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ハプティクス (触感技術) 2018 - 2028年:技術・市場・参入企業

Haptics 2018-2028: Technologies, Markets and Players

発行 IDTechEx Ltd. 商品コード 339350
出版日 ページ情報 英文 227 Slides
納期: 即日から翌営業日
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ハプティクス (触感技術) 2018 - 2028年:技術・市場・参入企業 Haptics 2018-2028: Technologies, Markets and Players
出版日: 2018年03月31日 ページ情報: 英文 227 Slides
概要

ハプティクス産業の市場規模は、2028年までに30億米ドルの規模に達する見込みです。

当レポートは、ハプティクス (触感フィードバック) 技術市場を取り上げ、現在の主流である偏心モーター (ERM) 、リニアバイブレーター (LRA) 、ピエゾ (圧電) 素子と、圧電性高分子、静電摩擦 (ESF) 、超音波振動 (USV) 等の主要技術を解説し、市場概要およびハプティクスのバリューチェーンを調査分析するとともに、市場予測を提示し、主要な企業の概要をまとめています。

第1章 イントロダクション

第2章 ハプティクス技術

  • 対象ハプティクスの種類
  • ハプティクスフィードバック (触覚フィードバック) の技術ベンチマーキング
  • 技術即応度・導入

第3章 電磁ハプティックアクチュエーター:偏心モーター (ERM)、リニア共振アクチュエーター (LRA) 、ボイスコイルモーター (VCM) および新しいオプション

  • 偏心モーター (ERMモーターまたはERM)
  • リニア共振アクチュエーター (LRA)
  • ボイスコイルモーター (VCM)
  • 電磁アクチュエーターの新バージョン
  • 主要サプライヤーの実例

第4章 ピエゾ (圧電) アクチュエーター

  • 背景・定義
  • 圧電ハプティクスアクチュエーター
  • 圧電アクチュエーターのマテリアル
  • デバイス統合
  • 統合による課題:耐久性
  • 圧電複合材料も選択肢
  • 結合センサー - アクチュエーターシステムと圧電の連動
  • サーフェスハプティクスにおける使用
  • 圧電アクチュエーターのバリューチェーン
  • SWOT:圧電セラミックス

第5章 電気活性高分子 (EAP)

  • 電気活性高分子 (EAP) の種類
    • EAPの物理的特徴の比較
  • 誘電エラストマー (DEA)
    • セラミックスおよびSMAとDEAの比較
    • ハプティクスアクチュエーターとしての誘電エラストマー
    • 人工筋肉に何が起こったか?
    • SWOT:誘電エラストマー
  • 圧電性高分子
    • 背景・定義:圧電定数
    • なぜ高分子を使うのか?
    • ハプティクスアクチュエーター向けPVDV系高分子の選択肢
  • 高分子ハプティクスによるデモ製品
  • SWOT:圧電性高分子

第6章 形状記憶合金 (SMA)

  • 形状記憶合金のイントロダクション
  • 従来のハプティクスアクチュエーターとしてのSMAの採用
  • SMAハプティクス:いくつかのメリット
  • SWOT:SMA

第7章 サーフェスハプティクス: 可変摩擦向けアクチュエーター

  • 電気機械的アクチュエーターによるサーフェスハプティクス
  • 屈曲波ハプティクスフィードバック
  • Google によるRedux ST の買収
  • hap2U
  • 日本電産コパル:サーフェスハプティクス
  • SWOT:EMサーフェスハプティクス
  • 触知せん断ハプティクス
  • 触知せん断フィードバック
  • 可変摩擦ディスプレイ向けせん断力
  • 静電摩擦 (ESF)
  • O-Film によるSensegの買収
  • SWOT:静電摩擦
  • 超音波振動 (USV)
  • SWOT:超音波振動
  • マイクロ流体表面張力ハプティクス
  • マイクロ流体:Tactus Technology
  • その他のマイクロ流体ハプティクス:HaptX (前 Axon VR)
  • 結論:サーフェスハプティクス

第8章 非接触ハプティクス

  • 背景
  • 用途・促進因子
  • 超音波
  • 自動車向け非接触ハプティクス
  • Ultrahaptics:CES 2018における発表
  • Ultrahaptics + Meta + Zerolight
  • Metasonics
  • Hanyang University
  • Air Vortex
  • 非接触ハプティクスの技術比較
  • 製品化

第9章 市場

  • 消費者エレクトロニクス:携帯電話
  • ゲーム
  • 消費者エレクトロニクス:タブレット
  • 消費者エレクトロニクス:ウェアラブル
  • 消費者エレクトロニクス:その他
  • 自動車
  • 実例:自動車市場をターゲットにするNidec
  • 自動車向け非接触ハプティクス:Bosch とUltrahaptics
  • 医療
  • 家庭用電化製品、業務用およびその他の用途

