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市場調査レポート

拡張現実 (AR) :ディベロッパー & ベンダーの戦略 2016-2021年

Augmented Reality: Developer & Vendor Strategies 2016-2021

発行 Juniper Research 商品コード 249291
出版日 ページ情報 英文
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拡張現実 (AR) :ディベロッパー & ベンダーの戦略 2016-2021年 Augmented Reality: Developer & Vendor Strategies 2016-2021
出版日: 2016年09月26日 ページ情報: 英文
概要

当レポートでは、将来のモバイル拡張現実 (AR) の3つの主要プラットフォーム:スマートフォン、ヘッドマウントデバイス (HMD) およびタブレット、について包括的な展望を提供しており、車載ARシステムの詳細な調査とともに、お届け致します。

第1章 AR予測:サマリー

  • イントロダクション
  • 調査手法
  • 予測のサマリー

第2章 消費者向けモバイルAR予測:スマートフォン

  • イントロダクション
    • スマートフォンARゲーム
    • スマートフォンARサーチ & ディスカバリー
    • スマートフォンARライフスタイル
    • スマートフォンARマルチメディア
    • スマートフォンARソーシャルコミュニケーション

第3章 消費者向けモバイルAR予測:タブレット

  • イントロダクション
    • タブレットARゲーム
    • タブレットARサーチ & ディスカバリー
    • タブレットARライフスタイル
    • タブレットARマルチメディア
    • タブレットARソーシャルコミュニケーション

第4章 消費者向けモバイルAR予測:HMD

  • イントロダクション
    • HMD ARゲーム
    • HMD ARサーチ & ディスカバリー
    • HMD ARライフスタイル
    • HMD ARマルチメディア
    • HMD ARソーシャルコミュニケーション

第5章 企業向けモバイルAR予測

  • イントロダクション
    • 企業向けスマートフォンAR
    • 企業向けタブレットAR
    • 企業向けHMD AR

第6章 車載AR予測

  • イントロダクション
    • 消費者向けARシステム付き自動車
    • 年間収益

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目次

Overview

Our research into the Augmented Reality market consistently sets the benchmark for research into this fast moving space.

The research provides critical analysis of the key business models, strategies and developments, whilst providing insights into the future of the technology. In-depth analysis of the consumer and enterprise market is presented across the four key hardware platforms:

  • Smartphones
  • Tablets
  • Head-Mounted Devices
  • Consumer Vehicles

Key Features

  • Provides a strategic assessment of the current market landscape, examining future business models and key market forces.
  • Consumer and Enterprise market coverage.
  • Analysis across the 4 key platforms:
    • Smartphones
    • Tablets
    • Head-Mounted Devices
    • Consumer Vehicles
  • Insights and strategic recommendations for key stakeholders.
  • Consumer app usage analysis and forecasts for 5 categories:
    • Games
    • Search & Discovery
    • Lifestyle & Healthcare
    • Multimedia
    • Social Communications
  • Enterprise app usage analysis and forecasts providing a breakdown across key hardware platforms.
  • Key player capability and capacity assessment, together with the Juniper Leaderboard.
  • Market forecasts for adoption and spend across consumer and enterprise markets.

Key Questions

  • 1. How is AR developing in terms of consumer & enterprise markets?
  • 2. What strategies can stakeholders employ to maximise revenue?
  • 3. What emerging technologies and services are driving the market forward?
  • 4. How has the success of Pokémon GO affected the AR market?
  • 5. What is the projected market value for the key AR market sectors?

Companies Referenced

Interviewed: Aireal, Blippar, DAQRI, Marxent Labs, ODG (Osterhout Design Group), Wikitude.

Profiled: Aireal, Alphabet, Blippar, DAQRI, Inglobe Technologies, Marxent Labs, Microsoft, Niantic, ODG (Osterhout Design Group), PTC, Vuzix, Wikitude.

Case Studied: Blippar, DAQRI, Google, LaForge, Lenovo, Niantic, Nintendo, Samsung, Snapchat, Wikitude.

