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市場調査レポート

拡張現実 (AR) 市場 〜2023年:製品、デバイスタイプ (ヘッドマウントディスプレイ、ヘッドアップディスプレイ、ハンドヘルドデバイス)、用途、地域別

Augmented Reality Market by Offering (Hardware (Sensor, Displays & Projectors, Cameras), and Software), Device Type (Head-Mounted, Head-Up, Handheld), Application (Enterprise, Consumer, Commercial, Automotive) and Geography - Global forecast to 2023

発行 MarketsandMarkets 商品コード 344813
出版日 ページ情報 英文 155 Pages
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拡張現実 (AR) 市場 〜2023年:製品、デバイスタイプ (ヘッドマウントディスプレイ、ヘッドアップディスプレイ、ハンドヘルドデバイス)、用途、地域別 Augmented Reality Market by Offering (Hardware (Sensor, Displays & Projectors, Cameras), and Software), Device Type (Head-Mounted, Head-Up, Handheld), Application (Enterprise, Consumer, Commercial, Automotive) and Geography - Global forecast to 2023
出版日: 2017年07月24日 ページ情報: 英文 155 Pages
概要

拡張現実 (AR) の世界市場は、55.71%の複合年間成長率 (CAGR) で2016年の23億9000万米ドルから2023年までに613億9000万米ドル規模に拡大することが見込まれています。拡張現実 (AR) デバイスの需要増加や、医療・小売・eコマース分野における用途および需要の拡大などが当市場の主な促進要因となっています。

当レポートでは、世界の拡張現実 (AR) 市場について調査し、市場の概要、タイプ・技術・製品・デバイスタイプ・用途・地域別の市場動向、市場規模・成長率の推移と予測、市場成長への各種影響要因、競合情勢、主要企業のプロファイルなど、体系的な情報を提供しています。

第1章 イントロダクション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 重要考察

  • 拡張現実 (AR) 市場の魅力的な市場機会
  • アジア太平洋の拡張現実 (AR) 市場
  • 拡張現実 (AR) 市場:国別
  • 拡張現実 (AR) 市場:用途別
  • 拡張現実 (AR) 市場:ディスプレイデバイス別

第5章 市場概要

  • イントロダクション
  • 拡張現実 (AR) 技術の発展と変遷
  • 市場力学
    • 促進要因
    • 阻害要因
    • 機会
    • 課題
  • バリューチェーン分析

第6章 拡張現実 (AR) 市場:タイプ別

  • マーカー型拡張現実 (AR)
    • パッシブマーカー
    • アクティブマーカー
  • 非マーカー型拡張現実 (AR)
    • 物体追跡
    • 画像処理追跡

第7章 拡張現実 (AR) 市場:技術別

  • イントロダクション
  • モニターベース技術
    • モバイル拡張現実 (AR)
  • ニアアイ (眼鏡型) 技術

第8章 拡張現実 (AR) 市場:製品別

  • イントロダクション
  • 拡張現実 (AR) 市場:ハードウェアの構成要素別
    • センサー
      • 加速度センサー
      • ジャイロスコープ
      • 磁力計
      • 近接センサー
    • 半導体コンポーネント
      • 制御・処理装置
      • 統合回路
    • ディスプレイ・プロジェクター
    • 位置検知システム
    • カメラ
    • その他
  • 拡張現実 (AR) 市場:ソフトウェア別
    • ソフトウェア開発キット
    • クラウドサービス
    • ソフトウェア機能
      • 遠隔コラボレーション
      • ワークフロー最適化
      • ドキュメンテーション
      • バーチャリゼーション
      • 3Dモデリング
      • ナビゲーション
  • ハードウェア vs ソフトウェア

第9章 拡張現実 (AR) 市場:デバイスタイプ別

  • イントロダクション
  • 拡張現実 (AR) デバイス
    • ヘッドマウントディスプレイ
    • ヘッドアップディスプレイ
    • ハンドヘルドデバイス

