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拡張現実 (AR)・混合現実 (MR)・仮想現実 (VR) の各種技術・市場予測・主要企業:2020-2030年

Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies

発行 IDTechEx Ltd. 商品コード 499451
出版日 ページ情報 英文 198 Slides
納期: 即日から翌営業日
価格
拡張現実 (AR)・混合現実 (MR)・仮想現実 (VR) の各種技術・市場予測・主要企業:2020-2030年 Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies
出版日: 2019年12月30日 ページ情報: 英文 198 Slides
担当者のコメント
VR・AR・MRは、従来とは違うリアルな体験ができ、技術も日々進化し続けています。また様々な分野への応用が期待されております。
概要

当レポートでは、拡張現実 (AR)・混合現実 (MR)・仮想現実 (VR) の市場を調査し、主なAR&VRヘッドセット・その他製品の概要、ディスプレイ・マイクロディスプレイ・光学エンジン・ハプティクスなど各種実現技術の動向、企業による技術開発・製品化の動向、市場成長予測、主要企業のプロファイルなどをまとめています。

第1章 エグゼクティブサマリー

第2章 イントロダクション

第3章 仮想現実(VR)

  • イントロダクション
  • VRヘッドセットの種類
  • PC向けVRおよびコンソールVR
  • VRのセットアップ
  • トラッキング(1) - インサイドアウト・セットアップの基本的な説明
  • トラッキング(2) - 典型的なアウトサイドインPC VRセットアップ
  • 関連商品タイプ:バックパックVR
  • 没入感を最大限に高めるバックパックVR
  • その他の回避策:ユーザーの動きを制約する
  • スマートフォン/モバイルVR
  • スマートフォンVR事例(ハイエンド)
  • スマートフォンVR事例(ローエンド)
  • スタンドアロンVR
  • スタンドアロンVRヘッドセットの状況
  • スタンドアロンVRの成功に必要な主な進歩
  • VRの主要企業プロファイル
  • Oculus
  • OculusのVR製品
  • HTC Vive
  • ソニー:プレイステーションVR
  • Windowsの複合現実
  • Goertek
  • Pico
  • Alcatel (TCL)
  • LeEco
  • ANT VR
  • Fove Inc

第4章 VR:関連製品分野

  • FPVとビデオグラス
  • 例:Shenzhen Topsky Industrial

第5章 VR:議論と展望

  • VRの未来
  • VR:過去のデバイス販売
  • ゲーム用PC VRヘッドセットの利用状況データ
  • VR:数量予測
  • VR:収益予測
  • ハードウェア販売のサイクル性
  • 取り組むべき技術的課題
  • VR:サマリーと展望
  • VR:データと予測(出荷量、2010年~2030年)
  • VR:データと予測(売上高、2010年~2030年)

第6章 拡張現実 (AR) と混合現実 (MR)

  • イントロダクション
  • VR、AR、MRの比較
  • ARとMRの比較
  • AR/MRハードウェア製品の流通
  • AR/MRのカテゴリー
  • ARとMRのセクター
  • 分類 - スマートフォンAR/MR
  • 分類 - PC AR/MR
  • 分類 - スタンドアロンAR/MR
  • スタンドアロンARフォームファクター
  • AR/MRハードウェアのターゲット
  • AR/MRの主要企業プロファイル
  • Microsoft: Hololens
  • Magic Leap
  • Google Glass
  • Vuzix
  • Lenovo
  • Epson
  • DAQRI
  • E-Space Time
  • Shadow Creator
  • Realwear
  • Volvo/Varjo
  • North
  • RideOn

第7章 ARおよびMR:コンポーネントおよびリファレンスヘッドセットサプライヤー

  • イントロダクション
  • Lumus
  • Kopin
  • Optinvent
  • LetinAR
  • eMagin
  • Dispelix
  • Syndiant

第8章 ARおよびMR:関連製品分野

  • 関連製品企業
  • AR・MRの関連分野:聴力メガネ、カメラメガネ、赤外線カメラ
  • Oakley: Radar Pace
  • シャープ: Spectacles
  • OrCam MyEye
  • Shenzhen Langahiyin Electronic Ltd
  • AR Senz
  • AMA XPERTEYE
  • Ultraleap

