicals, technology, and other sectors. Our research teams include seasoned analysts and researchers have hands-on experience in every regions, including Asia-pacific, Europe, North America, and the Rest of the World. Our market research report provides in-depth analysis, which contains refined forecasts, a bird's eye view of the competitive landscape, factors impacting the market growth, and several other market insights to aid companies in making strategic decisions. Featured in the ‘Top 20 Most Promising Market Research Consultants’ list of Silicon India Magazine in 2018, we at GMI Research are always looking forward to help our clients to stay ahead of the curve.
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Escalating Discernments of Global Augmented Reality and Virtual Reality Market Outlook: Ken Research
Augmented reality is defined as a progressive form of reality that practices technology to deliver digital data on an image of something. It is furthermost commonly mentioned to as AR and is used in apps for Smartphone and tablets. On the other hand, virtual reality is a technology that makes a simulated environment offering realistic user experience with the aid of computer technology. It is typically referred to as VR and can be artificial, like animated or can be a real place that has been photographed and comprised in virtual reality. Augmented reality applications are established on special 3D programs, which allow developers to participate contextual or digital contented with the real world in real-time. Virtual reality contracts with the real user experience of the artificial world in a collaborating simulated environment.
According to the study analysis,’ Global Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Region 2019-2026: Trend Forecast and Growth Opportunity’ The augmented reality and virtual reality market are temperately fragmented owing to the existence of many players in the market, contributory significantly towards the development of the market. The vendors are employed ceaselessly on the way to strategic partnerships and innovations to increase extreme market traction and upsurge their market size. DAQR, EON. Reality Inc., Facebook, Google, HTC, Microsoft, Samsung, Seiko Epson, Sony and Vuzix Corporation are some of the key players working in the market. Prior the global augmented reality & virtual reality market was dominated by players with comparatively short brand image. Though, after the arrival of new big players in the industry, the petition for augmented reality & virtual reality has increased between the consumers. Some of the factors hindering the growth of the global augmented reality & virtual reality market are privacy and awareness, image latency. Necessity of hardware is also restrictive the development of the global augmented reality & virtual reality market.
On the basis of regional analysis, the Global Augmented Reality and Virtual Reality Market is classified into North America, Europe, Asia Pacific, and Rest of the world. Asia-Pacific grasps the main market share. Being a developing economy, APAC is beholding substantial changes in the acceptance of new technologies and advancements. Due to the occurrence of several display panel manufacturers in the region, APAC observers as now balling implementation of the latest technologies. The AR and VR market in APAC is anticipated to grow at a high rate in sectors like healthcare, commercial, and consumer. The growing number of players in the region would increase the growth of the AR and VR market. The high development in commercial and consumer markets is the key factor propelling the development of the AR and VR market in APAC.
Furthermore, the growing demand for AR devices in patient-care management and medical training and education increases the global augmented reality and virtual reality market. Rising predilections towards innovative devices in medical training, patient care management and education, rising usages in online shopping, retail and in e-commerce sector, surging volume of investment by tech giants for the adoption of AR and VR, pervasiveness of portray digital information in numerous AR applications which will likely to augment the development of the augmented reality & virtual reality market for retail industry in the forecast amount. Thus, it is expected that the market of Global Augmented Reality and Virtual Reality will boost up throughout the upcoming period.
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Global Augmented Reality and Virtual Reality Market Research Report
Related Report:-
Global Automotive Augmented Reality and Virtual Reality Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026 (Based on 2020 COVID-19 Worldwide Spread)
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Automotive AR and VR Market SWOT Analysis of Top Key Player Forecasts to 2025
The Global Automotive AR and VR Market 2020-2025 Report provides an in-depth analysis on the studied market that helps to look at the future requirement as well as prediction. The automotive AR and VR market report evaluates the market by key market players, opportunities, value, trends, growth, market share, market competition landscape, recent developments and sales volume analysis. In addition, it magnifies the opportunity for decision-making and helps create an efficient counter-strategy to achieve a competitive advantage. The report provides up-to-date review of the current global market scenario, the latest developments and drivers, and the overall market environment is given in the study.