第10章 拡張現実 (AR) 市場:用途別

  • イントロダクション
  • 消費者用途
    • ゲーム
    • スポーツ・娯楽
  • 商業
    • 観光
    • eラーニング
    • eコマース・マーケティング
  • 企業
  • 医療
  • 航空宇宙・防衛
  • エネルギー
  • 自動車
  • その他

第11章 拡張現実 (AR) 市場:地域分析

  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋
  • その他の地域

第12章 競合環境

  • イントロダクション
  • 競合情勢
  • リーダーシップマッピング
  • 優れた事業戦略
  • 製品ポートフォリオ

第13章 企業プロファイル

  • イントロダクション
  • GOOGLE, INC.
  • MICROSOFT CORPORATION
  • PTC, INC.
  • WIKITUDE GMBH
  • MAGIC LEAP, INC.
  • OSTERHOUT DESIGN GROUP
  • DAQRI LLC
  • ZUGARA, INC.
  • BLIPPAR
  • UPSKILL

第14章 付録

このページに掲載されている内容は最新版と異なる場合があります。詳細はお問い合わせください。

目次
Product Code: SE 3873

"Increasing demand for AR in retail and e-commerce is the major driver for the augmented reality market"

The augmented reality market was valued at USD 2.39 billion in 2016 and is expected to reach USD 61.39 billion by 2023, growing at a CAGR of 55.71% during the forecast period. The increasing demand for AR devices and applications in medical, increase in demand for AR in the retail and e-commerce, and rising investment in the augmented reality market are the major drivers for the augmented reality market. The limited UI (user interface) affecting the navigation performance of augmented reality applications, limited processing power, less storage, and restricted size of the memory card in mobile phones, and varied infrastructure quality of digital network will restrain the growth of AR.

"Augmented reality market for the head mounted displays is expected to grow at a high rate during the forecast period"

Head-mounted displays allow a user to wear the display device on the head and place images of the real and virtual environments over the user's view. The original HMDs were created mainly for military applications to help soldiers acquire their targets and track enemy movements easily. With advancements in computing, AR-enabled devices would be used for applications in consumer, commercial, and enterprise. Consumer applications such as gaming, sports, and entertainment would boost the augmented reality market for head-mounted displays. The use of head-mounted displays in the aerospace and defense sector helps pilots of helicopters and captains of ships in the air force and navy to target and view enemy's operations with a greater ease. The use of head-mounted displays in applications such as e-commerce and marketing would boost the AR market for HMDs.

"Augmented reality market for enterprise application is expected to witness high growth during the forecast period"

Augmented reality is used in enterprises for training personnel, providing information about the industrial facility, remodeling and redesigning, and industrial simulations. The use of the Internet and smartphones combined with digital content, such as augmented reality, has helped boost the market. The use of HMDs in manufacturing setups is the major driver for the growth of enterprise application in the augmented reality market.

"APAC is expected to witness high growth during the forecast period."

The consumer electronics, enterprise, retail, BFSI, healthcare, transportation, and sports and entertainment industries are expected to contribute substantially to the growth of the AR market in APAC. These industries offer huge potential for the AR market because of the increasing awareness among consumers and the rising adoption of new technologies in various industries-especially in countries such as China, India, and South Korea. The strong government support in countries such as China and India to thrive on industrial automation is also boosting the growth of the augmented reality market in APAC.

In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews have been conducted with key experts in the augmented reality industry. The breakup of the profiles of primary participants has been shown below:

  • By Company Type: Tier 1-35%, Tier 2-45%, and Tier 3-20%
  • By Designation: C-Level Executives-35%, Directors-25%, and Others-40%
  • By Region: North America-45%, Europe-20%, APAC-30%, and RoW-5%

The report also profiles the key players in the augmented reality market. These key players are Google, Inc. (US), PTC Inc. (U.S.), Microsoft Corporation (US), Wikitude GmbH (Austria), DAQRI LLC (US), Zugara, Inc. (US), Blippar (UK), Magic Leap, Inc. (US), and Osterhout Design Group (US).

