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家電製品向けジェスチャ認識の世界市場:2015年〜2019年

Global Gesture Recognition Market for Consumer Electronic Devices 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 336093
出版日 ページ情報 英文 55 Pages
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家電製品向けジェスチャ認識の世界市場:2015年〜2019年 Global Gesture Recognition Market for Consumer Electronic Devices 2015-2019
出版日: 2015年07月22日 ページ情報: 英文 55 Pages
概要

世界のテレビ、モバイルデバイス、PC、ゲーム機といった家電製品向けのジェスチャ認識市場は、2014年から2019年の間、66.8%のCAGRで拡大することが予測されています。

当レポートでは、世界における家電製品向けジェスチャ認識市場の規模と今後の予測を地域別に調査しており、市場成長への各種影響因子の分析、競合環境と市場シェア、主要企業のプロファイルなどとともにお届けします。

第1章 エグゼクティブサマリー

第2章 略語リスト

第3章 市場概要

第4章 調査範囲

  • 定義
    • スマートTV
    • スマートフォン/タブレット
    • ゲーム機
    • デスクトップPC/ポータブルPC
    • ジェスチャ
    • 2Dジェスチャ認識
    • 3Dジェスチャ認識
  • 市場規模の算出方法
  • 地理区分
  • ベンダー分類
  • 基準年
  • 換算レート

第5章 イントロダクション

  • ジェスチャ認識技術の概要
  • 歴史
  • 現在のシナリオ
  • 今後の見通し

第6章 市場規模と予測

第7章 ファイブフォース分析

第8章 地域別分析

  • 南北アメリカ
  • 欧州・中東・アフリカ地域
  • アジア太平洋地域

第9章 市場成長因子

第10章 市場の課題

第11章 市場動向

第12章 ベンダー情勢

  • 競合シナリオ

第13章 主要ベンダーの分析

  • Crunchfish
  • eyeSight Technologies
  • Intel
  • Microsoft
  • PointGrab
  • Samsung
  • SoftKinetic
  • ソニー

第14章 関連レポート

目次
Product Code: IRTNTR6605

About Gesture Recognition

Gesture recognition technology is a method of interpreting human gestures and movements using computer algorithms. The technology applies human gestures, such as movement of hand, fingers, arms, head or an entire body, as input mechanism to perform desired actions in a system.

It is a form of replacement of old-fashioned input mechanisms wherein keyboards, mouse, remote controls, and various other control devices are used to perform remote functions.

In gesture recognition technology, a remotely-controlled device can be ideally operated using certain gestures, such as waving at a particular distance to switch it on or mute it by putting a finger on lips. The device usually contains a chip with gesture recognition software that follows the movements of the user. Gesture recognition, in combination with voice recognition, facial recognition, eye-tracking and other related technologies, makes for a very powerful technology that can completely change the way we control machines.

Technavio analysts forecast the global gesture recognition market for consumer electronic devices to grow at a CAGR of 66.8% during 2014-2019.

Covered in this Report

The report covers the present scenario and the growth prospects of the global gesture recognition market for consumer electronic devices for the period 2015-2019. We present the vendor landscape and a detailed analysis of the key vendors in the market. In addition, we discuss the major drivers influencing market growth and also outline the challenges facing the vendors and the market as a whole. We evaluate the key trends emerging in the market as well.

The Technavio report, namely Global Gesture Recognition Market for Consumer Electronic Devices 2015-2019, is based on an in-depth market analysis, with inputs from industry experts. The report covers the Americas, EMEA and APAC markets. It also presents the current market landscape and its growth prospects in the coming years.