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The Following are the Key Features of Global Automotive AR and VR Market Report:
Market Overview, Industry Development, Market Maturity, PESTLE Analysis, Value Chain Analysis
Growth Drivers and Barriers, Market Trends & Market Opportunities
Porter’s Five Forces Analysis & Trade Analysis
Market Forecast Analysis for 2020-2025
Market Segments by Geographies and Countries
Market Segment Trend and Forecast
Market Analysis and Recommendations
Price Analysis
Key Market Driving Factors
Automotive AR and VR Market Company Analysis: Company Market Share & Market Positioning, Company Profiling, Recent Industry Developments etc.
Global Automotive AR and VR Market Segmentation Analysis:
this segmentation includes the segments which hold the major contribution into the market and also provides detailed growth parameters about the market.
By Type
Augmented Reality (AR) Virtual Reality (VR)
By Application
Research & Development Manufacturing & Supply Marketing & Sales Aftersales Support Functions Product
Automotive AR and VR Market, By Region: The geographic segmentation of the studied market covers various regions such as North America (U.S. & Canada), Europe (Germany, United Kingdom, France, Italy, Spain, Russia, and Rest of Europe), Asia Pacific (China, India, Japan, South Korea, Indonesia, Taiwan, Australia, New Zealand, and Rest of Asia Pacific), Latin America (Brazil, Mexico, and Rest of Latin America), Middle East & Africa (GCC, North Africa, South Africa, and Rest of Middle East & Africa).
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Competitive Landscape
Continental
Microsoft
Visteon Corporation
Volkswagen
Unity
Bosch
DAQRI
HTC
Hyundai Motor
Report Scope:
The report defines market characteristics and explains the market.
The market size section provides the market size that covers historical growth of the studied market and forecast to 2025.
Evaluation of regional and country breakdowns that provides an overview of the market in each region, the market size, and compares their historical and projected growth.
A summary of the competitive dynamics of the market, market shares, and an overview of the leading companies. Key financial deals are listed that have dominated the market in recent years.
Analysis of trends and strategies along with the suggestions for the growth of the industry.
Reasons to purchase the report:
Identify possible investment areas based on a comprehensive trend analysis of the global automotive AR and VR Market over the next few years.
Gain in-depth knowledge of the underlying factors that drive demand for automotive AR and VR and recognize the opportunities provided by them.
Strengthen the business knowledge in terms of industry dynamics, demand drivers, and the latest technological advances among others.
Identify the major channels that drive the demand for automotive AR and VR, offering a strong image of potential prospects that can be tapped, resulting in growth in revenue.
Channelize funds by concentrating on the ongoing initiatives pursued by the numerous countries in the global automotive AR and VR market.
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Our in-house research experts have a wealth of knowledge in their respective domains. With Facto Market Research, you always have the choice of getting customized report free of cost (upto 10%). Our support team will help you customize the report and scope as per your business needs. This ensures that you are making the right purchase decision.
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Mixed Reality Market Research Report- Global Forecast to 2023
Mixed Reality Market Research Report- Global Forecast to 2023
Market Synopsis:
The global mixed reality market is expected to expand at 48.6% CAGR during the forecast period.
Global w is expected to witness substantial growth during the forecast period. North America has been anticipated to lead the Global mixed reality market during the study period, followed by Europe. Significantly high adoption of mixed reality products in North America and the launch of advanced mixed reality products by key players in this region are contributing to the market growth. The mixed reality market is directly influenced by the rising demand for AR/VR head-mounted displays across the gaming and entertainment industry and development of software as well as hardware components for an immersive display experience. However, limited battery life and image latency issues in mixed reality devices can restrain market growth
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Key Developments
In April 2018, HTC Corporation launched a mixed reality headset HTC Vive Pro. This dual camera device provides spatial mapping of static and dynamic environments.
In December 2017, Sony Corporation launched a back-illuminated, time-of-flight ("ToF") image sensor which delivers improved depth-sensing performance. These sensors can be used in object recognition, obstacle detection, virtual reality, augmented reality, and mixed reality applications.
In February 2018, Accenture PLC acquired Mackevision, a global producer of 3D-enabled and immersive product content to strengthen its capabilities in extended reality-based applications.
In October 2017, Microsoft partnered with Samsung Group, Dell Inc., Acer, Lenovo Group Ltd to launch Windows mixed reality VR headsets.
In December 2018, Intel Corporation, AT&T Inc., Ericsson Inc., Warner Bros. Entertainment Inc., and DC Comics Inc. announced their collaboration to create a mixed reality experience with virtual reality headsets.
