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世界におけるデジタルリアリティ市場の将来:2021年までの予測

Future of Global Digital Reality Market, Forecast to 2021

発行 Frost & Sullivan 商品コード 702307
出版日 ページ情報 英文 101 Pages
納期: 即日から翌営業日
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本日の銀行送金レート: 1USD=114.61円で換算しております。
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世界におけるデジタルリアリティ市場の将来:2021年までの予測 Future of Global Digital Reality Market, Forecast to 2021
出版日: 2018年08月31日 ページ情報: 英文 101 Pages
概要

世界の拡張現実 (AR) / 仮想現実 (VR) 市場では、2021年までに550億1000万米ドルの収益を生み出すと見込まれています。ARおよびVRを含む没入型技術市場は、今後5年間で大幅な成長が予測されています。5Gおよび人工知能といった技術進歩は、将来の拡張・仮想経験を転換する見込みです。

当レポートでは、世界のデジタルリアリティ市場について調査し、世界市場の規模と予測、セグメント別の予測、AR/VR技術の将来の利用例、およびAR/VRアプリケーションにおける将来の機会などについて分析しています。

第1章 エグゼクティブサマリー

第2章 調査範囲・目的・調査手法

第3章 イントロダクション

第4章 市場分析

  • 市場収益:拡張現実 vs. 仮想現実の収益
  • AR/VR収益成長:主要アプリケーション領域
  • AR/VRハードウェア市場の成長
  • AR/VRソフトウェア市場の成長
  • アプリケーション収益:AR/VRアプリケーション区分
  • AR/VR市場分析:地域の潜在性

第5章 公共部門における新興のアプリケーション領域

  • 市場概要
  • ケーススタディ

第6章 自動車における新興のアプリケーション領域

  • 市場概要
  • 新興のアプリケーション領域
  • ケーススタディ

第7章 教育・トレーニングにおける新興のアプリケーション領域

  • 市場概要
  • ケーススタディ

第8章 製造・ロボティクス・エンジニアリングにおける新興のアプリケーション領域

  • 市場概要
  • ケーススタディ

第9章 医療における新興のアプリケーション領域

  • 市場概要
  • ケーススタディ

第10章 小売り・ホスピタリティにおける新興のアプリケーション領域

  • 市場概要
  • ケーススタディ

第11章 エンターテインメントにおける新興のアプリケーション領域

  • 市場概要
  • ケーススタディ

第12章 将来の機会

第13章 結論

第14章 付録

目次
Product Code: K22B-MT

Emerging Applications of Augmented Reality/Virtual Reality Will Create Market Revenue of $55.01 Billion by 2021

The immersive technology market, including augmented and virtual reality, is expected to see huge growth in the next 5 years. Technological advancements such as 5G and artificial intelligence will transform the augmented and virtual experiences in the future. 5G will bring improved mobile broadband along with advanced capacity, more uniform experience with steadily high data rates, and lower latency which will improve the screen and equipment quality of AR and VR devices. Some of the significant impacts of 5G across sectors could be enabling virtually crafted workplaces and fully interactive and emulating in-office work environments. Video streaming of AR and VR content in moving vehicles like cars and trucks is a possibility. Similarly, recent developments in deep learning will elevate real-time image and speech recognition, lessen the cost of local processing and storage, multiply network bandwidth, enabling richer data streams, and also enabling cloud availability. Artificial intelligence will thus, facilitate innovative kinds of VR as well as AR experiences and platforms in future for collaboration and interaction; thus, disrupting both enterprise and well as consumer sectors.

The AR and VR market revenue is expected to reach $55.01 billion by 2021. Growth will mainly be derived by AR and VR applications in manufacturing and simulation modeling. Advancements in technology such as 5G, artificial intelligence, edge computing, and robotics are expected to transform the augmented and virtual reality experiences in the near future. This transformation will give rise to future opportunities in sectors such as media, gaming, telepresence, retail, medicine, and education. The hardware market of AR and VR will grow tremendously by 2021, mainly due to a 10-fold increase in AR and VR headset shipments by 2021. VR application in the manufacturing sector is projected to increase by 98.9% between 2017 and 2021. AR application in the education and training sector will see tremendous growth by 2021 due to rising investments in smart cities development and defense security applications. Another significant trend is the high-growth prospects of the Asia-Pacific region in AR and VR applications, mainly supported by the Chinese market, which is expected to grow at a rate of 80% between now and 2021. The application landscape will observe segments such as AR gaming, connected cars, live streaming, and pay-per-view events that are already being adopted now and the this is expected to offer a major revenue source in the AR and VR application market.

Research Highlights:

This study will highlight the revenue analysis across types of devices, application areas, regional prospects, software, and hardware. This research service will also provide a peek into the future use cases of VR and AR technology and also help in identifying the future opportunities across AR and VR applications.

