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拡張現実とバーチャルリアリティ市場:技術、製品、デバイス、組織規模、用途別-2024-2030年の世界予測

Augmented & Virtual Reality Market by Technology (Augmented Reality, Virtual Reality), Product (Hardware, Software), Devices, Organization Size, Application - Global Forecast 2024-2030

出版日: | 発行: 360iResearch | ページ情報: 英文 196 Pages | 納期: 即日から翌営業日

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拡張現実とバーチャルリアリティ市場:技術、製品、デバイス、組織規模、用途別-2024-2030年の世界予測
出版日: 2024年04月17日
発行: 360iResearch
ページ情報: 英文 196 Pages
納期: 即日から翌営業日
ご注意事項 :
本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
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概要

拡張現実とバーチャルリアリティ市場規模は、2023年に360億8,000万米ドルと推計され、2024年には425億2,000万米ドルに達し、CAGR 17.92%で2030年には1,144億6,000万米ドルに達すると予測されています。

拡張現実とバーチャルリアリティ(AR/VR)には、デジタルコンテンツをユーザーの現実環境と融合させたり、没入型のコンピュータシミュレーション環境を生成したりする革新的な技術が含まれます。これらの技術は、センサー、カメラ、ディスプレイ、ソフトウェアを活用し、従来の2Dスクリーンを超えるインタラクティブな体験を生み出します。プロセッサーやグラフィックカードなどのハードウェアコンポーネントの進歩により、複雑なAR/VRアプリケーションに対応する強力なコンピューティング能力が可能になった。さらに、世界のインターネット接続性の向上により、より多くの人々がAR/VRサービスにアクセスできるようになった。しかし、長時間のAR/VRヘッドセットの使用は、ユーザーによっては乗り物酔いや眼精疲労、その他の身体的不快感を引き起こす可能性があります。とはいえ、VRシミュレーションは、医師が実際の手術の前に手術の練習をするのに役立つと期待されており、学生はARで強化された仮想遠足を通じて没入型の学習体験に取り組むことができ、拡張現実とバーチャルリアリティ(AR/VR)市場に潜在的な機会を創出すると期待されています。

主な市場の統計
基準年[2023] 360億8,000万米ドル
予測年[2024] 425億2,000万米ドル
予測年 [2030] 1,144億6,000万米ドル
CAGR(%) 17.92%

テクノロジーリアルなシミュレーションを実現するバーチャル・リアリティの普及

拡張現実は、デジタル要素をユーザーのリアルタイムの環境と統合し、コンピューター生成画像をユーザーの物理的世界観に重ね合わせることで、ユーザーの現実認識を豊かにします。マーカーベースの拡張現実は、あらかじめ定義された視覚的マーカー(通常は2D画像またはQRコード)に依存し、ARデバイスのカメラで検出されたときに仮想コンテンツの表示をトリガーします。アクティブ・マーカーとは、特定のパターンや色を発光するLEDやその他の光源を備えた電子デバイスのことで、ARシステムはこれを認識します。アクティブ・マーカーとは対照的に、パッシブ・マーカーは光源を発しないです。その代わり、紙やその他の素材に印刷された固有のパターンを識別の目的としています。マーカーレスAR(拡張現実)は、高度なコンピュータ・ビジョン・アルゴリズムとセンサーを利用して、事前情報に頼らずに現実世界の物体や特徴を検出・追跡します。画像ベースの処理では、カメラ映像から連続したフレームを解析して特徴的な特徴を特定する一方、モデルベースの追跡は認識目的で利用されます。バーチャルリアリティは、コンピュータグラフィックスや360度ビデオ撮影を使用して作成された完全にデジタル化された環境にユーザーを没入させる。非浸透型技術とは、ユーザーの感覚を完全に引き込んだり、包み込んだりしないシステムを指します。このようなシステムでは、ユーザーを完全にインタラクティブな環境に取り囲むのではなく、3Dコンピューター生成イメージをスクリーンやモニターに投影することで、限定的な没入感を提供します。完全没入型テクノロジーは、ユーザーの感覚入力をコンピューター生成の刺激に完全に置き換えることで、さらに深いレベルの没入感を提供します。半浸透型テクノロジーは、非浸透型と完全没入型の両方の要素を兼ね備えています。半浸透型体験には、現実世界とのインタラクションを可能にしながら、忠実度の高いビジュアルでユーザーを取り囲む大型プロジェクションスクリーンや高度なディスプレイシステムが使用されます。