Mentioned:

1066 Labs, AMA (Advanced Medical Applications), Amazon, Anheuser-Busch, Apple, APX Labs, Archetype Interactive, Argos, ARToolworks, Atheer, Augmate, Augmedix, Autodesk, Aviareal, AXA, Blogger, Bosch, Bsquare, Catalina Marketing, Cinema4D, Coca-Cola, CompalComm, Conde Nast, Copient Technologies, CrowdOptic, eUniverse, Facebook, Fingers, Flyby Media, Ford, GetJar, GuidiGo, Heinz, HTC, Huawei, HyperLoop, iBeer, Ikea, Imagus Technology, Immediate Media, Intel, iTiZZiMo, Jaguar, Johnson & Johnson, JPL Computer Vision Group, Keyhole, Koi Pond, KSP Steel, L'Oreal, Layar, Lowe's Hardware, Magic Leap, Mantis Vision, Maybelline, Meta, Metaio, Movidius, MSC Cruises, NASA, NCR, Neruable, Nestle, Novartis, NuEyes, Nuvika, NVIDIA, Oculus, Ologic, OmniVision, Open Source Robotics Foundation, Optech4D, Paracosm, PepsiCo, PMD Technologies, Picasa, Pokémon Company, Prizmiq, Procter & Gamble, PwC, Qualcomm, SagivTech, Scale Reality, Scope AR, Siemens, SketchUp, Sony, Spotify, Sunny Optical Technology, SuperCell, Swiftcover, Swrve, Taco Bell, The Big Network, TIME Inc, Trimble, Two-Trees Photonics, Unilever, Vinci Energy, Virgin, Volvo, VTT, Vuforia, weAR Mobile, Wearable Intelligence, WhatsApp, Woods Bagot, WRNCH, YouTube.

Data & Interactive Forecast

Juniper Research's highly granular interactive excels enable clients to manipulate Juniper's forecast data and charts to test their own assumptions, perform what-if analysis; and compare select markets side by side in customised charts and tables. Ifxls greatly increase a clients' ability to both understand a particular market and to integrate their own views into the model.

Forecast suite includes:

  • Updated forecasts for 12 countries including: Canada, China, Denmark, Germany, Japan, Norway, Portugal, Spain, South Korea, Sweden, UK, USA, as well as 8 Key Regions.
  • Mobile AR splits by Smartphones, Tablets and Head-Mounted Devices.
  • App Ecosystem assessment across AR Games, Search & Discovery, Lifestyle, Multimedia, Social Communications and Enterprise.
  • App Revenue models according to Pay-per-Download, In-App Purchases / Subscriptions / Licencing, Ad Spend
  • AR Vehicle Assessment according to take-up in consumer vehicles and service revenues.
  • What-If Analysis tool allowing user the ability to manipulate Juniper's data for 50 different metrics.
  • Access to the full set of forecast data of more than 410 tables and over 57,000 datapoints.

Table of Contents

Market Trends & Competitive Landscape

1. AR: Current Market Status & Player Analysis

  • 1.1. Introduction to AR (Augmented Reality)
    • Figure 1.1: Relative Searches of ‘Augmented Reality'
  • 1.2. AR Market Movements
    • Figure 1.2: Significant AR Market Activities Snapshot
  • 1.3. AR Market Structure & Player s
    • Figure 1.3: Juniper Research AR Ecosystem
    • 1.3.1. Developers & Content Creators
      • i. Case Study: Niantic
    • 1.3.2. AR Chipset Manufacturers
    • 1.3.3. AR Content Platforms & SDKs
      • i. Case Study: Google Tango
    • 1.3.4. Hardware Manufacturers
    • 1.3.5. HMDs (Head Mounted Displays)
      • i. Case Study: Shima SmartGlasses
        • Figure 1.4: LaForge ShimaGlasses
        • Figure 1.5: Juniper Phased Evolution Model for AR - Smartphones, Tablets & HMDs
        • Figure 1.6: Smartphone & Tablet Installed Base in 2021
      • ii. Smartphones & Tablets
    • 1.3.6. AR Hardware Vendor Player Analysis
      • Table 1.7: Selected HMD Hardware Vendor Information
      • vi. Case Study: Lenovo Phab 2 Pro
        • Figure 1.8: Lenovo Phab 2 Pro
        • Table 1.9: AR Device Overview

