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モバイルAR (拡張現実) 市場 - 2015〜2019年

Mobile Augmented Reality (AR) Market in Japan 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 329271
出版日 ページ情報 英文 88 Pages
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モバイルAR (拡張現実) 市場 - 2015〜2019年 Mobile Augmented Reality (AR) Market in Japan 2015-2019
出版日: 2015年04月29日 ページ情報: 英文 88 Pages
概要

日本のモバイルAR (拡張現実) 市場は2014年から2019年までの期間にわたって104.8%ものCAGR (年平均成長率) にて急速な成長が続くものと予測されます。

当レポートは日本のモバイルAR市場を取り上げ、業界の多くの専門家から得たデータや情報とともに、市場成長促進要因、市場の課題、市場動向、また市場競争状況に関する詳細な調査に基づいて、現在の市場シナリオ分析ならびに2015年から2019年までの市場予測を行っています。さらにこの市場の主要企業について、そのビジネスや戦略、また最近の事業展開の分析を含む詳細な企業分析情報を提供しています。

第1章 略語表

第2章 エグゼクティブ・サマリー

第3章 当レポートのカバー範囲

  • 定義
    • ARエンジン
    • ARソフトウェア
    • ARハードウェア
  • エンドユーザ分類
    • 企業
    • 一般消費者
  • 基準年
  • 市場規模の算出および分類
    • 日本におけるモバイルAR市場の市場規模の算出
    • エンドユーザ分類
    • ベンダー分類
  • 通貨換算率

第4章 序論

  • 歴史
  • 現行市場シナリオ
  • 将来見通し

第5章 技術ライフサイクル

第6章 モバイルAR

  • バリューチェーン
  • 市場規模
  • ARPA (1アカウントあたりの平均収益額)将来性
  • 市場分野別分析およびエンドユーザ・アプリケーション
    • 企業
    • 一般消費者
  • ポーターのファイブフォース分析

第7章 市場成長促進要因

  • 日本では新技術の導入率が高い
  • 宣伝広告部門でモバイルARの導入が増加
  • ワークフロー・オートメーション
  • SLAM (自己位置推定および地図生成)技術

第8章 課題

  • ARアプリ上のコンテンツ不足
  • 認知度の低さ
  • ハードウェア的限界
  • センサーの精度の低さ
  • 各種モバイルプラットフォーム間の互換性不足

第9章 動向

  • 市場の規則
  • BYOD (私有デバイスの業務活用)とCOPE (会社支給デバイスの私的利用の許容)
  • 奥行き距離センサーカメラ

第10章 市場競争シナリオ

第11章 ARは我々の生活を変革するか?

第12章 主要ベンダー分析

  • Augmented pixels
  • Aurasma
  • Blippar
  • Catchoom
  • DAQRI
  • Here (Nokia)
  • Metaio
  • Total Immersion
  • VividWorks
  • Qualcomm
  • Wikitude
  • Zappar
  • Google
  • Infinity Augmented Reality

第13章 関連レポート

付表・付図

目次
Product Code: IRTNTR5868

About mobile AR

Augmented reality is an emerging technology that permits the overlay of computer graphics on the real world. It includes scanning the physical real-world environment, which is then enhanced/augmented by adding virtual computer-generated information to it. End-users can make use of this technology through applications developed for mobile devices. It involves blending digital content with the physical world.

Technavio's analysts forecast the mobile AR market in Japan to grow at a CAGR of 104.8 percent over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the mobile AR market in Japan for the period 2015-2019. It presents the vendor landscape and a corresponding detailed analysis of vendors in the market. The report covers the overall ecosystem of the mobile AR market in Japan, including AR engine, AR software applications and AR hardware. In addition, the report discusses the major drivers that influence the growth of the mobile AR market in Japan. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

Technavio's report, Mobile AR Market in Japan 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the mobile AR market landscape in Japan and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Aurasma
  • Blippar
  • LM3LABS
  • Metaio
  • Total Immersion
  • VIVIDWORKS
  • Vuforia
  • Wikitude
  • Zappar

Market driver

  • High adoption of innovative technology in Japan
  • For a full, detailed list, view our report

Market challenge

  • Lack of content
  • For a full, detailed list, view our report

Market trend

  • Market regulation
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2019 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?

Table of Contents

1. List of Abbreviations

2. Executive Summary

3. Scope

  • 3.1. Definitions
    • 3.1.1. AR engine
    • 3.1.2. AR software
    • 3.1.3. AR hardware
  • 3.2. End-user segments
    • 3.2.1. Enterprise
    • 3.2.2. Consumer
  • 3.3. Base year
  • 3.4. Market size calculation and segmentation
    • 3.4.1. Calculation of market size of mobile AR market in Japan
    • 3.4.2. End-user segmentation
    • 3.4.3. Vendor segmentation
  • 3.5. Common currency conversion rates

4. Introduction

  • 4.1. History
  • 4.2. Present scenario
  • 4.3. Future perspective

5. Technology Lifecycle

6. Mobile AR

  • 6.1. Value chain
  • 6.2. Market size
  • 6.3. Potential ARPA
  • 6.4. Segment analysis and end-user applications
    • 6.4.1. Enterprise
    • 6.4.2. Consumer
  • 6.5. Porter's five forces
    • 6.5.1. Threat of substitutes
    • 6.5.2. Threat of new entrants
    • 6.5.3. Bargaining power of suppliers
    • 6.5.4. Bargaining power of buyers
    • 6.5.5. Threat of rivalry