製品:コンテンツ制作用AR/VRソフトウェアの普及拡大

AR/VRハードウェアは、快適性、手頃な価格、互換性などの要因に依存し、ヘッドセット、コントローラー、センサー、トラッキング・デバイスなどの主要コンポーネントが含まれます。ARアプリケーションではカメラがユーザーの動きを追跡して周囲の3Dモデルを生成し、VRデバイスでは外部カメラを使用して正確なヘッドトラッキングとモーション検出を行う。高解像度のOLEDディスプレイは、低パーシステンスと高リフレッシュ・レートを提供し、VR機器での没入体験のためのモーションブラーとレイテンシーを低減します。ポジショントラッカーは、定義された空間内でのユーザーの動きを検出し、AR/VRシステムに正確な位置データを提供します。半導体は、AR/VRデバイスを含む効率的な処理とレンダリング機能を提供します。センサーは、AR/VR環境内でユーザーの動きやインタラクションを追跡するための入力データを提供する重要なコンポーネントです。AR/VRソフトウェアの好みには、使いやすさ、サードパーティのツールやサービスとの統合能力、利用可能なコンテンツの多様性などがあります。3Dモデリングは、プロトタイピングとビジュアライゼーションの段階を強化するためにAR/VR機能を組み込んでいます。ARリモートコラボレーションツールは、業界を超えたコミュニケーション効率を向上させる。AR技術を文書管理システムや可視化技術に組み込むことで、没入感のあるインタラクティブな体験を通じて、コンテンツへの効率的なアクセスと理解が可能になります。VRコンテンツ制作において、VRデバイスはデザイナーがインタラクティブな体験を迅速に構築できる環境を統合します。AR/VRによるワークフローの最適化は、業界全体の生産性を向上させます。

デバイスユーザー体験を向上させ、拡張現実と仮想現実技術を広く採用するために進化するAR/VRデバイスの状況

ディスプレイウォールとプロジェクターは、デジタルコンテンツを大きな表面に投影することで、ユーザーに没入体験を提供する、拡張現実とバーチャルリアリティ(AR/VR)ランドスケープに不可欠なコンポーネントです。これらのデバイスは、シミュレーション、トレーニング、調査、エンターテイメントなどの用途に対応します。ジェスチャー・トラッキング・デバイスは、手の動きやボディ・ジェスチャーを使用して、ユーザーとAR/VR環境とのシームレスなインタラクションを促進します。ヘッドマウントディスプレイ(HMD)はウェアラブルディスプレイで、視界に直接ビジュアルを投影することで、ユーザーに没入型のAR/VR体験を提供します。ヘッドアップディスプレイ(HUD)は、フロントガラスやバイザーなどの透明な表面に必要な情報を投影し、視界を妨げることなくユーザーに情報を提供します。AR/VRアプリケーションでは、HUDは自動車ナビゲーション・システム、航空コックピット、軍事機器、スポーツ用品などで使用されています。

組織の規模:大企業におけるAR/VRの採用急増

大企業では、トレーニング、製品開拓、マーケティング、カスタマーサービスにAR/VRソリューションが採用されています。さらに、施設のバーチャルツアー、従業員の没入型トレーニングシミュレーション、ホログラフィック投影によるリモートコラボレーション、AR強化モバイルアプリケーションによる顧客体験の強化などにも好まれています。さらに、大企業はその規模と複雑性から、特定のニーズに合わせたカスタマイズされたソリューションを必要としています。中小企業は、AR/VR技術を採用する潜在的な利点を認識しつつあるが、AR/VRソリューションに多額の投資ができない予算の制約に直面しています。彼らは、従業員のトレーニング、製品の視覚化、顧客エンゲージメントの強化など、特定のペインポイントに対応する費用対効果が高く、拡張性の高いオプションを選択する傾向があります。

アプリケーション:医療、教育、トレーニング目的でのAR/VR技術の新たな活用

商業分野では、拡張現実とバーチャルリアリティ(AR/VR)テクノロジーは小売、ヘルスケア、不動産、旅行、観光に応用されています。製造業、自動車、航空宇宙、防衛などの業界は、業務効率、従業員トレーニングプログラム、製品設計を強化するためにAR/VRを取り入れています。教育機関では、AR/VRツールを活用して、さまざまな分野にまたがる魅力的な学習体験を創造し、学生の知識定着を向上させています。建設業界では、AR/VRは設計プロセスに使用され、エネルギー企業は業務効率化と資産管理での使用から利益を得ています。ヘルスケア分野では、手術計画、患者のリハビリテーション、医療教育にAR/VR技術が大きく採用され、臨床転帰の改善につながっています。メディア&エンターテインメント業界は、ゲーム、映画制作、ライブイベントでAR/VRソリューションを活用し、ITおよび電気通信組織はネットワーク・オペレーション・センターの可視化に採用しています。運輸部門は、AR/VR技術の進歩によって進化しており、ルートの最適化、倉庫管理、車両メンテナンスに効果をもたらしています。

地域別インサイト

拡張現実とバーチャルリアリティ市場は、AR/VR研究と新製品開発活動への重点投資により、南北アメリカで新興国市場を形成しています。欧州連合(EU)諸国では、トレーニングや知識共有の目的でAR/VR導入が大幅に増加しています。中東・アフリカ地域では、ARを公共サービスに取り入れたり、教育、トレーニング、観光、石油・ガス産業でVRベースのソリューションを展開したりするなど、スマートシティ構想によって拡張現実とバーチャルリアリティ市場が発展しています。アジア太平洋地域は、ゲーム、小売、教育、ヘルスケアなどの複数の分野で没入型体験の需要を促進する広大な消費者基盤があるため、AR/VR技術の展望が拡大しています。また、様々な分野でのAR/VR用途を拡大するための技術進歩や研究は、最終用途分野での利用を世界的に促進すると予測されています。