2. AR Market Disruptors & Future Developments

  • 2.1. AR Disruptors
    • Figure 2.1: Juniper Disruptors & Challengers Quadrant - AR
    • 2.1.1. Landscape Analysis
      • i. Embryonic Stakeholders
      • ii. Disruptors
      • iii. Catalysts
      • iv. Embryonic
  • 2.2. Regional Monetization Variations
  • 2.3. Disruptive AR Technologies
    • i. Case Study: Samsung Smart Lens
      • Figure 2.2: Samsung Smart Lens Patent

3. Future AR Opportunities & Business Models

  • 3.1. Monetization Models
    • 3.1.1. Content Providers
  • 3.2. Industry Monetization Models
    • 3.2.1. Games
      • Table 3.1:Proportion of Revenues in AR Games Markets Attributable to PPD, In App Purchases & Advertising - 2021
      • i. Case Study: Pokémon GO
    • 3.2.2. Search & Discovery
      • Table 3.2: Proportion of Revenues in AR Search & Discovery Markets Attributable to PPD, In-App Purchases & Advertising - 2021
      • i. Case Study: Wikitude
    • 3.2.3. Social Networking
      • Table 3.3: Proportion of Revenues in AR Social Networking Markets Attributable to PPD, In-App Purchases & Advertising - 2021
      • i. Case Study: Snapchat Filters
    • 3.2.4. Lifestyle & Healthcare
      • Table 3.4: Proportion of Revenues in AR Lifestyle &Healthcare Networking Markets Attributable to PPD, In-App Purchases & Advertising - 2021
    • 3.2.5. Multimedia & Entertainment
      • Table 3.5: Proportion of Revenues in AR Multimedia & Entertainment Networking Markets Attributable to PPD, In-App Purchases & Advertising - 2021
      • i. Case Study: BlipparApp Partnerships
    • 3.2.6. Mobile Device Enterprises
      • Figure 3.6: DAQRI Smart Helmet
      • i. Case Study: DAQRI Remote Expert

4. AR: Player Profiles & Positioning

  • 4.1. Introduction
  • 4.2. Vendor Assessment
    • 4.2.1. Vendor Assessment Methodology
      • Table 4.1: AR Player Capability Criteria
  • 4.3. Limitations &Interpretations
    • Figure 4.2: Positioning & Matrix Results
    • Table 4.3: Juniper Heatmap for the AR Market
    • i. Established Leaders
    • ii. Leading Challengers
  • 4.4. Movers & Shakers
  • 4.5. Player Profiles
    • 4.5.1. Aireal
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.2. Blippar
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.3. DAQRI
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.4: DAQRI Smart Helmet
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.4. Marxent Labs
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.5. ODG
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.5: ODG R-7 Smart glasses
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.6. Wikitude
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.7. Alphabet
      • i. Corporate Profile
        • Table 4.6: Alphabet Selected Financial Information 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.7: Google Glass
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.8. Microsoft
      • i. Corporate Profile
        • Table 4.8: Microsoft Selected Financial Information 2013-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.9: Microsoft HoloLens
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.9. Inglobe Technologies
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.10. Niantic
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.10: Ingress (L) & Pokémon GO (R) Screenshots
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.11. PTC
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Table 4.11: PTC Selected Financial Information 2014-2015
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 4.5.12. Vuzix
      • i. Corporate Profile
        • Figure 4.12: Vuzix Selected Financial Information 2014-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. High Level View of Offerings
        • Figure 4.13: Vuzix Ml00 Smart Glasses
        • Figure 4.14: Vuzix M300 Smart Glasses
      • v. Juniper's View: Key Strengths & Strategic Opportunities