第10章 ケーススタディ:VR向けハプティクス

第11章 関連トピック:パワーアシストスーツ (エクソスケルトン) とアパレル

第12章 CES 2018におけるハプティクス

第13章 市場予測

第14章 ハプティクスのバリューチェーン

第15章 企業プロファイル

  • インタビューに基づいた企業プロファイル (25社)
  • 企業プロファイル (10社)
  • その他の言及した企業
目次

Haptics are key technologies found as an essential feature enhancing the user experience in many very familiar products today. Whether as notification provision in a vibrating smartphone, tension building in a video game controller, or input confirmation in an industrial scanner, haptics technologies have now reached billions of electronics devices. The report finds that the haptics industry will be worth over $3 billion by 2028.

The changing application landscape

After many years of deployment in devices such as games console controllers, the largest success for the haptics market in terms of volume has been their ubiquitous adoption in smartphones. However, as this market has become increasingly commoditised, players have become increasingly desperate to drive change, either within the core technologies or in the markets generating revenue for haptics.

The most attractive market to emerge for haptics has been virtual reality. The first widespread commercially viable VR platforms hit mainstream markets in 2016, and haptic feedback is a common and essential feature in many of the handheld controllers incorporate in these systems. Not only this, but haptics is commonly touted as one of the key areas with unmet technology needs, providing fuel to drive new investment for new players with new technologies to serve this future market.

In this report, IDTechEx have detailed an extensive section covering haptics in VR. This has been compiled via primary research over 18 months including visiting events and companies to interview all of the key players. Via these interviews and case studies, the report describes an application and technology roadmap for haptics in VR, as well as quantitative market forecasts detailing the market size today and a scenario for its progression over the next decade.

image1

Haptics technology options

The eccentric rotating mass (ERM) motor has been the cheap, robust and very effective incumbent technology in haptics for the best part of two decades. However, changes at the core of the market have seen increasing adoption over linear resonant actuators (LRAs) in key products, by key players in key verticals.

However, the technology landscape is much more diverse than these incumbents. In this report, IDTechEx list all of the significant emerging haptic technologies being developed and commercialised today to enter the market in the coming decade. This includes technologies like voice coils or piezoceramics, which are not new but have not reached the mainstream like either ERM motors or LRAs.

There is also a large selection of emerging technologies, each with exciting properties that could potentially help to carve out specific niches within the competitive haptics market. These include actuators based on new materials like piezoelectric polymers, other electroactive polymers (EAPs) and shape memory alloys (SMAs). It also covers surface haptics including electrostatic (ESF), ultrasonic (USV) and even microfluidic solutions. The report also discusses contactless haptics, including prominent ultrasonic options but also various other emerging techniques to provide haptic feedback at a distance.

image2

The competitive landscape

As changes are driven in both technologies and applications, it is most important to understand the dynamics, opinions and progress of all of the players involved. The report from IDTechEx mentions 120 different players in the haptics value chain, including materials suppliers, haptics component manufactures, technology developers, companies in the IP landscape, key integrators and manufacturers, right through to case studies from various end users by industry vertical.

The bulk of the research has been conducted through primary interviews, conducted in person on site visits or at events, or by telephone with key personnel at leading players. The report contains 22 full interview-based profiles, plus primary content from around 40 players from the haptics value chain.

As the industry develops, report customers can use the 30 minutes of analyst access to get the latest updates as IDTechEx's analysts continue to cover the space, with new interviews, event visits and case studies.

Analyst access from IDTechEx

All report purchases include up to 30 minutes telephone time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Table of Contents

1. INTRODUCTION

  • 1.1. What are haptics?
  • 1.2. Two sides to the industry: Tactile and kinaesthetic
  • 1.3. Characterisation within this report
  • 1.4. Haptic Technologies: A brief overview
  • 1.5. How the sense of touch works
  • 1.6. The potential value-adds from haptic feedback
  • 1.7. Potential vs actual use of haptics
  • 1.8. The old status quo: ERMs dominate
  • 1.9. ERM motors are a difficult incumbent to replace
  • 1.10. Recent changes: LRAs gain market share
  • 1.11. The incumbents dominate for the foreseeable future
  • 1.12. New markets provide the greatest opportunities
  • 1.13. Emerging haptics find their niches
  • 1.14. Quantifying the potential opportunity