第9章 ARおよびMR:議論と展望

  • ARおよびMRの未来
  • ARおよびMR:議論と展望
  • ARおよびMR:過去のデバイス販売
  • デバイスタイプ別の展望
  • ARおよびMR:数量予測
  • ARおよびMR:収益予測
  • ARおよびMR:サマリーと展望
  • ARおよびMR:データと予測(出荷量、2010年~2030年)
  • ARおよびMR:データと予測(売上高、2010年~2030年)

第10章 主要ハードウェアの動向

  • ユーザーエクスペリエンスに影響を与えるXRプロパティ
  • XRデバイスにはどのような光学やディスプレイが使われているのか
  • XRデバイスの位置づけとは
  • 特性

第11章 光学センサー

  • 3Dイメージングとモーションキャプチャー
  • アプリケーションの例:アニメーションでのモーションキャプチャー
  • 立体映像
  • ToF
  • 立体照明
  • 3Dイメージング技術の比較
  • 例)Leap Motion (part of Ultraleap)
  • 例) Microsoft:KinectからHololensまで
  • 例)IntelのRealSense
  • 例)Occipital
  • 商用3Dカメラの例
  • 記号例)Orbbec
  • 企業例:uSens

第12章 VR、ARおよびMR向けのソフトウェアとコンテンツ制作

  • サマリー
  • ARおよびMRのためのSDK
  • Unity
  • Vuforia
  • nVidia
  • コンテンツの例)Pokemon Go App
  • コンテンツの例)IKEA Place

第13章 失敗、スピンアウト、復活

目次

Title:
Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies
Encompassing XR headsets, technologies, forecasts and players in AR (augmented reality), MR (mixed reality) and VR (virtual reality) markets.

"The market size of XR (virtual, augmented and mixed reality) is predicted to be over $30Bn by 2030."

Augmented, virtual, and mixed reality products are at the forefront of technological change. Over the 2010-2020 decade, there have been many new products released which have captured the imagination of creators, developers and businesses alike. This report on XR includes market research on AR (augmented reality), VR (virtual reality) and MR (mixed reality) areas, compiled from historic data from nearly 100 companies and over 170 distinct products, with forecasts from 2020-2030.

XR products captured the consumers imagination during the early 2010s with the release of devices such as Google Glass. In the decade since, there have been a wide range of applications for such devices, from gaming, uses in education, to enterprise such as remote assistance and hands-free working. Over the past decade, technology has driven smaller, faster, and more powerful devices for users. The next decade promises many new and exciting products, allowing a more immersive experience for users.

This report characterises the markets, technologies and players in the AR, VR and MR market. The study includes market data from 2010-2018 and forecasts from 2020-2030. The report covers various headsets in these markets and discusses the applications and use cases for them.

The VR, AR and MR products discussed in this report are defined as devices which "create digital environments that users can interact with". In this report, virtual reality devices are those which completely replace reality with a new 3D environment, augmented reality products overlay digital content onto the real world, and mixed reality products add superimposed images which interacts spatially with the real world in real time. The products investigated in detail in this report do not include headsets which provide a "first person view" or "video glasses" which display visual and audio content via a headset to a user, as they do not try to create a virtual reality. environment, but they are included for completeness and comparison purposes.

Within the categories, of VR, AR and MR, there are three distinct groups which can be made: PC products which need a physical PC attachment, standalone products which do not require a PC and smartphone products, which are those which use a smartphone's capabilities to implement the immersive experience. All three of these groups for VR, AR and MR are discussed and compared in this report, with historical data from 10 years worth of products, and forecasts up to 2030.

The forecasts show that both the markets in VR and AR&MR are growing, with the combined markets expected to grow over $30Bn by 2030. Along with the forecasts, this report also discusses the trends in technology used in various XR products, for example, comparing the weight, field of view, resolution and display type, for over 175 products. The methodology for this research has both primary and secondary research, by contacting company executives and developers to identify the most recent technological advances in the XR market.

With many different research topics, IDTechEx have a broad network of experience and experience across the expert team of analysts for this research. On top of this, IDTechEx hosts leading events covering AR VR MR technology, and the analyst team travels, speaks and meets companies globally each year. The result of these efforts enables this report to be the most comprehensive characterisation of the AR VR and MR industry today, and an excellent resource for anyone involved or investigating this space.