FPNVポジショニング・マトリックス

FPNVポジショニングマトリックスは、拡張現実とバーチャルリアリティ市場の評価において極めて重要です。事業戦略や製品満足度に関連する主要指標を調査し、ベンダーの包括的な評価を提供します。この綿密な分析により、ユーザーは各自の要件に沿った十分な情報に基づいた意思決定を行うことができます。評価に基づき、ベンダーは成功の度合いが異なる4つの象限に分類されます:フォアフロント(F)、パスファインダー(P)、ニッチ(N)、バイタル(V)です。

市場シェア分析

市場シェア分析は、拡張現実とバーチャルリアリティ市場におけるベンダーの現状について、洞察に満ちた詳細な調査を提供する包括的なツールです。全体的な収益、顧客基盤、その他の主要指標についてベンダーの貢献度を綿密に比較・分析することで、企業の業績や市場シェア争いの際に直面する課題について理解を深めることができます。さらに、この分析により、調査対象基準年に観察された累積、断片化の優位性、合併の特徴などの要因を含む、この分野の競合特性に関する貴重な考察が得られます。このような詳細レベルの拡大により、ベンダーはより多くの情報に基づいた意思決定を行い、市場で競争優位に立つための効果的な戦略を考案することができます。

本レポートは、以下の側面に関する貴重な洞察を提供しています:

1.市場の浸透度:主要企業が提供する市場に関する包括的な情報を提示しています。

2.市場の開拓度:有利な新興市場を深く掘り下げ、成熟市場セグメントにおける浸透度を分析しています。

3.市場の多様化:新製品の発売、未開拓の地域、最近の開発、投資に関する詳細な情報を提供します。

4.競合の評価と情報:市場シェア、戦略、製品、認証、規制状況、特許状況、主要企業の製造能力について徹底的な評価を行います。

5.製品開発およびイノベーション:将来の技術、研究開発活動、画期的な製品開発に関する知的洞察を提供します。

本レポートは、以下のような主要な質問に対応しています:

1.拡張現実とバーチャルリアリティ市場の市場規模および予測は?

2.拡張現実とバーチャルリアリティ市場の予測期間中に投資を検討すべき製品、セグメント、用途、分野は何か?

3.拡張現実とバーチャルリアリティ市場の技術動向と規制枠組みは?

4.拡張現実とバーチャルリアリティ市場における主要ベンダーの市場シェアは?

5.拡張現実とバーチャルリアリティ市場への参入に適した形態や戦略的手段は?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • AR/VRとインダストリー4.0活動を推進する政府の取り組み
      • 航空宇宙および防衛分野での訓練やシミュレーションのためのVRの使用が増加
      • 小売業とeコマース分野でのARの需要増加
    • 抑制要因
      • AR/VRデバイスとソフトウェアの機能とパフォーマンスの制限
    • 機会
      • AR/VRハードウェアとソフトウェアの技術的進歩
      • ゲームとメタバースコミュニティにおけるテクノロジーの拡大
    • 課題
      • ARとVRに関連するセキュリティとプライバシーの問題
  • 市場セグメンテーション分析
    • テクノロジー:リアルなシミュレーションを作成するための仮想現実の普及
    • 製品:コンテンツ作成のためのAR/VRソフトウェアの普及率の向上
    • デバイス:ユーザーエクスペリエンスの向上と拡張現実および仮想現実技術の広範な採用に向けた、進化するAR/VRデバイス情勢
    • 組織規模:大企業におけるAR/VRの導入が急増
    • アプリケーション:医療、教育、トレーニング目的におけるAR/VR技術の新たな活用
  • 市場動向分析
    • アメリカ全土のさまざまな業界に対応する、民間および公的資金による確立されたAR/VRスタートアップエコシステム
    • 若年層からの大きな需要と、APACにおけるAR/VR製品の商品化に向けた世界ベンダーの浸透の高まり
    • 技術革新、戦略的コラボレーション、EMEAにおけるMetaverseへの多額の投資に重点を置く
  • 高インフレの累積的影響
  • ポーターのファイブフォース分析
  • バリューチェーンとクリティカルパス分析
  • 規制枠組みの分析

