株式会社グローバルインフォメーション
TEL: 044-952-0102
市場調査レポート

教育向け拡張現実・仮想現実 (AR/VR)

Augmented and Virtual Reality in Education

発行 ABI Research 商品コード 819738
出版日 ページ情報 英文 25 Pages, 11 Charts
納期: 即日から翌営業日
価格
詳細については [見積・お問合せ] ボタンよりお問い合わせ下さい。

お知らせ: こちらの商品は発行元の方針により価格が非公開になっております。
尚、レポートのご提供形態は、PDFタイプ、パワーポイントタイプ、Excelタイプがございます。
レポートによって提供形態が異なりますので、ご検討いただく際は、お手数をお掛けいたしますが、お問い合わせください。

Back to Top
教育向け拡張現実・仮想現実 (AR/VR) Augmented and Virtual Reality in Education
出版日: 2019年04月05日 ページ情報: 英文 25 Pages, 11 Charts
概要

世界中のかなりの数の学校が、さまざまな科目の補助教材として、拡張現実・仮想現実 (AR/VR) をすでに導入し始めています。

当レポートでは、教育向け拡張現実・仮想現実 (AR/VR) の役割について検証し、ユースケース、利点や潜在的障壁などについて、体系的な情報を提供しています。

第1章 エグゼクティブサマリー

第2章 市場動向

  • デバイス
  • コスト
  • ROI
  • ウェアラビリティ、快適さ、ディスプレイ

第3章 市場予測

  • デバイス
  • ユースケース
  • コスト
  • AR市場収益
  • ARスマートグラス出荷台数
  • 収益:地域別
  • VR HMD市場収益・出荷台数
  • VR HMD収益・出荷台数:フォームファクター別
  • VR HMD出荷台数:地域別

第4章 応用

  • 太陽系
  • 生体構造
  • 海洋生物・野生生物
  • バーチャルフィールドトリップ (仮想現地調査)
  • 言語
  • 物理現象
  • パブリックスピーキング (演説)

第5章 企業プロファイル

  • ソフトウェアプロバイダー
  • ハードウェアメーカー

第6章 結論

掲載企業

  • AEC
  • Augment
  • ClassVR
  • Google
  • HTC
  • Jasoren
  • Lenovo
  • Mattel
  • Microsoft
  • Mira
  • Oculus
  • Qualcomm Inc
  • Unimersiv
  • Wikitude
目次
Product Code: AN-2731

This report examines the role of Augmented Reality (AR) and Virtual Reality (VR) in Education, from kindergarten and self-learners through to university students and researchers. A considerable number of schools around the world have already begun experimenting and successfully introducing AR and VR as a supplemental learning material in a range of subjects to improve the learning journey and the learning outcome. AR and VR solutions provide numerous advantages both to educators and students and are able to alleviate many challenges that the education system is facing today, such as lack of attention/motivation and knowledge retention, as well as simply offering a much deeper level of understanding through content visualization and interaction.

With AR and VR tools, students have unique opportunities to explore historic destinations that can be difficult, expensive, or impossible to access, while remaining in the classroom. In addition, AR and VR tools allow students to gain a deeper understanding of abstract or complex subjects and phenomena that is relatively difficult to understand only by text, pictures, and video. Educators can leverage mobile devices or select AR/VR headsets that are suitable for educational content and not necessarily require significant investment, both of them provide immersive and interactive content that capture the interest of students and allow them to practice their knowledge and get a better understanding. At the same time, high end, high immersion experiences and the supporting hardware are also available if budget and need is there.

This report represents a range of educational use cases and examines in detail all the advantages and potential barriers that AR and VR solutions will face in education. Cost is the primary challenge of AR/VR tools in most markets, and especially so in education. While ROI is a primary concern for enterprise use cases, ROI in education looks different in comparison which can make it more difficult to identify actual value. Raising education efficacy, retention, and engagement among learners can be measured quantitatively through grades and overall performance, but also qualitatively in morale and approach to work, which new AR/VR experiences can track. Also analyzed are upcoming trends in hardware and software deployment for educational proposes. This includes forecasts for value chain revenues per vertical and region, hardware shipments per vertical and per form factor and AR smart glass ASPS data for education. Relevant and interesting company profiles are also included, with software providers that develop educational content and hardware players with offerings suitable for educational apps.

Table of Contents

1. EXECUTIVE OVERVIEW

  • 1.1. Why AR and VR Are Revolutionary Tools in Education
  • 1.2. Visualization
  • 1.3. Interactive Experiences
  • 1.4. Increasing Motivation and Performance
  • 1.5. Enhancing Communication
  • 1.6. Learning Opportunities for People with Physical Disabilities
  • 1.7. Access Information
  • 1.8. Ensure Safety

2. MARKET TRENDS

  • 2.1. Devices
  • 2.2. Cost
  • 2.3. ROI
  • 2.4. Wearability, Comfort, and Displays

3. MARKET FORECASTS

  • 3.1. Devices
  • 3.2. Use Cases
  • 3.3. Cost
  • 3.4. AR Market Revenues
  • 3.5. AR Smart Glasses Shipments
  • 3.6. Revenues by Region
  • 3.7. VR HMD Market Revenues and Shipments
  • 3.8. VR HMD Revenues and Shipments by Form Factor
  • 3.9. VR HMD Shipments per Region

4. APPLICATIONS

  • 4.1. Solar System
  • 4.2. Anatomy
  • 4.3. Marine Life and Wildlife
  • 4.4. Virtual Field Trips
  • 4.5. Languages
  • 4.6. Physical Phenomena
  • 4.7. Public Speaking

5. COMPANY PROFILES

  • 5.1. Software Providers
  • 5.2. Hardware Manufacturers

6. CONCLUSION

Companies Mentioned

  • AEC
  • Augment
  • ClassVR
  • Google
  • HTC
  • Jasoren
  • Lenovo
  • Mattel
  • Microsoft
  • Mira
  • Oculus
  • Qualcomm Inc
  • Unimersiv
  • Wikitude
  • a
Back to Top