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. EXECUTIVE SUMMARY

  • 1.1. Executive Introduction
  • 1.2. Timeline of XR products
  • 1.3. XR is used in many different applications
  • 1.4. Terminology
  • 1.5. Classification of XR products (1)
  • 1.6. Companies in the XR Space
  • 1.7. Technical and Physical Trends
  • 1.8. Volumes and Value trends
  • 1.9. Key Takeaways

2. INTRODUCTION

  • 2.1. Introduction: Virtual, Augmented and Mixed Reality
  • 2.2. XR has advanced in the past decade
  • 2.3. Terminology: Search trends
  • 2.4. Glossary
  • 2.5. Nomenclature: VR, AR, MR, XR
  • 2.6. Definitions and product categories
  • 2.7. Related areas to VR: FPV, video glasses
  • 2.8. Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging
  • 2.9. Product ecosystem beyond the hardware
  • 2.10. Most prominent patentholders
  • 2.11. VC funding for AR & VR
  • 2.12. Huge private investment in parallel
  • 2.13. How much money is needed?
  • 2.14. Applications in VR, AR & MR
  • 2.15. AR and VR could help reduce the "Skills Gap"
  • 2.16. Younger generations could become accustomed to interacting with AR applications

3. VIRTUAL REALITY (VR)

  • 3.1. Introduction
  • 3.2. Types of VR headset
  • 3.3. PC VR & Console VR
  • 3.4. Virtual Reality Set-ups
  • 3.5. Tracking (1) - A basic explanation of an inside-out setup
  • 3.6. Tracking (2) - A typical outside-in PC VR setup
  • 3.7. Related product types: Backpack VR
  • 3.8. Backpack VR for maximum immersion
  • 3.9. Other workarounds: Constraining user movement
  • 3.10. Smartphone / mobile VR
  • 3.11. Smartphone VR examples (high end)
  • 3.12. Smartphone VR examples (low end)
  • 3.13. Standalone VR
  • 3.14. Standalone VR headset landscape
  • 3.15. Key advances required for Standalone VR success
  • 3.16. Profiles of key players in VR
  • 3.17. Oculus
  • 3.18. Oculus: VR products today
  • 3.19. HTC Vive
  • 3.20. Sony: PlayStation VR
  • 3.21. Windows Mixed Reality
  • 3.22. Goertek
  • 3.23. Pico
  • 3.24. Alcatel (TCL)
  • 3.25. LeEco
  • 3.26. ANT VR
  • 3.27. Fove Inc

4. VR: RELATED PRODUCT AREAS

  • 4.1. FPV and video glasses
  • 4.2. Example: Shenzhen Topsky Industrial

5. VR: DISCUSSION AND FORECASTS

  • 5.1. The future of VR
  • 5.2. VR: Historic device sales
  • 5.3. Data on PC VR headset usage for gaming
  • 5.4. VR: Volume forecasts
  • 5.5. VR: Revenue forecasts
  • 5.6. Cyclic nature of hardware sales
  • 5.7. Prominent technical challenges to be addressed
  • 5.8. VR: Summary and outlook
  • 5.9. VR: Full data and forecast (Volume, 2010 - 2030)
  • 5.10. VR: Full data and forecast (Revenue, 2010 - 2030)

6. AUGMENTED AND MIXED REALITY (AR & MR)

  • 6.1. Introduction
  • 6.2. Comparison between VR, AR and MR
  • 6.3. Comparison between AR and MR
  • 6.4. AR/MR Hardware Product Distribution
  • 6.5. Categories of AR/MR
  • 6.6. Sectors for AR and MR
  • 6.7. Classification - Smartphone AR/MR
  • 6.8. Classification - PC AR/MR
  • 6.9. Classification - Standalone AR/MR
  • 6.10. Standalone AR Form Factor Landscape
  • 6.11. Targets for AR/MR hardware
  • 6.12. Profiles of Key players in AR/MR
  • 6.13. Microsoft: Hololens
  • 6.14. Magic Leap
  • 6.15. Google Glass
  • 6.16. Vuzix
  • 6.17. Lenovo
  • 6.18. Epson
  • 6.19. DAQRI
  • 6.20. E-Space Time
  • 6.21. Shadow Creator
  • 6.22. Realwear
  • 6.23. Volvo/Varjo
  • 6.24. North
  • 6.25. RideOn