Research Coverage:

This research categorizes the augmented reality market on the basis of technology, type, device type, offering (hardware & software), application, and geography. The report also discusses major drivers, restraints, challenges, and opportunities for the market.

Reasons to Buy the Report:

The report would help leaders/new entrants in this market in the following ways:

  • 1. This report segments the augmented reality market comprehensively and provides the closest market size estimation for major industries across various regions.
  • 2. The report would help stakeholders understand the pulse of the market and provide them with the information on drivers, restraints, challenges, and opportunities for the market.
  • 3. This report would help stakeholders understand their competitors better and gain more insights to improve their position in the business. The competitive landscape section includes competitor ecosystem, product launches and developments, partnerships, fund raising, and acquisitions.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. MARKET DEFINITION
  • 1.3. STUDY SCOPE
    • 1.3.1. YEARS CONSIDERED FOR THE STUDY
  • 1.4. CURRENCY
  • 1.5. LIMITATIONS
  • 1.6. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. SECONDARY DATA
      • 2.1.1.1. Key data from secondary sources
    • 2.1.2. PRIMARY DATA
      • 2.1.2.1. Primary interviews with experts
      • 2.1.2.2. Breakdown of primaries
      • 2.1.2.3. Key data from primary sources
    • 2.1.3. SECONDARY AND PRIMARY RESEARCH
      • 2.1.3.1. Key industry insights
  • 2.2. MARKET SIZE ESTIMATION
    • 2.2.1. BOTTOM-UP APPROACH
      • 2.2.1.1. Approach for capturing the market share by bottom-up analysis (demand side)
    • 2.2.2. TOP-DOWN APPROACH
      • 2.2.2.1. Approach for capturing the market size by top-down analysis (supply side)
  • 2.3. MARKET BREAKDOWN & DATA TRIANGULATION
  • 2.4. RESEARCH ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. ATTRACTIVE MARKET OPPORTUNITIES IN THE AUGMENTED REALITY MARKET
  • 4.2. AUGMENTED REALITY MARKET IN APAC
  • 4.3. AUGMENTED REALITY MARKET, BY COUNTRY
  • 4.4. AUGMENTED REALITY MARKET, BY APPLICATION
  • 4.5. AUGMENTED REALITY MARKET, BY DISPLAY DEVICE TYPE

5. MARKET OVERVIEW

  • 5.1. INTRODUCTION
  • 5.2. HISTORY AND EVOLUTION OF AUGMENTED REALITY TECHNOLOGY
  • 5.3. MARKET DYNAMICS
    • 5.3.1. DRIVERS
      • 5.3.1.1. Increasing demand for AR devices and applications in medical
      • 5.3.1.2. Increase in demand for AR in the retail and e-commerce
      • 5.3.1.3. Rising investment in the augmented reality market
    • 5.3.2. RESTRAINTS
      • 5.3.2.1. Limited user interface (UI) affecting the navigation performance of augmented reality applications
      • 5.3.2.2. Limited processing power, less storage, and restricted size of memory card in mobile phones
      • 5.3.2.3. Varied infrastructure quality of digital network will restrain the growth of AR
    • 5.3.3. OPPORTUNITIES
      • 5.3.3.1. Increasing demand for augmented reality in architecture
      • 5.3.3.2. Opportunity in the enterprise industry
      • 5.3.3.3. High growth of travel and tourism industry will boost the growth of the AR market
    • 5.3.4. CHALLENGES
      • 5.3.4.1. Overcoming social challenges to increase the adoption rate
      • 5.3.4.2. Reconfiguration of applications for different platforms
  • 5.4. VALUE CHAIN ANALYSIS