Market Segmentation
By Component: Hardware and Software
By Product: Head Mounted Display (HMD), Head-Up Display, Smartphone/Tablet PC
By Vertical: Education, Gaming & Entertainment, Medical, Military & Aerospace, Manufacturing, Automotive, Architecture and IT
Regional Analysis
Mixed reality market, by region, has been segmented into Asia-Pacific, North America, Europe, and the Middle East & Africa, and South America.
In North America, increasing penetration of AR & VR devices for mixed reality devices is fueling the market growth of the mixed reality market. Furthermore, the presence of key players such as Microsoft Corporation, Intel Corporation, Magic Leap, Inc., and Google, Inc. are expected to fuel the among market growth in this region. The US dominates the market in North America followed by Canada. Asia-Pacific is expected to hold a significant share in the market. Japan is expected to dominate the Asia-Pacific mixed reality market, followed by China, during the forecast period.
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Augmented Reality (AR) and Virtual Reality (VR) Market Expected to Secure Notable Revenue Share During 2020-2027
GMI Research market report focuses on providing an overview of the industry through detailed market segmentation. The report has information related to the overview and scope of the market followed by the key drivers, restraints, and emerging trends in the market. This report is especially designed to include both qualitative and quantitative aspects of the industry in each region and country included in the study.
List of Significant Manufacturers in the Augmented Reality (AR) and Virtual Reality (VR) Market include:
Google LLC
Microsoft Corporation
Oculus VR
Samsung Electronics
Sony Corporation
HTC Corporation
Magic Leap, Inc.
Wikitude GmbH
PTC Inc.
DAQRI
Apple Inc.
Augmented Reality (AR) and Virtual Reality (VR) Market Drivers and Restraints:
Growing in penetration of smartphones and connected devices in several application and technological development of the gaming industry are some drivers boosting the growth of the augmented and virtual reality market across the globe. Moreover, the increasing demand for augmented reality and virtual reality in the retail and e-commerce industry is further surging the market growth. Increasing demand for augmented reality devices in healthcare for patient care management & medical training and education, along with in retail/e-commerce as trend of online shopping is increasing, thereby leading to market growth. Rising penetration of head-mount displays in the gaming and entertainment sector, followed by growing digitalization, and availability of affordable virtual reality devices are fuelling the virtual reality market growth.
Increasing investment and funding in virtual reality and augmented reality by tech giants for the development of virtual reality and augmented reality solutions is further accelerating the global market growth. Growing trends of smart manufacturing, rising demand of augmented reality in architecture, increasing penetration of head mount in gaming, healthcare, and architecture application, along with rising use of virtual reality in aerospace & defense for training and simulation purpose, followed by integration of Artificial Intelligence (AI) & Machine Learning (ML) are projected to bolster the growth of the market over the forecast period. On the other hand, processing power, limited user interface, less storage of augmented reality devices, and health concern owing to low resolution and security concerns are hindering the market growth.
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Segmentation: Augmented Reality (AR) and Virtual Reality (VR) Market
Augmented Reality (AR) and Virtual Reality (VR) Market: By Offering
Hardware
Software
Sensors
Semiconductor Component
Displays and Projectors
Position Trackers
Cameras
Others
Accelerometer
Gyroscope
Magnetometer
Proximity Sensor
Controller and Processor
Integrated Circuits
AR Software
VR Content CreationOthers
AR Remote Collaboration
Workflow Optimization
Documentation
Visualization
3D Modeling
Navigation
Augmented Reality (AR) and Virtual Reality (VR) Market: By Device Type
Augmented Reality Devices
Virtual Reality Devices
Head-Mounted Display
Head-Up Display
Handheld Device
AR Smart Glasses
Smart Helmets
Head-Mounted Display
Gesture-Tracking Device
Projector & Display Wall
Data Gloves
Others
Augmented Reality (AR) and Virtual Reality (VR) Market: By Application
Augmented Reality Applications
Consumer
Gaming
Sports & Entertainment
Commercial
Virtual Reality Applications
Entertainment Applications
Museums (Archaeology)
Theme Parks
Art Gallery & Exhibitions
Tourism & Sightseeing
E-Learning
Retail & E-Commerce
Enterprise
Healthcare
Aerospace & Defense
Energy
Automotive
Others
Jewelry
Beauty & Cosmetics
Apparel Fitting
Furniture & Lighting Design
Grocery Shopping
Footwear
Consumer
Gaming and Entertainment
Commercial
Enterprise
