市場調査レポート

ウェアラブル・ワイヤレス:技術、ソリューション、ベンダー、市場と予測

Wearable Wireless: Technology, Solutions, Vendors, Markets and Forecast 2014 - 2019

発行 Mind Commerce 商品コード 317349
出版日 ページ情報 英文 941 Pages
納期: 即日から翌営業日
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ウェアラブル・ワイヤレス:技術、ソリューション、ベンダー、市場と予測 Wearable Wireless: Technology, Solutions, Vendors, Markets and Forecast 2014 - 2019
出版日: 2014年10月27日 ページ情報: 英文 941 Pages
概要

ウェアラブル技術は多くの産業において巨大な転換の可能性を秘めています。特に明らかなのが消費者家電と通信に関連するものです。初期導入業界にはアパレル、医療、スポーツ・フィットネス業界などがありますが、多くの業界ではウェアラブル技術をコンピューティングとして導入し、無線通信が製品やサービスのあらゆる側面に仮想的に統合されている状況です。

当レポートでは、業界による分析、ベンダー/ソリューションの分析、戦略、用途、市場全体の分析、および予測を中心にウェアラブル技術市場を評価し、現在のウェアラブル端末のベンダーや製品の分析、今後の予想などについて取り上げています。

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

  • 概要
  • 対象となるトピック
  • 主な調査結果
  • ターゲット
  • 取り上げる企業

第3章 ウェアラブル技術の用途

  • ウェアラブル技術
    • ボディエリアネットワーク(BAN)
    • 拡張現実(AR)
    • センサーと環境認知
    • 短波無線技術のサポート
  • ウェアラブルの用途の収益構造
    • 産業別市場におけるウェアラブル技術
    • リストウェア:スマートバンドとスマートウォッチ
    • AR特定エリア

第4章 ベンダーとソリューションの分析

  • Abbott Laboratories
  • AcousticSheep
  • Adidas
  • AiQ Smart Clothing Inc.
  • Apple
  • Atheer Labs
  • Burg
  • Cityzen Sciences
  • Clothing+
  • Facebook (Oculus)
  • Fitbit
  • Google
  • I'm
  • Jawbone
  • Intel (Basis Science)
  • Meta Watch
  • Mio Global
  • Misfit
  • National Electronics and Watch Company
  • Neptune
  • Neurosky
  • Nike
  • OMsignal
  • Oxford Metrics
  • PA Consulting
  • Pebble Technology
  • Polar
  • Qualcomm
  • RUNSAFER
  • Samsung
  • Sensoree
  • Sensoria
  • Silent Call Communications
  • Sonostar
  • Sony
  • VIEVU
  • Vuzix
  • WearIT
  • Xensr
  • XOWi
  • Zephyr Technology

第5章 ウェアラブル端末産業の今後

  • ベンダーの影響と市場機会
  • 用途の発展
  • 規制の変化
  • ウェアラブル形態の戦い:時計 vs. リストバンド
  • 拡張現実と拡張メディア
  • 無線サービスプロバイダとウェアラブル
  • 関連技術とソリューション
  • 市場予測
  • 最近の合併
  • その他注目の企業
目次

Wearable technology presents the potential for massive transformation in many industries. The more obvious ones include consumer electronics and communications. Early adopter industries include clothing, healthcare, sports and fitness. However, we see many industries adopting wearable technologies as computing and wireless communications integrate wearable into virtually every aspect of products and services.

Wearable technology today represents an array of products including watches, wristbands, and various clothing items. There is not yet a clear winner, nor do we believe there is a need for one. However, our analysis does point towards winners in certain key battlegrounds such as smartwatch vs. smart wristband. Wearable technology will evolve beyond its current ecosystem, which is very dependent on smartphone integration. New business models will develop that place wearable tech at the center of communications, applications, content, and commerce without the need for handheld devices of any type.