Market Sizing & Forecasts

1. Introduction to Mobile Augmented Reality

  • 1.1. AR Market Structure & Player s
    • Figure 1.1: Juniper Research AR Ecosystem

2. Augmented Reality: A Market Summary

  • 2.1.1. Total Number of Mobile AR Applications Installed
    • Figure & Table 2.1: Total Number of Mobile AR Applications Installed (m) 2016-2021
  • 2.1.2. Total AR Market Value
    • Figure & Table 2.2: Total AR Market Value, Split by 3 Sectors ($m) 2016-2021

3. Smartphone AR: Market Outlook & Key Takeaways

  • 3.1. AR on Smartphones
    • Figure 3.1: Smartphone & Tablet Installed Base in 2021
    • 3.1.1. Smart hone AR Forecast Methodology
      • i. PPD (Pay-per-Download) Methodology
      • ii. In-App Purchases Methodology
      • iii. AR Advertising Forecast Methodology
        • Figure 3.2: Smartphone PPD AR Forecast Methodology
        • Figure 3.3: Smartphone In-App Purchases AR Forecast Methodology
        • Figure 3.4: Smartphone AR Advertising Forecast Methodology
    • 3.1.2. Total Number of Smartphone AR Applications Split by Category
      • Figure & Table 3.5: Total Number of Smartphone AR Applications Split by 5 Key Categories (m) 2016-2021
    • 3.1.3. Total Number of Smartphone AR Applications, Split by Region
      • Figure & Table 3.6: Total Number of Smartphone AR Applications (m) Split by 8 Key Regions 2016-2021
    • 3.1.4. Total Revenues from PPD Smartphone AR Applications by Category
      • Figure & Table 3.7: Total Revenues from PPD Smartphone AR Applications ($m) Split by 5 Key Categories 2016-2021
    • 3.1.5. Total Revenues from In-App Purchases from Smartphone AR Games Applications Split by Region
      • Figure & Table 3.8: Total Revenues from In-App Purchases from Smartphone AR Games Applications ($m) Split by 5 Key Categories 2016-2021
    • 3.1.6. Total Spend on Advertising in Smartphone AR Applications
      • Figure & Table 3.9: Total Spend on Advertising in Smartphone AR Application ($m) Split by 5 Key Categories 2016-2021
    • 3.1.7. Total Market Value of Smartphone AR Applications ($m)
      • Figure & Table 3.1O: Total Market Value of Smartphone AR Applications ($m) Split by 5 Key Categories 2016-2021
      • Figure & Table 3.1O: Total Market Value of Smartphone AR Applications ($m) Split by 5 Key Categories 2016-2021
      • Table 3.11: Proportional Value of Smartphone AR App Market (%) Split by 3 Revenue Streams 2016-2021

4. Tablet AR: Market 0utlook & Key Takeaways

  • 4.1. Introduction to Tablet AR
    • 4.1.1. Tablet Forecast Methodology
      • i. PPD (Pay-per-Download) Methodology
      • ii. In-App Purchases Methodology
      • iii. AR Advertising Forecast Methodology
        • Figure 4.1: Tablet PPD AR Forecast Methodology
        • Figure 4.2: Tablet In-App Purchases Forecast Methodology
        • Figure 4.3: Tablet AR Advertising Forecast Methodology
    • 4.1.2. Total Number of Tablet AR Applications Split by Category.
      • Figure & Table 4.4: Total Number of Tablet AR Applications Split by 5 Key Categories (m) 2016-2021
    • 4.1.3. Total Revenues from PPD Tablet AR Applications
      • Figure & Table 4.5: Total Revenues from PPD Tablet AR Applications ($m) Split by 5 Key Categories 2016-2021
    • 4.1.4. Total Revenues from In-App Purchases from Tablet AR Applications
      • Figure & Table 4.6: Total Revenues from In-App Purchases from Tablet AR Applications ($m) Split by 5 Key Categories 2016-2021
    • 4.1.5. Total Spend on Advertising in Tablet AR Applications
      • Figure & Table 4.7: Total Spend on Advertising in Tablet AR Applications ($m) Split by 5 Key Categories 2016-2021
    • 4.1.6. Total Market Value of Tablet AR Application
      • Figure & Tablet 4.8: Total Market Value of Tablet ARA Applications $m Split by 5 Key Categories 2016-2021
      • Figure 4.9: Proportional Value of Tablet AR App Market (%) Split by 3 Revenues Streams 2016-2021