Healthcare
Aerospace & Defense
Others
Sports
Retail
Education and Training
Travel and Tourism
Advertising
Surgery
Patient Care Management
Fitness Management
Pharmacy Management
Medical Training and Education
Automotive
Real Estate
Geospatial Mining
Augmented Reality (AR) and Virtual Reality (VR) Market: By Region
North America
United States of America
Canada
Asia Pacific
China
Japan
India
Rest of APAC
Europe
United Kingdom
Germany
France
Spain
Rest of Europe
RoW
Brazil
South Africa
Saudi Arabia
UAE
Rest of the world (remaining countries of the LAMEA region)
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Automotive AR and VR Market Size, Share, Analysis, Industry Demand and Forecasts to 2026
Empirical Data Insights recently published an informational report entitled " Automotive AR and VR Market”. Automotive AR and VR Industry Study 2020, Global Scenario may be a professional and in-depth study on the present state of the worldwide Automotive AR and VR industry. Automotive AR and VR Industry is projected to succeed in USD $ Billion by 2026, industry at a healthy CAGR during the given forecast period. The report provides key statistics on the Industry status of the Automotive AR and VR manufacturers and may be a valuable source of guidance and direction for companies and individuals curious about the industry.
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This report also provides information about the pricing strategy, brand strategy, and target customer for the Automotive AR and VR market. The report provides some market-related illustrations and presentations, including pie charts and pie charts representing the share division of strategies adopted by the main players within the global market. This report is meant to coordinate the qualitative and quantitative aspects of the industry in both the regions and countries participating within the study. The report also will offer small industry opportunities for stakeholders to take a position along side detailed analysis of the competitive landscape and merchandise offerings of key stakeholders.
Top Key Vendors:-
Continental AG, DAQRI, HTC Corporation, Hyundai Motor Group, Microsoft Corporation, Robert Bosch GmbH, Unity Technologies ApS, Visteon Corporation, Volkswagen AG, WayRay AG
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The specified segments and sub-sections of the market are explained below:
By Product Type:
Augmented Reality (AR), Virtual Reality (VR)
By Application:
Research & Development, Manufacturing & Supply, Marketing & Sales, Aftersales, Support Functions/Product
Also the market is segmented by region:
Americas, us , Canada, Mexico, Brazil, APAC, China, Japan, Korea, Southeast Asia , India, Australia, Europe, Germany, France, UK, Italy, Russia, Spain, Middle East & Africa, Egypt, South Africa , Israel, Turkey & others.
Automotive AR and VR Market Outlook by 2026
This report highlights market dynamics involving factors driving the present industry scenario, also as market growth opportunities within the coming years. Market segmentation analysis was performed through qualitative and quantitative research, demonstrating the impact of economic and non-economic aspects.
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Research objectives
To study and analyze the worldwide consumption of Automotive AR and VR (value and size) by key regions/countries, product and application type, record data from 2015 to 2020, and projections to 2026.
To understand the structure of Automotive AR and VR market by identifying its various subsegments.
Target on the key global Automotive AR and VR builders, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Automotive AR and VR with reference to individual growth trends, future prospects, and their contribution to the entire market.
To share complete information about the key factors influencing the expansion of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
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Virtual Augmented Reality Market Size, Share, Growth, Trends, Analysis and Forecast 2020 to 2027
![Tumblr media](https://64.media.tumblr.com/061e6ab34b614419238393a7a2d37c66/c4a04e7c0e0fdb44-e2/s540x810/ea490e00da474d2e4ccfe56727179197a56b5242.jpg)
According to a new market report published by Transparency Market Research titled “Virtual and Augmented Reality Market (By Component – Hardware, Software, and Service; By Hardware – Head Mounted Display, Head Up Display, Glasses, Console, Sensor/Input, Others (Camera and Projector)), By End-use Application – Healthcare, Education, Retail, Gaming, Construction, Media and Entertainment, Automotive, Defense and & Aerospace and Others (Manufacturing and Energy) – Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2017 - 2027” the global virtual and augmented reality market is expected to reach a value of US$ 2,408,749.7 Mn by 2027. The market is estimated to expand at a CAGR of 86.0% during the forecast period from 2019 to 2027.