Certain market segments are expected to be the leaders and those industry verticals will drive the innovation that will ultimately drive adoption and new market opportunities across a broader universe of industries. Leading areas include Advertising, Clothing, Sports/Fitness, and Healthcare.

Advertising : The emerging wearable technology ecosystem will bring mobile advertising personalization to a whole new level as solutions such as Disney's MyMagic+ wearable are just the tip of the proverbial iceberg. We see wearable tech bringing to the fore an entirely new category of mobile advertising that will transform the joking about the movie Minority Report into a viable business model with positive ROI for advertisers.

Clothing : With the introduction of the new wearable devices, a once curiosity area for early adopters is rapidly evolving into a new accessory market where form and function are equally important. The convergence of digital technology and apparel represents a huge opportunity as the telecom, electronics, clothing, and accessories industries cooperate to bring wearable technology to the consumer in a very personal way.

Sports and Fitness : Wearable technology and the sports/fitness market are made for each other. Technology to track and provide feedback for various activities is at the core of wearable tech in this area, but solutions are expected to go far beyond as the technology becomes an integral part of training for professionals and exercise for the general consumer segment.

Healthcare : The overall healthcare market is expected to grow rapidly for wearables with some very specific scenarios and applications expected to excel in particular within the medical area. Wearable technology will be particularly disintermediating for certain existing healthcare solutions that are static an inflexible compared to what is expected to evolve as the healthcare and ICT industries merge in this segment.

This research evaluates the wearable technology marketplace with emphasis on industry segment analysis, vendors/solutions analysis, strategies, applications, overall market analysis and forecasts. In this report, we analyze the current wearable devices vendors and their products. We also provide market analysis for the future of the industry and anticipated direction over the course of the next five years.

All purchases of Mind Commerce reports includes 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.

Report Benefits:

  • Wearable technology industry forecasts
  • Market forecast for wearable technology
  • Understand the wearable technology marketplace
  • Understand supporting technologies for wearables
  • Learn about the role of short range wireless in wearables
  • Identify wearable technology vendor strategies and offerings
  • Learn about the future of Augmented Reality (AR) in industry verticals
  • Identify what is needed for applications and the overall ecosystem to grow
  • Understand the role of Body Area Networks (BAN) relative to wearable tech
  • Understand the relationship between wearable technology and communications
  • Learn about specific vendor strategies such as Intel's push into IoT and wearables
  • Wearable tech industry analysis including marketing, healthcare, clothing, and fitness

Target Audience:

  • Healthcare companies
  • Sports apparel companies
  • Mobile marketing companies
  • Fitness and health companies
  • Augmented reality companies
  • Wireless device manufacturers
  • Wireless infrastructure providers
  • Consumer electronics companies
  • Wearable technology developers
  • Embedded computing companies
  • Regulatory bodies and governments
  • Wireless service providers of all types

Table of Contents

Wearable Technology: Vendors and Solutions

1 Executive Summary

2 Introduction

  • 2.1 Overview
  • 2.2 Topics Covered
  • 2.3 Key Questions Answered
  • 2.4 Target Audience
  • 2.5 Companies Mentioned