第6章 拡張現実とバーチャルリアリティ市場:技術別

  • 拡張現実
  • バーチャルリアリティ

第7章 拡張現実とバーチャルリアリティ市場:製品別

  • ハードウェア
  • ソフトウェア

第8章 拡張現実とバーチャルリアリティ市場デバイス別

  • ディスプレイウォールとプロジェクター
  • ジェスチャートラッキングデバイス
  • ヘッドマウントディスプレイ
  • ヘッドアップディスプレイ

第9章 拡張現実とバーチャルリアリティ市場:組織規模別

  • 大企業
  • 中小企業

第10章 拡張現実とバーチャルリアリティ市場:用途別

  • 商業・工業
  • 個人的

第11章 南北アメリカの拡張現実とバーチャルリアリティ市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第12章 アジア太平洋地域の拡張現実とバーチャルリアリティ市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第13章 欧州・中東・アフリカの拡張現実とバーチャルリアリティ市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第14章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス、2023
  • 競合シナリオ分析
    • GoogleのAR顕微鏡ががんの早期発見への道を開く
    • アクセンチュアとマイクロソフトがメタバースを活用して意思決定者を結集
    • VR Owl Groupが企業再編でMeetinVRを買収
    • ソニー、拡張現実調査に20億米ドルを投資
    • PTCとロックウェル・オートメーション、製造業向けIoTと拡張現実に重点を置き関係を拡大
    • Apple、Vision Proの発売に続きARスタートアップMiraの買収を発表
    • Metaが新しいQuest 3 Mixed Realityヘッドセットを発表
    • Lenovo ThinkReality VRXが世界中の一部の市場で販売開始
    • MetaとBMWが次世代の拡張現実と仮想現実の体験を発表
    • Magic LeapがNVIDIAと連携してエンタープライズ向けデジタルツインを推進
    • VuzixがMACE Virtual Labsと販売契約を締結し、スマートグラスの初期大量注文を獲得
    • サムスン、グーグル、クアルコムが新しい複合現実プラットフォームの構築で提携
    • VRスタートアップ Treziが強化された没入型デザインコラボレーションを提供するための資金を確保
    • HTC、来月Meta Questの競合製品を発表予定
    • 重要な戦略的パートナーシップにより、現実世界の水中作戦に仮想現実と拡張現実がもたらされる
    • マイクロソフト、米国陸軍と拡張現実ヘッドセット供給で219億米ドルの契約を獲得