Virtual and augmented reality is a suite of hardware, service and software components allowing end-users to visualize and experience virtual environment in real-time. The virtual reality (VR) and augmented reality (AR) market is expected to witness a rise in demand owing to the growing demand for AR and VR services, affordable hardware cost, and growing end-use applications. Furthermore, the demand for AR and VR services is expected to gain importance due to its adoption in multiple end-use sectors. High focus on technological innovation is expected to create demand for new VR and AR hardware devices. Since, the market is in its nascent stage, VR and AR is expected to witness high investment scenario from venture capitalists in the coming years.
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VR and AR players are focusing on providing compact hardware solutions to their end-users, since it would help to increase the adoption rate of devices among end-users. Media and entertainment, and gaming are some of the prominent end-use sectors where VR and AR are expected to witness rapid adoption in the coming years. Currently, VR and AR players are looking for partnership with ecosystem players as part of their strategy in order to increase their market share globally.
In 2019, North America was the largest market for VR and AR solutions, accounting for a highest share. The presence of a large number of VR and AR players and high consumer disposable income is expected to support the demand for VR and AR in North America in the coming years. However, this trend is expected to change in the coming years depending upon the VR and AR adoption in other regions.
On the basis of components, the hardware segment held the largest share of the VR and AR market in 2019. The demand for better VR and AR hardware devices such as head mounted display, glasses, console and sensor/input is expected to contribute to the growth of hardware segment over the forecast period. Among VR and AR markets, AR is expected to register fastest growth in the forecast period. The demand for AR in media and entertainment, gaming, healthcare, and manufacturing end-use segments is expected to contribute the growth of AR market. Media and entertainment, gaming, and healthcare segments are expected to contribute considerable market share over the forecast period under end-use application segment. Further, the demand for AR based head up display would constitute to the growth of AR in automotive segment in the coming years. The report also provides volume estimates for hardware components such as head mounted display, glasses and consoles.
Google, Inc., Samsung Electronics Co., Ltd., Microsoft Corporation, Sony Interactive Entertainment LLC, Oculus VR LLC, HTC Corporation, ZeroLight Ltd., EON Reality, Inc., Nokia Corporation, Barco N.V., Blippar.com Ltd., Aurasma Ltd. (Hewlett-Packard Development Company. L.P), MindMaze SA, Virtalis Ltd., Manus Machinae B.V., Independiente Communications Ltd., VirZOOM, Inc. and NuFormer Projection B.V. are major players profiled in the global VR and AR market report.
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The global VR and AR market is segmented as below:
Global VR and AR Market
By Component
Hardware
Software
Service
Head Mounted Display
Head Up Display
Glasses
Console
Sensor/Input
Other (Camera and Projector)
By End-use Application
Healthcare
Education
Retail
Gaming
Construction
Media and Entertainment
Automotive
Defense and Aerospace
Others (Manufacturing and Energy)
By Geography
North America
Europe
Asia Pacific
Middle East and Africa
South America
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According to BlueWeave Consulting, the Global Augmented Reality and Virtual Reality Apps Market is projected to grow at a significant rate during the forecast period. The augmented reality market was valued approximately at USD billion in the year 2018 and is anticipated to reach the value of USD billion by the end of the year 2025, by growing at a CAGR of 49.7% during the forecast period. On the other hand, the virtual reality market was valued approximately at USD billion in 2018 and is expected to reach USD billion by the end of the year 2025, growing at a CAGR of 33.8% during the forecast period. The base year considered for this report is 2018, and the forecast period considered is between 2019 and 2025.
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The market is growing due to several factors. Expansion of cell phones, for example, cell phones and tablets will drive the AR market in a not so distant future by improving the client experience relating to games and other stimulation applications. Despite the fact that amusement holds a significant portion of the market during the gauge time frame, while new applications in industrial, medical, automotive sector and so forth will keep the organizations inspired by AR and VR innovations.
Computing trends and technology have taken another measurement over a decade ago. This has changed the perspective, interfacing and basic leadership of each person. The ongoing headways, for example, IoT, 3D printing, cloud computing, automation, artificial intelligence, Big Data, advanced communication systems, AR and VR and numerous others are the driving components affecting the adjustment in elements from living to maintaining a business. AR and VR are the new age advances that will change the practices in different ventures.