3 Wearable Technologies and Applications

  • 3.1 Wearable Technologies 16
    • 3.1.1 Body Area Networks (BAN)
    • 3.1.2 Augmented Reality (AR)
    • 3.1.3 Sensors and Ambient Awareness
    • 3.1.4 Supporting Short-range Wireless Technologies
      • 3.1.4.1 RF Identification (RFID)
      • 3.1.4.2 Bluetooth
      • 3.1.4.3 Beacon
      • 3.1.4.4 Others
  • 3.2 Applications for Wearable Ecosystem
    • 3.2.1 Wearable Tech in Industry Verticals
      • 3.2.1.1 Clothing
      • 3.2.1.2 Consumer Electronics
      • 3.2.1.3 Gaming and Entertainment
      • 3.2.1.4 Healthcare
      • 3.2.1.5 Sports and Fitness
    • 3.2.2 Wrist-ware: Smartbands and Smartwatches
    • 3.2.3 AR Specific Areas
      • 3.2.3.1 Archaeology
      • 3.2.3.2 Architecture
      • 3.2.3.3 Art
      • 3.2.3.4 Commerce
      • 3.2.3.5 Construction
      • 3.2.3.6 Education
      • 3.2.3.7 Gaming
      • 3.2.3.8 Industrial Applications
      • 3.2.3.9 Healthcare
      • 3.2.3.10 Military Applications
      • 3.2.3.11 Navigation 55
      • 3.2.3.12 Office Workplace
      • 3.2.3.13 Sports and Entertainment
      • 3.2.3.14 Technical Support
      • 3.2.3.15 Digital Entertainment
      • 3.2.3.16 AR in Tourism
      • 3.2.3.17 Translation
      • 3.2.3.18 Support for the Disabled

4 Vendor and Solution Analysis

  • 4.1 Abbott Laboratories
  • 4.2 AcousticSheep
  • 4.3 Adidas
    • 4.3.1 Micoach Mobile
    • 4.3.2 miCoach X_CELL
    • 4.3.3 MICOACH SPEED_CELL
    • 4.3.4 MICOACH Smart Run
    • 4.3.5 Heart rate Monitor
    • 4.3.6 MICOACH PACER
  • 4.4 AiQ Smart Clothing Inc.
    • 4.4.1 BioMan
    • 4.4.2 NeonMan
    • 4.4.3 ThermoMan
  • 4.5 Apple
  • 4.6 Atheer Labs
    • 4.6.1 Atheer One Smart Glasses
  • 4.7 Burg
    • 4.7.1 Burg Smart Watches Series
  • 4.8 Cityzen Sciences
    • 4.8.1 Smart Sensing Digital Shirt from Cityzen
  • 4.9 Clothing+
  • 4.10 Facebook (Oculus)
  • 4.11 Fitbit
    • 4.11.1 Fitbit Flex
    • 4.11.2 Fitbit Tracker
    • 4.11.3 Fitbit Zip
    • 4.11.4 Fitbit Ultra
    • 4.11.5 Fitbit Force
  • 4.12 Google
    • 4.12.1 Google Eye-ware
    • 4.12.2 Ingress Game
    • 4.12.3 Android Wear
  • 4.13 I'm
  • 4.14 Jawbone
  • 4.15 Intel (Basis Science)
    • 4.15.1 Basis Health Tracker
    • 4.15.2 Make it Wearable Challenge
    • 4.15.3 Intel, Wearable, and the Internet of Things (IoT)
  • 4.16 Meta Watch
    • 4.16.1 MetaWatch
    • 4.16.2 Strata MetaWatch
  • 4.17 Mio Global
  • 4.18 Misfit
  • 4.19 National Electronics and Watch Company
    • 4.19.1 GPS-Run (GM-1000)
    • 4.19.2 Run+ (GM2000)
    • 4.19.3 Run Pro (GM3000)
    • 4.19.4 Heart Rate Monitors
    • 4.19.5 Fitness 110
    • 4.19.6 Lap series
    • 4.19.7 Training Series
    • 4.19.8 Outdoor Wearables
    • 4.19.9 Water Sports Set
  • 4.20 Neptune
  • 4.21 Neurosky
    • 4.21.1 MindWave
  • 4.22 Nike
    • 4.22.1 Fuel Band
  • 4.23 OMsignal
    • 4.23.1 OM Signal Shirt
  • 4.24 Oxford Metrics
  • 4.25 PA Consulting
  • 4.26 Pebble Technology
    • 4.26.1 Pebble Watch
    • 4.26.2 Pebble vs. Samsung
    • 4.26.3 Pebble Development Community and Apps
  • 4.27 Polar
  • 4.28 Qualcomm
  • 4.29 RUNSAFER
  • 4.30 Samsung
    • 4.30.1 Galaxy Gear Series
    • 4.30.2 Galaxy Gear 2 Neo
    • 4.30.3 Galaxy Gear Fit
  • 4.31 Sensoree
  • 4.32 Sensoria
  • 4.33 Silent Call Communications
  • 4.34 Sonostar
  • 4.35 Sony
    • 4.35.1 Sony SmartWatch
    • 4.35.2 Sony SmartBand
  • 4.36 VIEVU
  • 4.37 Vuzix
  • 4.38 WearIT
  • 4.39 Xensr
  • 4.40 XOWi
  • 4.41 Zephyr Technology
    • 4.41.1 BioHarness
    • 4.41.2 ZephyrLIFE

