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市場調査レポート
商品コード
1309730
ボリュメトリックビデオの世界市場規模、シェア、産業動向分析レポート:用途別、ボリュメトリックキャプチャ別(ハードウェア、ソフトウェア、サービス)、地域別展望と予測、2023年~2030年Global Volumetric Video Market Size, Share & Industry Trends Analysis Report By Application, By Volumetric Capture (Hardware, Software, and Services), By Regional Outlook and Forecast, 2023 - 2030 |
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ボリュメトリックビデオの世界市場規模、シェア、産業動向分析レポート:用途別、ボリュメトリックキャプチャ別(ハードウェア、ソフトウェア、サービス)、地域別展望と予測、2023年~2030年 |
出版日: 2023年06月30日
発行: KBV Research
ページ情報: 英文 171 Pages
納期: 即納可能
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ボリュメトリックビデオ市場規模は2030年までに115億米ドルに達し、予測期間中のCAGRは26.8%で上昇すると予測されています。
しかし、ボリュメトリックビデオのような最新技術は、教育、エンターテインメント、ヘルスケア産業で応用されています。しかし、その限界には高価な機器、ソフトウェア、維持管理が含まれます。ボリュメトリック・ビデオのソフトウェア・アップキープは、ソフトウェア・プロセス・サイクルの最大3分の2、またはソフトウェア開発ライフサイクル(SDLC)手順の半分以上に達する可能性があります。したがって、この技術に関連する高コストは、財政的に制約のある企業による技術の使用を制限するため、市場の成長を妨げています。
ボリュメトリックキャプチャの展望
ボリュメトリックキャプチャに基づき、市場はハードウェア、ソフトウェア、サービスに分類されます。2022年の市場では、ハードウェア分野が最も高い収益シェアを獲得しました。高解像度カメラ、深度センサー(LiDARなど)、モーションキャプチャシステム、専用リグなどのハードウェアが、ボリュメトリックビデオ・コンテンツのキャプチャに必要です。これらのデバイスは、3D再構成に必要なジオメトリ、アピアランス、モーションデータをキャプチャします。これらのハードウェアは、深度マップの生成、3D再構成、圧縮、データの最適化などの作業に必要です。
用途の展望
用途別では、スポーツ・イベント・娯楽、医療、教育・訓練、サイネージ・広告、その他に分けられます。2022年の市場では、サイネージ・広告分野が顕著な成長率を示しました。広告主は、ボリュメトリックビデオ技術の助けを借りて、さまざまなサイネージや広告チャネルに魅力的でインタラクティブな画像を簡単に追加することができます。ブランドは、ボリュメトリックビデオを使って、よりダイナミックで魅力的な方法で商品やサービスを展示し、潜在顧客の興味を引くことができます。この技術がブランド認知、顧客エンゲージメント、ひいては収益を高める大きなチャンスであることを企業が認識しているため、看板や広告の需要は大幅な成長を遂げています。
地域別展望
地域別に見ると、市場は北米、欧州、アジア太平洋、LAMEAで分析されます。北米セグメントは2022年の市場で最も高い収益シェアを獲得しました。同地域では、スポーツTV放送局がライブ中継を変化させるための新鮮な戦略に対する需要を高めているため、市場が加速しています。デジタル環境は、あらゆる視点から映像を形成することができ、コンピュータシステムによって生成されたデジタル化された3D空間情報を使用するボリュメトリックビデオを使用して作成されます。テクノロジーはエンターテインメント分野で人気を博しており、この地域のスポーツ界に多くの魅力を生み出しています。この地域の需要は、これらの変数によって増加しており、予想される年の間に市場を独占すると予測されています。
List of Figures
The Global Volumetric Video Market size is expected to reach $11.5 billion by 2030, rising at a market growth of 26.8% CAGR during the forecast period.
Sports, Events, & Entertainment sector is playing a major role in today's world as both younger and older generations are playing games, and the gender split is getting close to parity. Consequently, Sports, Events, & Entertainment would generate approximately 2/5th share of the market by 2030. For example, in 2020, there were approximately 2.7 billion gamers globally, with the video game industry having a $159.3 billion market value. In the US, this expenditure increased by a record 31%. 2020 saw a 13.3% gain in mobile gaming revenue, bringing it to $77.2 billion. For the gaming and virtual reality sectors, volumetric video has enormous ramifications. This improves the gaming experience by allowing for dynamic and realistic representations of characters and objects. Some of the factors impacting the market are rising use of volumetric video in the entertainment industry, expanding uses of volumetric video in advanced image-guided surgery and medical imaging, and high cost of software and equipment maintenance.