第15章 競合ポートフォリオ

  • 主要企業プロファイル
  • 主要製品ポートフォリオ
図表

LIST OF FIGURES

  • FIGURE 1. AUGMENTED & VIRTUAL REALITY MARKET RESEARCH PROCESS
  • FIGURE 2. AUGMENTED & VIRTUAL REALITY MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2030 (%)
  • FIGURE 5. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. AUGMENTED & VIRTUAL REALITY MARKET DYNAMICS
  • FIGURE 7. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2030 (%)
  • FIGURE 8. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 9. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PRODUCT, 2023 VS 2030 (%)
  • FIGURE 10. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PRODUCT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 11. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DEVICES, 2023 VS 2030 (%)
  • FIGURE 12. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DEVICES, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 13. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ORGANIZATION SIZE, 2023 VS 2030 (%)
  • FIGURE 14. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ORGANIZATION SIZE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 15. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2030 (%)
  • FIGURE 16. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 17. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 18. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 19. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 20. UNITED STATES AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 21. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 22. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 24. EUROPE, MIDDLE EAST & AFRICA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 25. AUGMENTED & VIRTUAL REALITY MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 26. AUGMENTED & VIRTUAL REALITY MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. AUGMENTED & VIRTUAL REALITY MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, 2018-2023 (USD MILLION)
  • TABLE 4. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, 2024-2030 (USD MILLION)
  • TABLE 5. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 6. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 7. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2023 (USD MILLION)
  • TABLE 8. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2024-2030 (USD MILLION)
  • TABLE 9. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 10. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 11. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2023 (USD MILLION)
  • TABLE 12. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2024-2030 (USD MILLION)
  • TABLE 13. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKER-BASED AUGMENTED REALITY, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 14. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKER-BASED AUGMENTED REALITY, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 15. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKER-BASED AUGMENTED REALITY, 2018-2023 (USD MILLION)
  • TABLE 16. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKER-BASED AUGMENTED REALITY, 2024-2030 (USD MILLION)
  • TABLE 17. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ACTIVE MARKER, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 18. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ACTIVE MARKER, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 19. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PASSIVE MARKER, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 20. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PASSIVE MARKER, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 21. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKERLESS AUGMENTED REALITY, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 22. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKERLESS AUGMENTED REALITY, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 23. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKERLESS AUGMENTED REALITY, 2018-2023 (USD MILLION)
  • TABLE 24. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKERLESS AUGMENTED REALITY, 2024-2030 (USD MILLION)
  • TABLE 25. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY IMAGE-BASED PROCESSING, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 26. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY IMAGE-BASED PROCESSING, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 27. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MODEL-BASED TRACKING, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 28. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MODEL-BASED TRACKING, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 29. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 30. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 31. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2023 (USD MILLION)
  • TABLE 32. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2024-2030 (USD MILLION)
  • TABLE 33. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY NONIMMERSIVE TECHNOLOGY, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 34. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY NONIMMERSIVE TECHNOLOGY, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 35. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGY, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 36. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGY, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 37. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 38. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PRODUCT, 2024-2030 (USD MILLION)
  • TABLE 39. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 40. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 41. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2023 (USD MILLION)
  • TABLE 42. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2024-2030 (USD MILLION)
  • TABLE 43. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY CAMERAS, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 44. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY CAMERAS, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 45. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS & PROJECTORS, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 46. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAYS & PROJECTORS, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 47. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY POSITION TRACKERS, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 48. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY POSITION TRACKERS, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 49. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENT, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 50. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SEMICONDUCTOR COMPONENT, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 51. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SENSORS, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 52. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SENSORS, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 53. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 54. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 55. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2023 (USD MILLION)
  • TABLE 56. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2024-2030 (USD MILLION)
  • TABLE 57. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY 3D MODELING, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 58. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY 3D MODELING, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 59. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AR REMOTE COLLABORATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 60. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AR REMOTE COLLABORATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 61. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DOCUMENTATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 62. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DOCUMENTATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 63. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY NAVIGATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 64. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY NAVIGATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 65. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VISUALIZATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 66. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VISUALIZATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 67. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VR CONTENT CREATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 68. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VR CONTENT CREATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 69. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY WORKFLOW OPTIMIZATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 70. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY WORKFLOW OPTIMIZATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 71. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DEVICES, 2018-2023 (USD MILLION)
  • TABLE 72. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DEVICES, 2024-2030 (USD MILLION)
  • TABLE 73. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAY WALLS & PROJECTORS, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 74. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DISPLAY WALLS & PROJECTORS, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 75. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY GESTURE TRACKING DEVICES, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 76. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY GESTURE TRACKING DEVICES, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 77. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEAD-MOUNTED DISPLAYS, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 78. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEAD-MOUNTED DISPLAYS, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 79. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEAD-UP DISPLAYS, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 80. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEAD-UP DISPLAYS, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 81. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ORGANIZATION SIZE, 2018-2023 (USD MILLION)
  • TABLE 82. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ORGANIZATION SIZE, 2024-2030 (USD MILLION)
  • TABLE 83. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY LARGE ENTERPRISES, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 84. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY LARGE ENTERPRISES, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 85. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SMALL & MEDIUM ENTERPRISES, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 86. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SMALL & MEDIUM ENTERPRISES, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 87. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2023 (USD MILLION)
  • TABLE 88. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2024-2030 (USD MILLION)
  • TABLE 89. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMMERCIAL & INDUSTRIAL, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 90. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMMERCIAL & INDUSTRIAL, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 91. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMMERCIAL & INDUSTRIAL, 2018-2023 (USD MILLION)
  • TABLE 92. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMMERCIAL & INDUSTRIAL, 2024-2030 (USD MILLION)
  • TABLE 93. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AEROSPACE & DEFENSE, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 94. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AEROSPACE & DEFENSE, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 95. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE & TRANSPORTATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 96. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUTOMOTIVE & TRANSPORTATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 97. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY BANKING, FINANCIAL SERVICES & INSURANCE, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 98. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY BANKING, FINANCIAL SERVICES & INSURANCE, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 99. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY BUILDING, CONSTRUCTION & REAL ESTATE, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 100. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY BUILDING, CONSTRUCTION & REAL ESTATE, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 101. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY CONSUMER GOODS & RETAIL, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 102. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY CONSUMER GOODS & RETAIL, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 103. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY EDUCATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 104. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY EDUCATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 105. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENERGY & UTILITIES, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 106. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ENERGY & UTILITIES, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 107. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY GOVERNMENT & PUBLIC SECTOR, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 108. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY GOVERNMENT & PUBLIC SECTOR, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 109. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE & LIFE SCIENCES, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 110. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HEALTHCARE & LIFE SCIENCES, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 111. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY INFORMATION TECHNOLOGY, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 112. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY INFORMATION TECHNOLOGY, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 113. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MANUFACTURING, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 114. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MANUFACTURING, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 115. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 116. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 117. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TELECOMMUNICATION, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 118. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TELECOMMUNICATION, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 119. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TRAVEL & HOSPITALITY, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 120. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TRAVEL & HOSPITALITY, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 121. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PERSONAL, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 122. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PERSONAL, BY REGION, 2024-2030 (USD MILLION)
  • TABLE 123. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2023 (USD MILLION)
  • TABLE 124. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2024-2030 (USD MILLION)
  • TABLE 125. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2023 (USD MILLION)
  • TABLE 126. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2024-2030 (USD MILLION)
  • TABLE 127. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKER-BASED AUGMENTED REALITY, 2018-2023 (USD MILLION)
  • TABLE 128. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKER-BASED AUGMENTED REALITY, 2024-2030 (USD MILLION)
  • TABLE 129. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKERLESS AUGMENTED REALITY, 2018-2023 (USD MILLION)
  • TABLE 130. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY MARKERLESS AUGMENTED REALITY, 2024-2030 (USD MILLION)
  • TABLE 131. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2018-2023 (USD MILLION)
  • TABLE 132. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY VIRTUAL REALITY, 2024-2030 (USD MILLION)
  • TABLE 133. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 134. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY PRODUCT, 2024-2030 (USD MILLION)
  • TABLE 135. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2018-2023 (USD MILLION)
  • TABLE 136. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY HARDWARE, 2024-2030 (USD MILLION)
  • TABLE 137. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2018-2023 (USD MILLION)
  • TABLE 138. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY SOFTWARE, 2024-2030 (USD MILLION)
  • TABLE 139. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DEVICES, 2018-2023 (USD MILLION)
  • TABLE 140. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY DEVICES, 2024-2030 (USD MILLION)
  • TABLE 141. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ORGANIZATION SIZE, 2018-2023 (USD MILLION)
  • TABLE 142. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY ORGANIZATION SIZE, 2024-2030 (USD MILLION)
  • TABLE 143. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2018-2023 (USD MILLION)
  • TABLE 144. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY APPLICATION, 2024-2030 (USD MILLION)
  • TABLE 145. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMMERCIAL & INDUSTRIAL, 2018-2023 (USD MILLION)
  • TABLE 146. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMMERCIAL & INDUSTRIAL, 2024-2030 (USD MILLION)
  • TABLE 147. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2018-2023 (USD MILLION)
  • TABLE 148. AMERICAS AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COUNTRY, 2024-2030 (USD MILLION)
  • TABLE 149. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2023 (USD MILLION)
  • TABLE 150. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2024-2030 (USD MILLION)
  • TABLE 151. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2018-2023 (USD MILLION)
  • TABLE 152. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY AUGMENTED REALITY, 2024-2030 (USD MILLION)
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  • TABLE 172. ARGENTINA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY COMMERCIAL & INDUSTRIAL, 2024-2030 (USD MILLION)
  • TABLE 173. BRAZIL AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2023 (USD MILLION)
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  • TABLE 197. CANADA AUGMENTED & VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2018-2023 (USD MILLION)
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目次
Product Code: MRR-4358917D64AA