6. AUGMENTED REALITY MARKET, BY TYPE (QUALITATIVE)

  • 6.1. INTRODUCTION
  • 6.2. MARKER-BASED AUGMENTED REALITY
    • 6.2.1. PASSIVE MARKER
    • 6.2.2. ACTIVE MARKER
  • 6.3. MARKER-LESS AUGMENTED REALITY
    • 6.3.1. MODEL-BASED TRACKING
    • 6.3.2. IMAGE PROCESSING-BASED TRACKING

7. AUGMENTED REALITY MARKET, BY TECHNOLOGY (QUALITATIVE)

  • 7.1. INTRODUCTION
  • 7.2. MONITOR-BASED TECHNOLOGY
    • 7.2.1. MOBILE AUGMENTED REALITY
  • 7.3. NEAR-EYE-BASED TECHNOLOGY

8. AUGMENTED REALITY MARKET, BY OFFERING

  • 8.1. INTRODUCTION
  • 8.2. AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT
    • 8.2.1. SENSORS
      • 8.2.1.1. Accelerometer
      • 8.2.1.2. Gyroscope
      • 8.2.1.3. Magnetometer
      • 8.2.1.4. Proximity Sensor
    • 8.2.2. SEMICONDUCTOR COMPONENT
      • 8.2.2.1. Controller/processor
      • 8.2.2.2. Integrated Circuits
    • 8.2.3. DISPLAYS & PROJECTORS
    • 8.2.4. POSITION TRACKER
    • 8.2.5. CAMERAS
    • 8.2.6. OTHERS
  • 8.3. AUGMENTED REALITY MARKET, BY SOFTWARE
    • 8.3.1. SOFTWARE DEVELOPMENT KITS
    • 8.3.2. CLOUD-BASED SERVICES
    • 8.3.3. SOFTWARE FUNCTION
      • 8.3.3.1. Remote collaboration
      • 8.3.3.2. Workflow optimization
      • 8.3.3.3. Documentation
      • 8.3.3.4. Visualization
      • 8.3.3.5. 3d modeling
      • 8.3.3.6. Navigation
  • 8.4. HARDWARE VS. SOFTWARE

9. AUGMENTED REALITY MARKET, BY DEVICE TYPE

  • 9.1. INTRODUCTION
  • 9.2. AUGMENTED REALITY DEVICES
    • 9.2.1. HEAD-MOUNTED DISPLAY
    • 9.2.2. HEAD-UP DISPLAY
    • 9.2.3. HANDHELD DEVICE

10. AUGMENTED REALITY MARKET, BY APPLICATION

  • 10.1. INTRODUCTION
  • 10.2. APPLICATIONS IN AUGMENTED REALITY
    • 10.2.1. CONSUMER
      • 10.2.1.1. Gaming
      • 10.2.1.2. Sports & entertainment
        • 10.2.1.2.1. Entertainment applications
        • 10.2.1.2.1.1. Museums (Archeology)
        • 10.2.1.2.1.2. Theme parks
        • 10.2.1.2.1.3. Art gallery and exhibitions
    • 10.2.2. COMMERCIAL
      • 10.2.2.1. Tourism & sightseeing
      • 10.2.2.2. E-learning
      • 10.2.2.3. E-commerce and marketing
        • 10.2.2.3.1. Jewelry
        • 10.2.2.3.2. Beauty and cosmetics
        • 10.2.2.3.3. Apparel fitting
        • 10.2.2.3.4. Furniture & lighting design
        • 10.2.2.3.5. Grocery Shopping
        • 10.2.2.3.6. Footwear
    • 10.2.3. ENTERPRISE
    • 10.2.4. MEDICAL
      • 10.2.4.1. Surgery
      • 10.2.4.2. Fitness management
      • 10.2.4.3. Pharmacy management
      • 10.2.4.4. Medical training
    • 10.2.5. AEROSPACE & DEFENSE
    • 10.2.6. ENERGY
    • 10.2.7. AUTOMOTIVE
    • 10.2.8. OTHERS
      • 10.2.8.1. Agriculture
      • 10.2.8.2. Construction
      • 10.2.8.3. Transportation and logistics
      • 10.2.8.4. Public safety
      • 10.2.8.5. Telecom and IT/data centers