7. AR & MR: COMPONENT AND REFERENCE HEADSET SUPPLIERS

  • 7.1. Introduction
  • 7.2. Lumus
  • 7.3. Kopin
  • 7.4. Optinvent
  • 7.5. LetinAR
  • 7.6. eMagin
  • 7.7. Dispelix
  • 7.8. Syndiant

8. AR & MR: RELATED PRODUCT AREAS

  • 8.1. Related product companies
  • 8.2. Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging
  • 8.3. Oakley: Radar Pace
  • 8.4. Snap Inc: Spectacles
  • 8.5. OrCam MyEye
  • 8.6. Shenzhen Langahiyin Electronic Ltd
  • 8.7. AR Senz
  • 8.8. AMA XPERTEYE
  • 8.9. Ultraleap

9. AR & MR: DISCUSSION AND FORECASTS

  • 9.1. The future of AR & MR
  • 9.2. AR & MR: Discussions and forecast
  • 9.3. AR & MR: Historic device sales
  • 9.4. Outlook by device type
  • 9.5. AR & MR: Volume forecasts
  • 9.6. AR & MR: Revenue forecasts
  • 9.7. AR & MR: Assessment and assumptions
  • 9.8. AR & MR: Summary and outlook
  • 9.9. AR & MR: Full data and forecast (Volume, 2010 - 2030)
  • 9.10. AR & MR: Full data and forecast (Revenue, 2010 - 2030)

10. KEY HARDWARE TRENDS

  • 10.1. XR properties which impact user experience
    • 10.1.1. Field of View
    • 10.1.2. Weight
  • 10.2. What optics and displays are used in XR devices?
    • 10.2.1. Common Waveguides
    • 10.2.2. Common Waveguides (2) - diagram of operation
    • 10.2.3. Lenses
    • 10.2.4. Display Types
    • 10.2.5. Resolution (1)
    • 10.2.6. Refresh Rate
    • 10.2.7. Eye Dominance in AR - Left or Right Eye?
  • 10.3. How do XR devices locate their position?
    • 10.3.1. What is Mapping and Localisation?
    • 10.3.2. Mapping and Localisation - SLAM
    • 10.3.3. Mapping and Localisation - Examples
    • 10.3.4. Mapping and Localisation - required sensors
  • 10.4. Tying together the properties
    • 10.4.1. The resolution improvements over time
    • 10.4.2. Increasing Resolution also has an increasing FoV
    • 10.4.3. Comparison between Display Types
    • 10.4.4. Display Types in AR
    • 10.4.5. Display Types in VR
    • 10.4.6. Key Takeaways

11. OPTICAL SENSORS - VISION & DEPTH

  • 11.1. Chapter Summary
  • 11.2. 3D imaging and motion capture
  • 11.3. Application example: Motion capture in animation
  • 11.4. Stereoscopic vision
  • 11.5. Time of flight
  • 11.6. Structured light
  • 11.7. Comparison of 3D imaging technologies
  • 11.8. Example: Leap Motion (part of Ultraleap)
  • 11.9. Example: Microsoft; from Kinect to Hololens
  • 11.10. Example: Intel's RealSense™
  • 11.11. Example: Occipital
  • 11.12. Commercial 3D camera examples
  • 11.13. Company example: Orbbec
  • 11.14. Company Example: uSens

12. SOFTWARE AND CONTENT PRODUCTION FOR VR, AR AND MR

  • 12.1. Chapter Summary
  • 12.2. SDK's for AR and MR
  • 12.3. Unity
  • 12.4. Vuforia
  • 12.5. nVidia
  • 12.6. Content example: Pokémon Go App
  • 12.7. Content Example: IKEA Place

13. COLLAPSED, SPUN OUT, REVIVED

  • 13.1. In 2019 a number of prominent companies closed. What is the future for these companies?
  • 13.2. Meta -> Meta View
  • 13.3. BlippAR
  • 13.4. ODG