[196 Pages Report] The Augmented & Virtual Reality Market size was estimated at USD 36.08 billion in 2023 and expected to reach USD 42.52 billion in 2024, at a CAGR 17.92% to reach USD 114.46 billion by 2030.

Augmented & virtual reality (AR/VR) involves innovative technologies that merge digital content with the real-life environment of the user or generate an immersive, computer-simulated environment. These technologies utilize sensors, cameras, displays, and software to create an interactive experience beyond traditional 2D screens. Advancements in hardware components such as processors and graphics cards have enabled powerful computing capabilities for complex AR/VR applications. Additionally, increased internet connectivity worldwide has allowed a broader audience to access AR/VR services. However, prolonged AR/VR headset use may cause motion sickness, eye strain, or other physical discomforts to some users. Nevertheless, VR simulations are expected to aid doctors in practicing surgeries before actual operations, and students can engage in immersive learning experiences through AR-enhanced virtual field trips, which are expected to create potential opportunities for the augmented & virtual reality (AR/VR) market.

KEY MARKET STATISTICS
Base Year [2023] USD 36.08 billion
Estimated Year [2024] USD 42.52 billion
Forecast Year [2030] USD 114.46 billion
CAGR (%) 17.92%

Technology: Proliferation of virtual reality to create realistic simulations

Augmented reality integrates digital elements with the real-time environment of the user and enriches their perception of reality by superimposing computer-generated images onto their view of the physical world. Marker-based augmented reality relies on pre-defined visual markers, usually 2D images or QR codes, to trigger the display of virtual content when detected by an AR device's camera. An active marker is an electronic device equipped with LEDs or other light sources emitting a specific pattern or color, which an AR system recognizes. In contrast to active markers, passive markers do not emit any light source; instead, they depend on the unique patterns printed on paper or other materials for identification purposes. Markerless augmented reality utilizes advanced computer vision algorithms and sensors to detect and track objects or features in the real world without relying on prior information. Image-based processing analyzes consecutive frames from a camera feed to identify distinctive features while model-based tracking is utilized for recognition purposes. Virtual reality immerses users into a fully digitized environment created using computer graphics or 360-degree video recordings. Non-immersive technology refers to systems that do not fully engage or envelop the senses of the user. These systems provide limited immersion by projecting 3D computer-generated imagery onto a screen or monitor rather than surrounding the user in a fully interactive environment. Fully immersive technology offers an even deeper level of engagement by completely replacing users' sensory input with computer-generated stimuli. Semi-immersive technologies combine elements from both non immersive and fully immersive systems. Semi-immersive experiences involve large projection screens or advanced display systems that surround users with high-fidelity visuals while allowing interaction with the real world.

Product: Rising penetration of AR/VR software for content creation

The AR/VR hardware depends on factors such as comfortability, affordability, and compatibility and includes primary components such as headsets, controllers, sensors, and tracking devices. Cameras track user movements and generate 3D models of the surroundings in AR applications, and VR devices use external cameras for precise head tracking and motion detection. The high-resolution OLED displays offer low persistence and high refresh rates to reduce motion blur and latency for an immersive experience in VR devices. Position trackers detect user movement within a defined space to provide accurate positioning data for AR/VR systems. Semiconductors provide efficient processing and rendering capabilities, including AR/VR devices. Sensors are critical components that provide input data for tracking user movements and interactions within AR/VR environments. The AR/VR software preferences include ease of use, their ability to integrate with third-party tools or services, and diversity of available content. 3D modeling incorporates AR/VR capabilities to enhance prototyping and visualization stages. AR remote collaboration tools improve communication efficiency across industries. Incorporating AR technology into documentation management systems and visualization techniques allows efficient content access and comprehension through an immersive and interactive experience. In VR content creation, VR devices integrate the environment for designers to build interactive experiences quickly. Workflow Optimization through AR/VR can increase productivity across industries.