2. HAPTICS TECHNOLOGIES

  • 2.1. Types of Haptics Covered
  • 2.2. Technology Benchmarking for Haptic Feedback
  • 2.3. Technology Readiness and Adoption

3. ELECTROMAGNETIC HAPTIC ACTUATORS: ERMS, LRAS, VCMS AND EMERGING OPTIONS

  • 3.1. Eccentric Rotating Mass Motors (ERM motors or ERMs)
    • 3.1.1. ERM Motor Structure
    • 3.1.2. ERM Drivers
    • 3.1.3. SWOT Analysis - ERM Motors
  • 3.2. Linear resonant actuators (LRAs)
    • 3.2.1. LRA Structure
    • 3.2.2. Apple's Taptic Engine
    • 3.2.3. Typical LRA specs
    • 3.2.4. SWOT: Linear Resonant Actuators (LRAs)
  • 3.3. Voice coil motors (VCMs)
    • 3.3.1. Voice coil motor structure
    • 3.3.2. Nidec Sankyo: VCMs for haptics
    • 3.3.3. SWOT: Voice coil motors (VCMs)
  • 3.4. New versions of electromagnetic actuators
    • 3.4.1. General Vibration: "SAVANT"
    • 3.4.2. SAVANT with ERM motors - the Gemini Drive
    • 3.4.3. Nanoport R&D: Tachammer
  • 3.5. Examples of leading suppliers
    • 3.5.1. Examples of ERM & LRA Suppliers
    • 3.5.2. Challenging times for previous leaders

4. PIEZOELECTRIC ACTUATORS

  • 4.1. Background and Definitions
  • 4.2. Piezoelectric Haptic Actuators
  • 4.3. Piezoelectric Actuator Materials
  • 4.4. Device Integration
  • 4.5. Challenges with integration: Durability
  • 4.6. Piezoelectric composites are also an option
  • 4.7. Coupled sensor-actuator systems with piezoelectrics
  • 4.8. Use in surface haptics
  • 4.9. Value chain for piezoelectric actuators
  • 4.10. SWOT: Piezoelectric Ceramics

5. ELECTROACTIVE POLYMERS (EAPS)

  • 5.1.1. Types of electroactive polymer (EAP)
    • 5.1.2. Types of electroactive polymer (continued)
    • 5.1.3. Comparing physical properties of EAPs
  • 5.2. Dielectric elastomers (DEAs)
    • 5.2.1. Comparing DEAs with Ceramics and SMAs
    • 5.2.2. Dielectric elastomers as haptic actuators
    • 5.2.3. Artificial Muscle: Ownership and progress
    • 5.2.4. SWOT: Dielectric elastomers
  • 5.3. Piezoelectric Polymers
    • 5.3.1. Background and Definitions: Piezoelectric constants
    • 5.3.2. Why use a polymer? - Materials Choices
    • 5.3.3. PVDF-based polymer options for haptic actuators
  • 5.4. Demonstrator product with polymer haptics
  • 5.5. SWOT: Piezoelectric polymers

6. SHAPE MEMORY ALLOYS (SMAS)

  • 6.1. Introduction to shape memory alloys
  • 6.2. Deploying SMA as conventional haptic actuators
  • 6.3. SMA haptics: some metrics
  • 6.4. SWOT: SMAs

7. SURFACE HAPTICS - ACTUATORS FOR VARIABLE FRICTION

  • 7.1. Surface haptics with electromechanical actuators
  • 7.2. Bending wave haptic feedback
  • 7.3. Redux ST acquired by Google
  • 7.4. hap2U
  • 7.5. Nidec Copal - surface haptics
  • 7.6. SWOT: EM surface haptics
  • 7.7. Tactile shear haptics
  • 7.8. Tactile Shear Feedback
  • 7.9. Tactical Haptics: custom VR controllers
  • 7.10. Shear forces for variable friction displays
  • 7.11. Electrostatic Friction (ESF)
  • 7.12. O-Film's acquisition of Senseg
  • 7.13. SWOT: Electrostatic Friction
  • 7.14. Ultrasonic Vibration (USV)
  • 7.15. SWOT: Ultrasonic vibration
  • 7.16. Microfluidic surface haptics
  • 7.17. Microfluidics: Tactus Technology
  • 7.18. Other microfluidic haptics: HaptX (formerly Axon VR)
  • 7.19. Conclusions: Surface haptics