Table of Contents

1. EXECUTIVE SUMMARY

  • Key Findings of the Study
  • Key Findings of the Study (Continued)
  • Introduction to AR, VR, and Mixed Reality
  • Virtual Reality and Augmented Reality-Taxonomy Essentials
  • Technologies Transforming Augmented and Virtual Reality Experiences
  • Implications of 5G on Augmented and Virtual Reality
  • Bandwidth Requirements for Augmented and Virtual Reality
  • Augmented Reality Impacting Different Personal Experiences
  • Augmented Reality Impacting Different Functions
  • Market Revenue-Augmented Reality Versus Virtual Reality
  • AR/VR Revenue Growth by Major Application Areas
  • Application Revenue-AR/VR Application Segmentation
  • AR/VR Market Analysis-Regional Potential
  • Mapping of Future Opportunities Across AR/VR Applications
  • Methodology for Application Map
  • Vendor Landscape

2. RESEARCH SCOPE, OBJECTIVE, AND METHODOLOGY

  • Research Scope
  • Research Background
  • Themes Explored In the Study
  • Definitions-Technologies and Experiences
  • Definitions-Technologies and Experiences (continued)

3. INTRODUCTION

  • Introduction to AR, VR, and Mixed Reality
  • Virtual Reality and Augmented Reality-Taxonomy Essentials
  • End Device Taxonomy-Types of Headsets and Viewers
  • Technologies Transforming Augmented and Virtual Reality Experiences
  • Implications of Hologram on Augmented and Virtual Reality
  • Implications of Artificial Intelligence on Augmented and Virtual Reality
  • Implications of 5G on Augmented and Virtual Reality
  • Adoption Timeline of AR, VR and Mixed Reality
  • When Cameras are on, AR Will be a Predominant User Interface
  • Virtual Reality Versus Augmented Reality-A Current Snapshot
  • Virtual Reality Versus Augmented Reality-Characteristics and Challenges
  • Key Barriers to Adoption of VR and AR

4. MARKET ANALYSIS

  • Market Revenue-Augmented Reality Versus Virtual Reality Revenue
  • AR/VR Revenue Growth by Major Application Areas
  • AR/VR Hardware Market Growth
  • AR/VR Software Market Growth
  • Application Revenue-AR/VR Application Segmentation
  • AR/VR Market Analysis-Regional Potential

5. EMERGING APPLICATION AREAS IN PUBLIC SECTOR

  • Application Area-Public Sector: Market Overview
  • Application Area-Public Sector: Case Study of EON Icube Solution for Emergency Management
  • Application Area-Public Sector: Case Study of Dassault Systemes 3DExperience City Supporting in Building a Smart City
  • Application Area-Public Sector: Case Study of Raytheon Virtual Reality Technology Used for the US Army Training

6. EMERGING APPLICATION AREAS IN AUTOMOTIVE

  • Application Area-Automotive: Market Overview
  • Emerging Application Areas in the Automotive Industry
  • Application Area-Automotive: Case Study of Continental AR HUD Enabling Wordless Information Exchange Between Vehicle and Driver
  • Application Area-Automotive: Case Study of How Volvo, Using Microsoft's HoloLens, is Revolutionizing the Vehicle Design Process

7. EMERGING APPLICATION AREAS IN EDUCATION AND TRAINING

  • Application Area-Education and Training: Market Overview
  • Application Area-Education and Training: Case Study of EON Reality
  • Application Area-Education and Training: Case Study of McDonald's “Till Training Game” Developed by Kineo
  • Application Area-Education and Training: Case Study of Jaguar Land Rover Involving Mixed Reality for its Recruitment Process

8. EMERGING APPLICATION AREAS IN MANUFACTURING, ROBOTICS, AND ENGINEERING

  • Application Area-Manufacturing, Robotics, and Engineering Supply Chain: Market Overview
  • Application Area-Manufacturing: Case Study of General Motors Using Virtual Reality to Design Future Vehicles
  • Application Area-Manufacturing: Case Study of GE's Plant Simulator Solutions Offering Real-time Controls
  • Application Area-Manufacturing, Robotics, and Engineering Supply Chain: Case Study of DHL Using AR for Warehousing Management
  • Application Area-Manufacturing: Case Study of Lockheed Martin Using AR Technology to Improve Assembly Job
  • Application Area-Manufacturing, Robotics, and Engineering: Case Study of Ford's Immersion Lab
  • The Mainstreaming of Augmented Reality for B2B

9. EMERGING APPLICATION AREAS IN HEALTHCARE

  • Application Area-Healthcare: Market Overview
  • Application Area-HealthCare: Case Study of ImmersiveTouch
  • Application Area-HealthCare: Case Study of MindMotion PRO Offering Virtual Therapy
  • Application Area-HealthCare: Case Study of VRPhysio Offering Immersive Experience in Physical Fitness

10. EMERGING APPLICATION AREAS IN RETAIL AND HOSPITALITY

  • Application Area-Retail and Hospitality: Market Overview
  • Application Area-Retail and Hospitality: Case Study of IKEA Offering Real-time Customized Rendering of Product Features
  • Application Area-Retail and Hospitality: Case Study of Best Western Plus Kelowna Hotel & Suites Offering VR Experiences to the Guests
  • Application Area-Retail and Hospitality: Case Study of Alibaba Group VR Shopping Experience

11. EMERGING APPLICATION AREAS IN ENTERTAINMENT

  • Application Area-Entertainment: Market Overview
  • Application Area-Entertainment: Case Study of Virtual Reality Enabled Theme Park at Dubai

12. FUTURE OPPORTUNITIES

  • Vendor Landscape
  • Mapping of Future Opportunities Across AR/VR Applications
  • Methodology for Application Map
  • Y-Axis Notes for the Application Map
  • Y-Axis Notes for the Application Map (continued)
  • Y-Axis Notes for the Application Map (continued)

13. THE LAST WORD

  • Implications and Recommendations for Vertical Industries
  • Legal Disclaimer

14. APPENDIX

  • List of Exhibits
  • List of Exhibits (continued)
  • List of Exhibits (continued)
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