Devices: Evolving AR/VR device landscape to enhance user experiences and widespread adoption of augmented and virtual reality technologies

Display walls and projectors are essential components in the augmented & virtual reality (AR/VR) landscape, providing an immersive experience for users by projecting digital content onto large surfaces. These devices cater to simulation, training, research, and entertainment applications. Gesture-tracking devices facilitate seamless interactions between users and AR/VR environments using hand movements or body gestures. Head-mounted displays (HMDs) are wearable displays that provide users with immersive AR/VR experiences by projecting visuals directly into their field of view. Head-up displays (HUDs) project essential information onto transparent surfaces such as windshields or visors to keep users informed without obstructing their view. In AR/VR applications, HUDs find usage in automotive navigation systems, aviation cockpits, military equipment, and sports gear.

Organization Size: Burgeoning adoption of AR/VR in large enterprises

Large enterprises adopt AR/VR solutions for training, product development, marketing, and customer service. In addition, it is preferred for virtual tours of facilities, immersive training simulations for employees, remote collaboration through holographic projections, and enhanced customer experiences through AR-enhanced mobile applications. Moreover, large enterprises require customized solutions tailored to their specific needs due to their scale and complexity. SMEs are increasingly recognizing the potential benefits of adopting AR/VR technologies; however, they face budget constraints that limit their ability to invest heavily in AR/VR solutions. They tend to opt for cost-effective and scalable options that address their specific pain points, such as workforce training, product visualization, and enhancing customer engagement.

Applications: Emerging utilization of AR/VR technologies for medical and education & training purposes

In the commercial sector, augmented & virtual reality (AR/VR) technologies have applications in retail, healthcare, real estate, travel, and tourism. Industries such as manufacturing, automotive, aerospace, and defense have embraced AR/VR to enhance operational efficiency, employee training programs, and product design. Educational institutions are leveraging AR/VR tools to create engaging learning experiences across different disciplines, improving student knowledge retention. In the construction industry, AR/VR is used for the design process, while energy companies benefit from its use in operational efficiency and asset management. The healthcare sector has witnessed significant adoption of AR/VR technologies for surgical planning, patient rehabilitation, and medical education, leading to improved clinical outcomes. The media & entertainment industry utilizes AR/VR solutions in gaming, film production, and live events, while IT and telecom organizations employ it for network operations center visualization. The transportation sector is evolving with advancements in AR/VR technologies, resulting in route optimization, warehouse management, and vehicle maintenance.

Regional Insights

The augmented & virtual reality market is evolving in the Americas owing to heavy investments in AR/VR research and new product development activities. The European Union (EU) countries witness substantial AR/VR adoption growth for training and knowledge-sharing purposes. In the Middle East and Africa region, the augmented & virtual reality market is developing with smart city initiatives, including incorporating AR into public services and deploying VR-based solutions in education, training, tourism, and oil & gas industries. The Asia-Pacific region represents a growing AR/VR technology landscape owing to its vast consumer base driving demand for immersive experiences across multiple sectors such as gaming, retail, education, and healthcare. Besides, technological advancements and research to expand AR/VR applications in diverse sectors are anticipated to propel their use in end-use sectors globally.

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the Augmented & Virtual Reality Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Augmented & Virtual Reality Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the Augmented & Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Amazon Web Services, Inc., Apple Inc., Atheer, Inc., Blippar Group Limited, Capermint Technologies Pvt. Ltd., Cisco Systems, Inc., CyberGlove Systems Inc., EON Reality, Inc., Google LLC by Alphabet Inc., Hewlett-Packard Development Company, L.P., HTC Corporation, Inglobe Technologies Srl, Innovega Inc., Intel Corporation, International Business Machines Corporation, KT Corporation, Lenovo Group Limited, LG Corporation, Magic Leap, Inc., Marxent Labs LLC, MAXST Co., Ltd., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., NVIDIA Corporation, PTC Inc., Qualcomm Incorporated, Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sony Group Corporation, Toshiba Corporation, Trimble Inc., Vuzix Corporation, and Zugara Inc..

Market Segmentation & Coverage

This research report categorizes the Augmented & Virtual Reality Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Technology
    • Augmented Reality
      • Marker-Based Augmented Reality
        • Active Marker
        • Passive Marker
      • Markerless Augmented Reality
        • Image-Based Processing
        • Model-Based Tracking
    • Virtual Reality
      • Nonimmersive Technology
      • Semi-Immersive & Fully Immersive Technology
  • Product
    • Hardware
      • Cameras
      • Displays & Projectors
      • Position Trackers
      • Semiconductor Component
      • Sensors
    • Software
      • 3D Modeling
      • AR Remote Collaboration
      • Documentation
      • Navigation
      • Visualization
      • VR Content Creation
      • Workflow Optimization
  • Devices
    • Display Walls & Projectors
    • Gesture Tracking Devices
    • Head-Mounted Displays
    • Head-Up Displays
  • Organization Size
    • Large Enterprises
    • Small & Medium Enterprises
  • Application
    • Commercial & Industrial
      • Aerospace & Defense
      • Automotive & Transportation
      • Banking, Financial Services & Insurance
      • Building, Construction & Real Estate
      • Consumer Goods & Retail
      • Education
      • Energy & Utilities
      • Government & Public Sector
      • Healthcare & Life Sciences
      • Information Technology
      • Manufacturing
      • Media & Entertainment
      • Telecommunication
      • Travel & Hospitality
    • Personal
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report offers valuable insights on the following aspects:

1. Market Penetration: It presents comprehensive information on the market provided by key players.

2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.