11. AUGMENTED REALITY MARKET, GEOGRAPHICAL ANALYSIS

  • 11.1. INTRODUCTION
  • 11.2. NORTH AMERICA
    • 11.2.1. US
    • 11.2.2. CANADA
    • 11.2.3. MEXICO
  • 11.3. EUROPE
    • 11.3.1. GERMANY
    • 11.3.2. FRANCE
    • 11.3.3. UK
    • 11.3.4. REST OF EUROPE
  • 11.4. ASIA PACIFIC
    • 11.4.1. CHINA
    • 11.4.2. INDIA
    • 11.4.3. JAPAN
    • 11.4.4. SOUTH KOREA
    • 11.4.5. REST OF APAC
  • 11.5. REST OF THE WORLD
    • 11.5.1. MIDDLE EAST & AFRICA
    • 11.5.2. SOUTH AMERICA

12. COMPETITIVE LANDSCAPE

  • 12.1. INTRODUCTION
  • 12.2. COMPETITIVE SCENARIO
  • 12.3. AUGMENTED REALITY MARKET (GLOBAL), COMPETITIVE LEADERSHIP MAPPING, 2017
    • 12.3.1. VISIONARY LEADERS
    • 12.3.2. DYNAMIC DIFFERENTIATORS
    • 12.3.3. INNOVATORS
    • 12.3.4. EMERGING COMPANIES
  • 12.4. BUSINESS STRATEGY EXCELLENCE
  • 12.5. STRENGTH OF PRODUCT PORTFOLIO

Top 25 Companies analyzed for this study are - Google, Inc., Microsoft Corporation, PTC, Inc., Wikitude GmbH, DAQRI LLC, Zugara, Inc., Blippar, Upskill, Magic Leap, Inc., Osterhout Design Group, Infinity Augmented Reality, Inc., Samsung Electronics Co. Ltd., Atheer, Inc., Apple, Inc., Facebook Corporation, Scope AR, Inglobe Technologies, Embitel Technologies, Jabil Optics, Marxent Labs LLC, Catchoom Technologies, Ubimax GmbH, Eon Reality, Pristine, Inc., Meta Company

13. COMPANY PROFILES (Business Overview, Product Offerings Scorecard, Business Strategies Scorecard, Recent Developments, and Key Relationship*)

  • 13.1. INTRODUCTION
  • 13.2. GOOGLE, INC.
  • 13.3. MICROSOFT CORPORATION
  • 13.4. PTC, INC.
  • 13.5. WIKITUDE GMBH
  • 13.6. MAGIC LEAP, INC.
  • 13.7. OSTERHOUT DESIGN GROUP
  • 13.8. DAQRI LLC
  • 13.9. ZUGARA, INC.
  • 13.10. BLIPPAR
  • 13.11. UPSKILL
  • 13.12. START-UP ECOSYSTEM
    • 13.12.1. ATHEER, INC.
    • 13.12.2. PRISTINE, INC.
    • 13.12.3. MARXENT LABS, LLC
    • 13.12.4. INGLOBE TECHNOLOGIES
    • 13.12.5. META COMPANY
  • 13.13. PROMISING COMPANIES
    • 13.13.1. INTEL CORPORATION
    • 13.13.2. INFINITY AUGMENTED REALITY, INC.
    • 13.13.3. FACEBOOK CORPORATION
    • 13.13.4. SAMSUNG ELECTRONICS CO. LTD.

*Details on Business Overview, Product Offerings Scorecard, Business Strategies Scorecard, Recent Developments, and Key Relationship might not be captured in case of unlisted companies.