Advanced volumetric video records people or things in three dimensions, creating an immersive and engaging watching experience. Since it is used in movies, video games, and live events, its adoption in entertainment has been rapid. The use of volumetric video in cinematography and filmmaking is strongly supported by well-known filmmakers such as Diego Prilusky, previously head of Intel Studios. Modern technology is used in advanced medical imaging to provide more detailed and accurate human body images than earlier imaging methods. Similarly, image-guided surgery uses real-time imaging to direct surgical processes better. By producing manipulable, 360-degree 3D representations of patients' body parts or organs, volumetric video offers the potential to transform each of these disciplines. As a result, the market gains numerous growth prospects.
However, modern technologies like volumetric video are applied in the education, entertainment, and healthcare industries. However, its limitations include expensive equipment, software, and upkeep. Software upkeep for volumetric video may amount to up to two-thirds of the software process cycle or more than half of the software development life cycle (SDLC) procedures. Hence, the high cost associated with the technology is hampering the market's growth as it limits the use of technology by financially restricted businesses.
Volumetric Capture Outlook
Based on volumetric capture, the market is characterized into hardware, software, and service. The hardware segment garnered the highest revenue share in the market in 2022. Hardware such as high-resolution cameras, depth sensors (such as LiDAR), motion capture systems, and specialized rigs are necessary for capturing volumetric video content. These devices capture the geometry, appearance, and motion data required for the 3D reconstruction. This hardware is necessary for tasks such as depth map generation, 3D reconstruction, compression, and data optimization.
Application Outlook
By application, the market is divided into sports, events, & entertainment, medical, education & training, signage & advertisement, and others. The signage and advertisement segment garnered a remarkable growth rate in the market in 2022. Advertisers may easily add attractive, interactive images to a variety of signage and advertising channels with the help of volumetric video technology. Brands can now exhibit their goods and services in a more dynamic and engaging way with volumetric video, successfully capturing the interest of potential customers. Due to businesses realizing the huge opportunity of this technology to increase brand identification, customer engagement, and ultimately revenue, the demand for signs and advertising is seeing substantial growth.
Regional Outlook
Region wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment procured the highest revenue share in the market in 2022. The market is accelerating due to the sports TV broadcasters' increasing demand for fresh strategies for changing up live coverage in the region. A digital environment from that footage can be formed from any perspective and is created using volumetric video, which uses digitalized 3D spatial information produced by computer systems. Technology is gaining popularity in the entertainment sector and has created a lot of fascination in the region's athletic community. The demand in this region is increasing due to these variables, which are predicted to dominate the market during the anticipated year.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, Intel Corporation, Sony Corporation, Google LLC (Alphabet Inc.), Unity Software, Inc., Metastage, 4D VIEW SOLUTIONS SAS, Stereolabs, Inc., and IO Industries Inc.
Strategies Deployed in Volumetric Video Market
Mar-2022: Metastage partnered with Departure Lounge, a provider of advanced tools and technologies that facilitate an individual's access to the Metaverse. Under this partnership, both companies set up the latest volumetric capture studio to bring humans into the metaverse.
May-2022: Google took over Raxium, a Bay Area startup. This acquisition aimed to work on microLED display technologies for wearables and augmented & virtual reality (AR and VR) headsets.
Jan-2022: Microsoft joined hands with Qualcomm Technologies, an American multinational corporation. This collaboration aimed to expand and boost the adoption of augmented reality (AR) in the consumer and enterprise sector. Under this collaboration, Qualcomm Technologies would work with Microsoft across various initiatives to support the ecosystem, comprising the development of custom AR chips to allow a new wave of power-efficient, lightweight AR glasses to offer rich and immersive experiences, and plans to combine software such as Microsoft Mesh and Snapdragon Spaces XR Developer Platform.
Mar-2021: Microsoft unveiled Mesh, a service to build apps for people to collaborate in augmented reality. This product would allow developers to create applications wherein people can share holograms, speak with one another, create doodles, and appear as virtual avatars.
Jun-2020: Facebook took over Ready at Dawn, an American video game developer. The acquired company developed the Lone Echo games for the Oculus series of Facebook and afterward joined the Oculus series Facebook.
Aug-2022: Unity came into partnership with Mercedes-Benz, a Germany-based manufacturer of automobiles. Under this partnership, the Unity engine would support the infotainment area of the MB.OS operating system. Additionally, Mercedes would utilize the Unity Industrial collection to build the UI for the in-car cockpit.
Oct-2021: Unity introduced the Metacast platform, an innovative volumetric capture solution that scans athletes in real time during live sports broadcasts. The launched 3D Content Creation Platform's Solution would aim to improve Sports Broadcasts for Audiences.
Market Segments covered in the Report:
By Application
By Volumetric Capture
By Geography
Companies Profiled
Unique Offerings from KBV Research