8. CONTACTLESS HAPTICS

  • 8.1. Background
  • 8.2. Applications and Drivers
  • 8.3. Ultrasonic
  • 8.4. Contactless haptics for automotive: Bosch and Ultrahaptics at CES 2017
  • 8.5. Ultrahaptics: Announcements at CES 2018
  • 8.6. Ultrahaptics + Meta + Zerolight
  • 8.7. Metasonics
  • 8.8. Hanyang University
  • 8.9. Air Vortex
  • 8.10. Technology comparison for contactless haptics
  • 8.11. The commercial reality

9. MARKETS

  • 9.1. Consumer Electronics: Mobile Phones
  • 9.2. Gaming
  • 9.3. Consumer Electronics: Tablets
  • 9.4. Consumer Electronics: Wearables
  • 9.5. Consumer Electronics: Others
  • 9.6. Automotive
  • 9.7. Example: Nidec targeting the automotive sector
  • 9.8. Contactless haptics for automotive: Bosch and Ultrahaptics
  • 9.9. Medical
  • 9.10. Home appliance, commercial and other uses

10. CASE STUDY: HAPTICS FOR VR

  • 10.1. Stimulating the senses: Sight, sound, touch and beyond
  • 10.2. Haptics in mainstream VR today
  • 10.3. Categories for the technology today
  • 10.4. Haptics in controllers: inertial and surface actuation
  • 10.5. Example: Surface actuation on a controller
  • 10.6. Motion simulators and vehicles: established platforms
  • 10.7. New motion simulators are still used to show off VR
  • 10.8. Examples: personal VR motion simulators and vehicles
  • 10.9. Wearable haptic interfaces
  • 10.10. Wearable haptic interfaces - rings
  • 10.11. Commercial examples: GoTouchVR
  • 10.12. Wearable haptic interfaces - gloves
  • 10.13. Examples: Virtuix, NeuroDigital Technologies
  • 10.14. Wearable haptic interfaces - shoes
  • 10.15. Commercial examples: Nidec, CEREVO, and others
  • 10.16. Wearable haptic interfaces - harnesses and apparel
  • 10.17. Wearable haptic interfaces - exoskeletons
  • 10.18. Commercial examples: Dexta Robotics
  • 10.19. Kinaesthetic haptics
  • 10.20. Kinaesthetic devices: types and process flow
  • 10.21. Exoskeletons
  • 10.22. Manipulandums
  • 10.23. FundamentalVR - haptics for training surgeons in VR
  • 10.24. Robotics: Hacking existing platforms to build kinaesthetic haptics
  • 10.25. The case for contactless haptics in VR

11. RELATED TOPIC: POWER-ASSIST EXOSKELETONS AND APPAREL

  • 11.1. Power assist exoskeletons
  • 11.2. The relationship between assistive devices and kinaesthetic haptics
  • 11.3. Roots in medical rehabilitation
  • 11.4. Example: Ekso Bionics
  • 11.5. Rehabotics Medical Technology
  • 11.6. Sense Glove
  • 11.7. BrainCo creates affordable smart prosthetics
  • 11.8. Rapael smart glove for home rehab
  • 11.9. Towards other application areas
  • 11.10. Power assist suits from UPR
  • 11.11. Power assist apparel - Superflex
  • 11.12. AIM and Racer
  • 11.13. Teslasuit
  • 11.14. Geographical and market trends

12. HAPTICS AT CES 2018

  • 12.1. Haptics at CES 2018
  • 12.2. AIM and Racer
  • 12.3. AIM (Handout)
  • 12.4. Cerevo
  • 12.5. GoTouch VR
  • 12.6. List CEA Tech
  • 12.7. Metasonics
  • 12.8. Nanomagnetics & Nanoport
  • 12.9. Nanoport - Tachammer
  • 12.10. Nidec (Copal & Sankyo)
  • 12.11. Nidec Copal - surface haptics
  • 12.12. Nidec Sankyo - VCM haptics
  • 12.13. Rehabotics Medical Technology
  • 12.14. Sense Glove
  • 12.15. Tactical Haptics
  • 12.16. Teslasuit
  • 12.17. Ultrahaptics
  • 12.18. Ultrahaptics + Meta + Zerolight
  • 12.19. BrainCo creates affordable smart prosthetics
  • 12.20. Rapael smart glove for home rehab