Key Regions

  • Americas
  • EMEA
  • APAC

Key Vendors

  • CrunchFish
  • eyeSight Technologies
  • Intel
  • Microsoft
  • PointGrab
  • Samsung
  • SoftKinetic
  • Sony

Market Driver

  • Growth of Consumer Electronics Market
  • For a full and detailed list, view our report

Market Challenge

  • Low Value Addition
  • For a full and detailed list, view our report

Market Trend

  • Increase in Vendor Population
  • For a full and 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

01. Executive Summary

02. List of Abbreviations

03. Market Overview

04. Scope of the Report

  • 04.1. Definitions
    • 04.1.1. Smart TV
    • 04.1.2. Smartphone and Tablet
    • 04.1.3. Gaming Consoles
    • 04.1.4. Desktop and Portable PCs
    • 04.1.5. Gestures
    • 04.1.6. 2D Gesture Recognition
    • 04.1.7. 3D Gesture Recognition
  • 04.2. Market Size Calculation
  • 04.3. Geographical Segmentation
  • 04.4. Vendor Segmentation
  • 04.5. Base Year
  • 04.6. Common Currency Conversion Rates

05. Introduction

  • 05.1. Gesture Recognition Technology Overview
    • 05.1.1. Definition
    • 05.1.2. How it Works?
  • 05.2. History
  • 05.3. Current Scenario
  • 05.4. Future Perspective

06. Market Size and Forecast

07. Five Forces Analysis

  • 07.1. Bargaining Power of Suppliers
  • 07.2. Bargaining Power of Buyers
  • 07.3. Threat of Rivalry
  • 07.4. Threat of New Entrants
  • 07.5. Threat of Substitutes

08. Geographical Analysis

  • 08.1. Americas
  • 08.2. EMEA
  • 08.3. APAC

09. Market Growth Drivers

10. Market Challenges

11. Market Trends

12. Vendor Landscape

  • 12.1. Competitive Scenario

13. Key Vendor Analysis

  • 13.1. Crunchfish
    • 13.1.1. Key Facts
    • 13.1.2. Business Overview
    • 13.1.3. Recent Developments
  • 13.2. eyeSight Technologies
    • 13.2.1. Key Facts
    • 13.2.2. Business Overview
    • 13.2.3. Key Investors
    • 13.2.4. Recent Developments
    • 13.2.5. Key Highlights
  • 13.3. Intel
    • 13.3.1. Key Facts
    • 13.3.2. Business Overview
    • 13.3.3. Business Segmentation by Revenue 2014
    • 13.3.4. Intel in Gesture Recognition for Desktop PCs and Laptops
    • 13.3.5. Recent Developments
  • 13.4. Microsoft
    • 13.4.1. Key Facts
    • 13.4.2. Business Overview
    • 13.4.3. Business Segmentation by Revenue 2014
    • 13.4.4. Microsoft in Gesture Recognition for Gaming Consoles
  • 13.5. PointGrab
    • 13.5.1. Key Facts
    • 13.5.2. Business Overview
    • 13.5.3. Recent Developments
    • 13.5.4. Key Highlights
  • 13.6. Samsung
    • 13.6.1. Key Facts
    • 13.6.2. Business Overview
    • 13.6.3. Business Segmentation by Revenue 2014
    • 13.6.4. Gesture Control Recognition in Samsung Smart TV's
  • 13.7. SoftKinetic
    • 13.7.1. Key Facts
    • 13.7.2. Business Overview
    • 13.7.3. Key Offerings
    • 13.7.4. Markets Served
    • 13.7.5. Key Partners
    • 13.7.6. Gesture Recognition for Gaming Consoles
    • 13.7.7. Recent Developments
    • 13.7.8. Key Highlights
  • 13.8. Sony
    • 13.8.1. Key Facts
    • 13.8.2. Business Overview
    • 13.8.3. Business Segmentation by Revenue 2015
    • 13.8.4. Key Highlights for Gesture Recognition in Gaming Consoles

14. Other Reports in this Series

List of Exhibits

  • Exhibit 1: Market Size and Forecast by Revenue and Unit Shipments 2014-2019
  • Exhibit 2: Unit Shipments of Consumer Electronic Devices with Gesture Recognition 2014-2019 (millions of units)
  • Exhibit 3: Revenue Generated by Consumer Electronic Devices with Gesture Recognition 2014-2019 ($ millions)
  • Exhibit 4: Segmentation of Global Gesture Recognition Market for Consumer Electronic Devices 2014
  • Exhibit 5: Unit Shipments of Consumer Electronic Devices 2014-2019 (millions of units)
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