14. APPENDIX

  • 14.1. INSIGHTS OF INDUSTRY EXPERTS
  • 14.2. DISCUSSION GUIDE
  • 14.3. KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.4. INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE
  • 14.5. AVAILABLE CUSTOMIZATIONS
  • 14.6. RELATED REPORTS
  • 14.7. AUTHOR DETAILS

LIST OF TABLES

  • TABLE 1: AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2015-2023 (USD MILLION)
  • TABLE 2: AUGMENTED REALITY SOFTWARE MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 3: AUGMENTED REALITY MARKET, DEVICE TYPE, 2015-2023 (USD MILLION)
  • TABLE 4: AUGMENTED REALITY HMD MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 5: AUGMENTED REALITY MARKET, DEVICE TYPE, 2015-2023 (THOUSAND UNITS)
  • TABLE 6: AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 7: AUGMENTED REALITY HANDHELD DEVICE MARKET, BY APPLICATION, 2015-2023 (USD THOUSAND)
  • TABLE 8: AUGMENTED REALITY MARKET, APPLICATION, 2015-2023 (USD BILLION)
  • TABLE 9: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 10: AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 11: NORTH AMERICA AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 12: EUROPE AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 13: APAC AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 14: ROW AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 15: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 16: AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 17: NORTH AMERICA AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 18: EUROPE AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 19: APAC AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 20: ROW AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 21: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 22: AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 23: NORTH AMERICA AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 24: EUROPE AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 25: APAC AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 26: ROW AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 27: AUGMENTED REALITY MARKET FOR MEDICAL APPLICATION, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 28: AUGMENTED REALITY MARKET FOR MEDICAL APPLICATION, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 29: NORTH AMERICA AUGMENTED REALITY MARKET FOR MEDICAL APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 30: EUROPE AUGMENTED REALITY MARKET FOR MEDICAL APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 31: APAC AUGMENTED REALITY MARKET FOR MEDICAL APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 32: ROW AUGMENTED REALITY MARKET FOR MEDICAL APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 33: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 34: AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 35: NORTH AMERICA AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 36: EUROPE AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 37: APAC AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 38: ROW AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 39: AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 40: AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 41: NORTH AMERICA AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 42: EUROPE AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 43: APAC AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 44: ROW AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 45: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 46: AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 47: NORTH AMERICA AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 48: EUROPE AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 49: APAC AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 50: ROW AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 51: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2015-2023 (USD THOUSAND)
  • TABLE 52: AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2015-2023 (USD MILLION)
  • TABLE 53: NORTH AMERICA AUGMENTED REALITY MARKET FOR OTHER APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 54: EUROPE AUGMENTED REALITY MARKET FOR OTHER APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 55: APAC AUGMENTED REALITY MARKET FOR OTHER APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 56: ROW AUGMENTED REALITY MARKET FOR OTHER APPLICATION, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 57: AUGMENTED REALITY MARKET, GEOGRAPHY, 2015-2023 (USD BILLION)
  • TABLE 58: NORTH AMERICA AUGMENTED REALITY MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 59: NORTH AMERICA AUGMENTED REALITY MARKET, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 60: EUROPE AUGMENTED REALITY MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 61: EUROPE AUGMENTED REALITY MARKET, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 62: APAC AUGMENTED REALITY MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 63: APAC AUGMENTED REALITY MARKET, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 64: ROW AUGMENTED REALITY MARKET, BY APPLICATION, 2015-2023 (USD MILLION)
  • TABLE 65: ROW AUGMENTED REALITY MARKET, BY COUNTRY, 2015-2023 (USD MILLION)
  • TABLE 66: RANKING OF THE TOP 5 PLAYERS IN THE AUGMENTED REALITY MARKET