13. MARKET FORECASTS

  • 13.1. Forecast details and assumptions
  • 13.2. Haptics revenue by technology, 2015 - 2028
  • 13.3. Haptics sales volumes by technology, 2015 - 2028
  • 13.4. Haptics revenue by market sector, 2015 - 2028
  • 13.5. ERM Motor-based haptics: Revenue by market sector, 2015-2028
  • 13.6. LRA-based haptics: Revenue by market sector, 2015-2028
  • 13.7. Other electromagnetic haptics (including VCM & custom systems): Revenue by market sector, 2015-2028
  • 13.8. 10 different categories of emerging tactile haptics: Revenue by technology, 2015-2028
  • 13.9. Emerging tactile haptics: Revenue by market sector, 2015-2028
  • 13.10. Haptics spend per device increases in key product areas
  • 13.11. Haptics forecasts by product type
  • 13.12. Smartphone haptics: revenue by technology, 2015-2028
  • 13.13. Smartphone haptics, volume split by technology, 2015-2028
  • 13.14. Introducing additional haptic features in smartphones
  • 13.15. Cost of smartphone haptics by technology, 2018-2028
  • 13.16. Revenue from haptics in VR by technology, 2015-2028
  • 13.17. Haptics revenue in games console controllers, 2015 - 2028
  • 13.18. Revenue from emerging haptics in VR & gaming accessories, 2015-2028
  • 13.19. The haptics spend per device is increasing
  • 13.20. Revenue from haptics in other consumer electronics by technology, 2015-2028
  • 13.21. Revenue from haptics in wearables by technology, 2015-2028
  • 13.22. Revenue from haptics in automotive by vehicle type, 2015-2028
  • 13.23. Revenue from haptics in automotive by technology, 2015-2028

14. THE HAPTICS VALUE CHAIN

  • 14.1. Value chain summary
  • 14.2. Lists of 120 haptics companies (by technology and value chain position)
  • 14.3. List of haptics companies: technology and component manufacturing
  • 14.4. List of haptics companies: Supporting ecosystem
  • 14.5. List of haptics companies: End users

15. COMPANY PROFILES

  • 15.1. 25 Interview-based Company Profiles
    • 15.1.1. AIM & Racer
    • 15.1.2. Aito
    • 15.1.3. Arkema (Piezotech)
    • 15.1.4. Artificial Muscle Inc. (part of Parker Hannifin)
    • 15.1.5. General Vibration
    • 15.1.6. GoTouch VR
    • 15.1.7. Hanyang University
    • 15.1.8. HAP2U
    • 15.1.9. Immersion Corporation
    • 15.1.10. Metasonics
    • 15.1.11. Nanomagnetics & Nanoport
    • 15.1.12. Nidec (Copal & Sankyo)
    • 15.1.13. Nidec Corporation
    • 15.1.14. Novasentis
    • 15.1.15. Precision Microdrives
    • 15.1.16. Quad Industries
    • 15.1.17. Redux ST
    • 15.1.18. Rehabotics Medical Technology
    • 15.1.19. Sense Glove
    • 15.1.20. Solvay
    • 15.1.21. Tactical Haptics
    • 15.1.22. Tactus Technologies
    • 15.1.23. Tangio Printed Electronics
    • 15.1.24. Teslasuit
    • 15.1.25. Ultrahaptics Ltd.
  • 15.2. 10 Background Company Profiles
    • 15.2.1. AAC Technologies
    • 15.2.2. Bluecom Co. Ltd.
    • 15.2.3. BrainCo
    • 15.2.4. Cerevo
    • 15.2.5. Jahwa Electronics
    • 15.2.6. KOTL - Jinlong Machinery
    • 15.2.7. LG Innotek
    • 15.2.8. List CEA Tech
    • 15.2.9. Neofect (Rapael Smart Glove)
    • 15.2.10. SEMCO
  • 15.3. 31 other companies mentioned
    • 15.3.1. Acura
    • 15.3.2. Apple
    • 15.3.3. Bosch
    • 15.3.4. CML
    • 15.3.5. Control VR
    • 15.3.6. DARPA
    • 15.3.7. Dexta Robotics
    • 15.3.8. Disney Research
    • 15.3.9. Ekso Bionics
    • 15.3.10. Feel VR
    • 15.3.11. Fujitsu
    • 15.3.12. Fundamental VR
    • 15.3.13. Geomagic
    • 15.3.14. Google
    • 15.3.15. Guangshou NINED Digital Technology
    • 15.3.16. Icaros
    • 15.3.17. Leap Technologies
    • 15.3.18. Microsoft Research
    • 15.3.19. NeruoDigital Technologies
    • 15.3.20. Nullspace VR
    • 15.3.21. O-Film (Senseg)
    • 15.3.22. Qualcomm
    • 15.3.23. Queen's University Belfast
    • 15.3.24. Samsung
    • 15.3.25. Seismic (Superflex)
    • 15.3.26. SensAble
    • 15.3.27. SkiFi Labs
    • 15.3.28. Sony
    • 15.3.29. Stanford University
    • 15.3.30. UPR
    • 15.3.31. Virtuix
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