7. Drivers

  • 7.1. High adoption of new technology in Japan
  • 7.2. Increased adoption in advertising sector
  • 7.3. Workflow automation
  • 7.4. SLAM technology

8. Challenges

  • 8.1. Lack of content in AR apps
  • 8.2. Low awareness
  • 8.3. Hardware limitations
  • 8.4. Inaccurate sensors
  • 8.5. Lack of interoperability across mobile platforms

9. Trends

  • 9.1. Market regulations
  • 9.2. BYOD and COPE
  • 9.3. Depth-sensing cameras

10. Competitive Scenario

11. Will AR Change Our Lives?

12. Key Vendor Analysis

  • 12.1. Augmented pixels
    • 12.1.1. Key facts
    • 12.1.2. Business Overview
    • 12.1.3. Applications developed using AR technology
    • 12.1.4. Recent developments
  • 12.2. Aurasma
    • 12.2.1. Key facts
    • 12.2.2. Business overview
    • 12.2.3. Recent developments
  • 12.3. Blippar
    • 12.3.1. Key facts
    • 12.3.2. Business overview
    • 12.3.3. Geographical presence
    • 12.3.4. Business strategy
    • 12.3.5. Recent developments
  • 12.4. Catchoom
    • 12.4.1. Key facts
    • 12.4.2. Business overview
    • 12.4.3. Geographical presence
    • 12.4.4. Business strategy
    • 12.4.5. Recent developments
  • 12.5. DAQRI
    • 12.5.1. Key facts
    • 12.5.2. Business overview
    • 12.5.3. Key offerings
    • 12.5.4. Recent developments
  • 12.6. Here (Nokia)
    • 12.6.1. Key facts
    • 12.6.2. Business overview
    • 12.6.3. Business segmentation by revenue 2014
    • 12.6.4. Business segmentation by revenue 2013 and 2014
    • 12.6.5. Geographical segmentation by revenue 2014
    • 12.6.6. Business strategy
    • 12.6.7. Recent developments
  • 12.7. Metaio
    • 12.7.1. Key facts
    • 12.7.2. Business overview
    • 12.7.3. Key product offerings
    • 12.7.4. Key solutions
    • 12.7.5. Business strategy
    • 12.7.6. Recent developments
  • 12.8. Total Immersion
    • 12.8.1. Key facts
    • 12.8.2. Business overview
    • 12.8.3. Key offerings
    • 12.8.4. Geographical presence
    • 12.8.5. Recent developments
  • 12.9. VividWorks
    • 12.9.1. Key facts
    • 12.9.2. Business overview
    • 12.9.3. VividPlatform
    • 12.9.4. End-users
    • 12.9.5. Geographical Presence
    • 12.9.6. Business strategy
    • 12.9.7. Recent developments
  • 12.1. Qualcomm
    • 12.10.1. Key facts
    • 12.10.2. Business overview
    • 12.10.3. Business segmentation by revenue 2014
    • 12.10.4. Business segmentation by revenue 2013 and 2014
    • 12.10.5. Geographical segmentation by revenue 2014
    • 12.10.6. Business strategy
    • 12.10.7. Recent developments
  • 12.11. Wikitude
    • 12.11.1. Key facts
    • 12.11.2. Business overview
    • 12.11.3. Key offerings
    • 12.11.4. Business strategy
    • 12.11.5. Recent developments
  • 12.12. Zappar
    • 12.12.1. Key facts
    • 12.12.2. Business overview
    • 12.12.3. Resellers geographical presence
    • 12.12.4. Recent developments
  • 12.13. Google
    • 12.13.1. Key facts
    • 12.13.2. Business overview
    • 12.13.3. Revenue comparison of advertising revenues and other revenues by 2013 and 2014
    • 12.13.4. Geographical segmentation 2014
    • 12.13.5. Business strategy
    • 12.13.6. Recent developments
  • 12.14. Infinity Augmented Reality
    • 12.14.1. Key facts
    • 12.14.2. Business overview

13. Other Reports in this Series

List Of Exhibits

  • Exhibit 1: Augmented Pixels: Application developed using AR technology
  • Exhibit 2: Blippar: geographical presence
  • Exhibit 3: Catchoom: geographical presence
  • Exhibit 4: DAQRI: Key offerings
  • Exhibit 5: Nokia: business segmentation by revenue 2014
  • Exhibit 6: Nokia: business segmentation by revenue 2013 and 2014 ($ million)
  • Exhibit 7: Nokia: geographical segmentation by revenue 2014
  • Exhibit 8: Metaio: key product offerings
  • Exhibit 9: Metaio: key solutions
  • Exhibit 10: Total Immersion: key offerings
  • Exhibit 11: Total Immersion: geographical presence
  • Exhibit 12: VividWorks: VividPlatform
  • Exhibit 13: VividWorks: end-users
  • Exhibit 14: VividWorks: geographical presence
  • Exhibit 15: Qualcomm: business segmentation by revenue 2014
  • Exhibit 16: Qualcomm: business segmentation by revenue 2013 and 2014 ($ billion)
  • Exhibit 17: Qualcomm: geographical segmentation by revenue 2014
  • Exhibit 18: Wikitude: key offerings
  • Exhibit 19: Zappar: resellers geographical presence
  • Exhibit 20: Google: revenue comparison of advertising revenues and other revenues by 2013 and 2014 ($ billion)
  • Exhibit 21: Google: geographical segmentation 2014
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