LIST OF FIGURES

  • FIGURE 1: MARKETS COVERED
  • FIGURE 2: AUGMENTED REALITY MARKET: RESEARCH DESIGN
  • FIGURE 3: BOTTOM-UP APPROACH TO ARRIVE AT THE MARKET SIZE
  • FIGURE 4: TOP-DOWN APPROACH TO ARRIVE AT THE MARKET SIZE
  • FIGURE 5: DATA TRIANGULATION METHODOLOGY
  • FIGURE 6: ASSUMPTIONS OF THE RESEARCH STUDY
  • FIGURE 7: AUGMENTED REALITY MARKET, 2015-2023 (USD BILLION)
  • FIGURE 8: AUGMENTED REALITY MARKET, BY OFFERING, 2016 VS. 2023
  • FIGURE 9: ENTERPRISE APPLICATION EXPECTED TO WITNESS THE HIGHEST GROWTH IN THE AUGMENTED REALITY MARKET BETWEEN 2017 AND 2023
  • FIGURE 10: NORTH AMERICA HAD THE HIGHEST MARKET SHARE FOR AUGMENTED REALITY IN 2016
  • FIGURE 11: REGION-WISE MARKET SIZE OF TOP 2 AUGMENTED REALITY APPLICATIONS, 2016
  • FIGURE 12: AUGMENTED REALITY MARKET EXPECTED TO GROW AT A HIGH RATE BETWEEN 2017 AND 2023
  • FIGURE 13: CHINA EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF THE AUGMENTED REALITY MARKET IN APAC, BY 2023
  • FIGURE 14: AUGMENTED REALITY MARKET IN CHINA TO GROW AT THE HIGHEST RATE BETWEEN 2017 AND 2023
  • FIGURE 15: CONSUMER APPLICATION TO DOMINATE THE AUGMENTED REALITY MARKET DURING THE FORECAST PERIOD
  • FIGURE 16: HEAD-MOUNTED DISPLAYS TO DOMINATE THE AUGMENTED REALITY MARKET BY 2023
  • FIGURE 17: EVOLUTION OF THE AUGMENTED REALITY TECHNOLOGY
  • FIGURE 18: DEMAND FOR AR APPLICATIONS IN THE MEDICAL AND RETAIL SECTORS WILL DRIVE THE GROWTH OF THE AR MARKET
  • FIGURE 19: VALUE CHAIN ANALYSIS (2016): MAJOR VALUES ARE ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES
  • FIGURE 20: MARKET FOR DISPLAYS & PROJECTORS EXPECTED TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD
  • FIGURE 21: MARKET FOR CONSUMER APPLICATION EXPECTED TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD
  • FIGURE 22: MARKET FOR HEAD MOUNTED DISPLAY EXPECTED TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD
  • FIGURE 23: MARKET FOR ENTERPRISE APPLICATION EXPECTED TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD
  • FIGURE 24: GEOGRAPHIC SNAPSHOT: APAC TO WITNESS THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD
  • FIGURE 25: US IS ESTIMATED TO LEAD THE AUGMENTED REALITY MARKET BY 2023
  • FIGURE 26: NORTH AMERICAN AUGMENTED REALITY MARKET OVERVIEW, 2016
  • FIGURE 27: EUROPEAN AUGMENTED REALITY MARKET OVERVIEW, 2016
  • FIGURE 28: APAC AUGMENTED REALITY MARKET OVERVIEW, 2016
  • FIGURE 29: COMPANIES ADOPTED PRODUCT LAUNCHES AND DEVELOPMENTS AS THE KEY GROWTH STRATEGY BETWEEN 2013 AND 2017
  • FIGURE 30: BATTLE FOR MARKET SHARE: PRODUCT LAUNCHES AND DEVELOPMENTS WERE THE KEY STRATEGIES BETWEEN 2013 AND 2017
  • FIGURE 31: COMPETITIVE LEADERSHIP MAPPING
  • FIGURE 32: GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS
  • FIGURE 33: GOOGLE, INC.: COMPANY SNAPSHOT
  • FIGURE 34: MICROSOFT CORPORATION: COMPANY SNAPSHOT
  • FIGURE 35: PTC INC.: COMPANY SNAPSHOT
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