The head-mounted displays segment from the application section holds a major share in the Global Augmented Reality and Virtual Reality Apps Market during the forecast period
The head-mounted displays will hold a significant portion of the AR and VR market. Head-mounted displays are the most encouraging gadgets to help the development of the AR and VR market. Augmented reality smart glasses are driving the market for head-mounted shows with their popularity for business, car, modern, and social insurance applications. The utilization of the augmented reality smart glasses is normal chiefly in big business and mechanical applications, wherein brilliant glasses are probably going to be utilized to build the effectiveness of laborers and furthermore guarantee more wellbeing and fulfillment. Computer-generated reality HMDs discovers significant applications in gaming and simulation, medicinal services, retail, and internet business areas. There are numerous level 1 players engaged with the augmented reality and virtual reality market.
Google's Daydream and Cardboard, Merge VR, and Carl Zeiss VR One, Oculus Rift, HTC Vive, Sony PlayStation VR, Samsung Gear VR, among others, are the major VR gadgets in the Global Augmented Reality and Virtual Reality Apps Market.
North American region holds a lion’s share in the Global Augmented Reality and Virtual Reality Apps Market during the forecast period
North America is one of the conspicuous locales in the AR and VR market which will contribute most noteworthy to the incomes internationally because of high mechanical improvements and impressive use of AR and VR innovation and items. The area is relied upon to lose the piece of the overall industry to APAC over the figure time frame. Quickly developing economies in Asia-Pacific (APAC) with a critical number of equipment and programming engineers will clear the way for expanding appropriation and push the market for AR and VR.
Global Augmented Reality and Virtual Reality Apps Market: Competitive Analysis
Major players in the augmented reality and virtual reality apps market include names like DAQRI LLC (U.S.), Wikitude GmbH (Austria), Terminal Eleven (SkyView), HTC Corporation (Taiwan), and Sony Corporation (Japan), Zapper Limited (U.S.), Google LLC (U.S.), Blippar.com (U.K.), EON Reality Inc. (U.S.), Augmented Pixels Inc. (U.S.), HP Inc. (U.S.), Facebook Inc. (U.S.), Samsung Group (South Korea), Microsoft Corporation (U.S.), among others.
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The in-depth analysis of the report provides the growth potential, upcoming trends and statistics of Augmented Reality and Virtual Reality Apps Market size & forecast. The report promises to provide state-of-the-art technology of Augmented Reality and Virtual Reality Apps Market and industry insights which help decision makers to take sound strategic decisions. Furthermore, the report also analyzes the market drivers and challenges and competitive analysis of the market.
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Rise in Demand from the Education Sector Expected to Drive Asia Pacific Mixed Reality Market: Ken Research
The mixed reality is a combination of real & virtual worlds. It is also recognized as hybrid reality. It provides innovative atmosphere & visualizations where digital or physical objects interact in the real world. It encompasses both augmented virtuality and augmented reality through immersive technology. Mixed reality finds applications in various sectors including entertainment, automotive & aerospace, healthcare, e-commerce & reality. It is applied on various places like reporting & analytics, production, design & development, maintenance & operations, quality control and distribution.
According to study, “Asia Pacific Mixed Reality Market 2020-2026 by Offering, Device Type, End-user, and Country: Trend Forecast and Growth Opportunity” the key companies operating in the Asia Pacific mixed reality market are Hewlett Packard Enterprise Company, Acer Inc., AsusTek Computer Inc., Amber Garage (Holokit), Atheer, HTC Corporation, Dell Technologies Inc., Apple Inc, Canon, Inc., Infinity Augmented Reality, Inc., Google Inc., Facebook, Eon Reality, Inc., Intel Corporation, Samsung Electronics Company Limited, Osterhout Design Group, Microsoft Corporation, Magic Leap, Inc., Seiko Epson Corporation, Recon Instruments, Oculus VR, LLC, Meta Company. These leading players in the market are involved in product launches, in order for expanding product portfolio.
On the basis of offering type, Asia Pacific mixed reality market is segregated as software and hardware. Software segment includes out-of-box software and custom software. Hardware segment includes semiconductor components, power units, sensors (accelerometer sensor, magnetometer sensor, and others) and others. Hardware segment holds major share in global market owing to rise in the number of mixed reality hardware. On the basis of device type, market is segregated as head-mounted display, Head-Up Display (HUD), eyeglasses and personal digital assistant. On the basis of application, market is segregated as Interactive Product Content Management (IPCM), military training, Simulation Based Learning (SBL), maintenance, navigation and others. In addition, on the basis of end-user type, market is segregated as medical (simulation training, visualization of scans & surgery), aerospace & defense, industrial sector, media & entertainment, education, architecture, and others. Media & entertainment including gaming is estimated to exhibit substantial growth rate due to growth in adoption of mixed reality devices in consumer segment during the forecast period.