5. Smart Glasses AR: Market Outlook & Key Takeaways

  • 5.1.1. Introduction to Smart Glass AR
  • 5.1.2. Forecast Methodology
    • i. PPD (Pay-per-Download) Methodology
    • ii. In-App Purchases Methodology
    • iii. AR Advertising Forecast Methodology
      • Figure 5.1: Smartglasses PPD AR Forecast Methodology
      • Figure 5.2: Smartglasses In-Application Purchases AR Forecast Methodology
      • Figure 5.3: Smartglasses AR Advertising Forecast Methodology
  • 5.1.3. Total Number of Smart Glass AR Applications Split by Category
    • Figure & Table 5.4: Total Number of Smart Glass AR Applications Split by 5 Categories (m) 2016-2021
  • 5.1.4. Total Number of Smart Glass AR Applications Split by Region
    • Figure & Table 5.5: Total Number of Smart Glass AR Applications (m)Split by 8 Key Regions 2016-2021
  • 5.1.5. Total Revenues from PPD Smart Glass AR Applications
    • Figure 5.6: Total Revenues from PPD Smart Glass AR Applications ($m) Split by 5 Categories 2016-2021
  • 5.1.6. Total Revenues from In-App Purchases from Smart Glass AR Applications
    • Figure & Table 5.7: Total Revenues from In-App Purchases from Smart Glass AR Applications ($m) Split by 5 Key Categories 2016-2021
  • 5.1.7. Total Spend on Advertising in Smart Glass AR Applications
    • Figure & Table 5.8: Total Spend on Advertising in Smart Glass AR Applications ($m) Split by 5 Key Categories 2016-2021
  • 5.1.8. Total Market Value of Smart Glass AR Applications
    • Figure 5.9: Total Market Value of Smart Glass AR Applications ($m) Split by 5 Key Categories 2016-2021
    • Figure 5.1O: Proportional Value of Smart Glass AR App Market (%)Split by 3 Revenues Streams 2016-2021

6. Enterprise AR: Market Outlook & Key Takeaways

  • 6.1. Introduction to Enterprise AR
    • 6.1.1. Enterprise Forecasting Methodology
      • i. PPD (Pay-per-Download) Methodology
      • ii. Subscription or Licencing Model
        • Figure 6.1: Enterprise AR Forecast Methodology
        • Figure 6.2: Enterprise AR Subscription or Licence Model Forecast Methodology
    • 6.1.2. Total Number of Enterprise AR Applications
      • Figure & Table 6.3: Total Number of Enterprise AR Applications (m) Split by Platforms 2016-2021
    • 6.1.3. Total PPD Revenues from Enterprise AR Applications
      • Figure & Table 6.4: Total PPD Revenues from Enterprise AR Applications ($m) Split by 3 Platforms 2016-2021
    • 6.1.4. Total Revenues from Enterprise AR Applications that operate under a Subscription/ Licence Model
      • Figure & Table 6.5: Total Revenues from Enterprise AR Applications that operate under a Subscription/Licence Model ($m) Split by 3 Platforms 2016-2021 ..
    • 6.1.5. Total Revenues from Enterprise AR Applications
      • Figure & Table 6.6: Total Revenues from Enterprise AR Applications ($m) Split by 3 Platforms 2016-2021
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