3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.

4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.

5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

1. What is the market size and forecast of the Augmented & Virtual Reality Market?

2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Augmented & Virtual Reality Market?

3. What are the technology trends and regulatory frameworks in the Augmented & Virtual Reality Market?

4. What is the market share of the leading vendors in the Augmented & Virtual Reality Market?

5. Which modes and strategic moves are suitable for entering the Augmented & Virtual Reality Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Government initiatives promoting AR/VR and industry 4.0 activities
      • 5.1.1.2. Increasing use of VR in aerospace & defense for training and simulation
      • 5.1.1.3. Rising demand for AR in retail and e-commerce sectors
    • 5.1.2. Restraints
      • 5.1.2.1. Functionality and performance limitations of AR/VR devices and software
    • 5.1.3. Opportunities
      • 5.1.3.1. Technological advancements in AR/VR hardware and software
      • 5.1.3.2. Expansion of the technology in the gaming and metaverse community
    • 5.1.4. Challenges
      • 5.1.4.1. Security and privacy issues associated with AR & VR
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Technology: Proliferation of virtual reality to create realistic simulations
    • 5.2.2. Product: Rising penetration of AR/VR software for content creation
    • 5.2.3. Devices: Evolving AR/VR device landscape to enhance user experiences and widespread adoption of augmented and virtual reality technologies
    • 5.2.4. Organization Size: Burgeoning adoption of AR/VR in large enterprises
    • 5.2.5. Applications: Emerging utilization of AR/VR technologies for medical and education & training purposes
  • 5.3. Market Trend Analysis
    • 5.3.1. Established AR/VR startup ecosystem catering to different industries across Americas favored by private and public funding
    • 5.3.2. Huge demand from the younger population and rising penetration of the global vendors to commercialize AR/VR products in APAC
    • 5.3.3. Enhanced emphasis on technological innovations, strategic collaborations, and significant investments in Metaverse in EMEA
  • 5.4. Cumulative Impact of High Inflation
  • 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 Customers
    • 5.5.4. Bargaining Power of Suppliers
    • 5.5.5. Industry Rivalry
  • 5.6. Value Chain & Critical Path Analysis
  • 5.7. Regulatory Framework Analysis

6. Augmented & Virtual Reality Market, by Technology

  • 6.1. Introduction
  • 6.2. Augmented Reality
  • 6.3. Virtual Reality

7. Augmented & Virtual Reality Market, by Product

  • 7.1. Introduction
  • 7.2. Hardware
  • 7.3. Software

8. Augmented & Virtual Reality Market, by Devices

  • 8.1. Introduction
  • 8.2. Display Walls & Projectors
  • 8.3. Gesture Tracking Devices
  • 8.4. Head-Mounted Displays
  • 8.5. Head-Up Displays

9. Augmented & Virtual Reality Market, by Organization Size

  • 9.1. Introduction
  • 9.2. Large Enterprises
  • 9.3. Small & Medium Enterprises

10. Augmented & Virtual Reality Market, by Application

  • 10.1. Introduction
  • 10.2. Commercial & Industrial
  • 10.3. Personal

11. Americas Augmented & Virtual Reality Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific Augmented & Virtual Reality Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

13. Europe, Middle East & Africa Augmented & Virtual Reality Market

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. Market Share Analysis, 2023
  • 14.2. FPNV Positioning Matrix, 2023
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. Google's AR Microscope Paves the Way for Early Cancer Detection
    • 14.3.2. Accenture, Microsoft Uses Metaverse to Unite Decision-Makers
    • 14.3.3. VR Owl Group Acquires MeetinVR in Company Shakeup
    • 14.3.4. Sony to Invest USD 2 Billion into Extended Reality Research
    • 14.3.5. PTC and Rockwell Automation Extend Relationship with Focus on IoT and Augmented Reality for Manufacturing
    • 14.3.6. Apple Confirms Acquisition of AR Startup Mira Following Vision Pro Launch
    • 14.3.7. Meta Launches New Quest 3 Mixed Reality Headset
    • 14.3.8. Lenovo ThinkReality VRX is Now Available In Select Markets Worldwide
    • 14.3.9. Meta and BMW Unveil Next-Level Augmented and Virtual Reality Experiences
    • 14.3.10. Magic Leap Collaborates with NVIDIA to Advance Digital Twins for Enterprise
    • 14.3.11. Vuzix Signs Distribution Agreement with MACE Virtual Labs and Receives Substantial Initial Volume Smart Glasses Order
    • 14.3.12. Samsung, Google and Qualcomm Team Up to Build a New Mixed-Reality Platform
    • 14.3.13. VR Startup Trezi Secures Funding to Offer Enhanced Immersive Design Collaboration
    • 14.3.14. HTC Plans to Reveal its Meta Quest Competitor Next Month
    • 14.3.15. Key Strategic Partnership Will Bring Virtual Reality and Augmented Reality to Real World Underwater Operations
    • 14.3.16. Microsoft Wins USD 21.9 Billion Contract with U.S. Army to Supply Augmented Reality Headsets

15. Competitive Portfolio

  • 15.1. Key Company Profiles
  • 15.2. Key Product Portfolio