The Asia Pacific mixed reality market is driven by rise in demand from the education sector, followed by launch of advanced mixed reality products by key players, rise in demand for Augmented reality and virtual reality (AR/VR) head-mounted displays across the gaming & entertainment industry and growth in development of software as well as hardware components for an immersive display experience. However, high cost of mixed reality devices may impact the market. Moreover, growth in innovation is a key opportunity for market. Moreover, growth in adoption in various industries and high-end consumer electronics market are major trends for market.
It is anticipated that future of the Asia Pacific mixed reality market will be optimistic as a result of rise in awareness of the technology, along with content availability during the forecast period. Asia Pacific mixed reality market will grow at a CAGR of 55.94% with a total addressable market cap of US $2,014.0 million during 2020-2026.
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Asia Pacific Mixed Reality Market Research Report
Related Report:-
Global Mixed Reality (Hybrid Reality) Glasses Market 2019 by Manufacturers, Regions, Type and Application, Forecast to 2024
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Automotive AR and VR Market Expected to Experience Bolstering Sales during Forecast Period, 2020-2025
The Global Automotive AR and VR Market 2020 report delivers a fundamental overview of the industry, including definitions, segmentation, applications and industry chain structure analysis. The automotive AR and VR market report provides competitive landscape analysis, major trends, and key regional development status. It also offers a competitive framework for major revenue-contributing firms covering company market shares with comprehensive profiles. The report provides a key overview of the market status of automotive AR and VR market manufacturers with market size, share, growth, market expansion, and technological innovations, as well as the industry cost structure.
It provides the impact and recovery of Covid-19 pandemic on the automotive AR and VR Market. Relevant statistical data is also provided in the report to recognize the challenges caused by the outbreak of Covid-19 and strategies to cope up with the current scenario.
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The Following are the Key Features of Automotive AR and VR Market Report:
Market Overview, Industry Development, Market Maturity, PESTLE Analysis, Value Chain Analysis
Growth Drivers and Barriers, Market Trends & Market Opportunities
Porter’s Five Forces Analysis & Trade Analysis
Market Forecast Analysis for 2020-2025
Market Segments by Geographies and Countries
Market Segment Trend and Forecast
Market Analysis and Recommendations
Price Analysis
Key Market Driving Factors
Automotive AR and VR market Company Analysis: Company Market Share & Market Positioning, Company Profiling, Recent Industry Developments etc.
Market Segmentation:
The segmentation of automotive AR and VR market is as follows By Type, By Application. Both developed and developing regions are extensively studied in the report.
By Type
Augmented Reality (AR) Virtual Reality (VR)
By Application
Research & Development Manufacturing & Supply Marketing & Sales Aftersales Support Functions Product
By Geography
The regional segmentation of the market covers following regions: North America (U.S. & Canada), Europe (Germany, United Kingdom, France, Italy, Spain, Russia, and Rest of Europe), Asia Pacific (China, India, Japan, South Korea, Indonesia, Taiwan, Australia, New Zealand, and Rest of Asia Pacific), Latin America (Brazil, Mexico, and Rest of Latin America), Middle East & Africa (GCC, North Africa, South Africa, and Rest of Middle East & Africa).
Fundamental Coverage of the Automotive AR and VR Market:
Covid-19 impact and strategies to recover.
Valuable information about the automotive AR and VR Market
Identification of growth in various segments and sub segments of the studied market.
Strategic ideas for investment opportunities
Key statistical data along with products, price analysis, applications, levels of production and consumption, supply and demand.
Emerging developments in the existing market segment and research to help investors devise new business strategies
Accelerates decision-making by drivers and constraints
Competitive Analysis
The key players of the market are listed in this section of the study. It helps to understand the tactics and alliances that players concentrate on fighting market rivalry. An essential microscopic look at the market is given in the detailed study. The major players operating in the automotive AR and VR market are Continental, Microsoft, Visteon Corporation, Volkswagen, Unity, Bosch, DAQRI, HTC, Hyundai Motor, and Wayray.
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