5 Future of the Wearable Devices Industry

  • 5.1.1 Vendor Impacts and Industry Opportunities
  • 5.1.2 Application Development
  • 5.1.3 Regulatory Challenges
  • 5.1.4 Wearable Form Factor Battle: Watches vs. Wristbands
  • 5.1.5 Augmented Reality and Augmented Media
  • 5.1.6 Wireless Service Providers and Wearables
  • 5.1.7 Related Technologies/Solutions
  • 5.1.8 Market Forecast
  • 5.1.9 Recent Acquisitions
  • 5.1.10 Additional Companies to Monitor

Figures

  • Figure 1: Use Case from SixthSense
  • Figure 2: Hand as Dial Pad
  • Figure 3: Smart Wearable Tech on the Wrist
  • Figure 5: Adidas miCoach X_CELL
  • Figure 6: MICOCH SPEED_CELL
  • Figure 7: Adidas MiCoach Smart Run Watch
  • Figure 8: Micoach HRM attached to user's chest
  • Figure 9: MICOACH PACER set
  • Figure 10: BioMan Shirt from AiQ
  • Figure 11: Atheer One Smart Glasses
  • Figure 12: Fibit Flex Bluetooth Wristband
  • Figure 13: Fitbit Tracker
  • Figure 14: Fitbit ZIP
  • Figure 15: Fitbit Force
  • Figure 16: I'm Watch
  • Figure 17: MetaWatch
  • Figure 18: Mio Alpha: Heart Rate Monitoring Watch
  • Figure 19: Mio Link Synchronizes with the MioGo Smartphone App
  • Figure 4: Shine Devices
  • Figure 20: NEWCO GM-1000
  • Figure 21: NEWCO Run+ (GM2000)
  • Figure 22: NEWCO Run Pro (GM3000)
  • Figure 23: NEWCO Fitness Tracker FW-3000
  • Figure 24: NEWCO LW-5000 1
  • Figure 25: NEWCO TW4000 Training Wearable
  • Figure 26: NEWCO outdoors wearable AS-3000
  • Figure: 27 MindWave
  • Figure 28: Nike FuelBand
  • Figure 29: Pebble Watch
  • Figure 30: Galaxy Gear 2
  • Figure 31: Galaxy Gear Fit
  • Figure 32: Sony Smart Watch
  • Figure 33: ZephyrLIFE
  • Figure 34: Anticipated Development Areas
  • Figure 35: Two-sided Wearable Tech Communications
  • Figure 36: Wearable Tech Growth
  • Figure 37: Wearable Technology Revenue 2014 - 2020
  • Figure 38: Wearable Devices Market 2014-2020

Wearable Augmented Reality Google Glasses and Beyond

1.0 EXECUTIVE SUMMARY

2.0 INTRODUCTION

  • 2.1.1 USER POSITION AND AUGMENTED REALITY
  • 2.1.2 COLLABORATIVE APPLICATIONS
  • 2.1.3 AUGMENTED REALITY CHALLENGES

3.0 WEARABLE DEVICES AND AUGMENTED REALITY

  • 3.1 WEARABLE DEVICES COMPONENT AND TECHNOLOGIES
    • 3.1.1 GOOGLE GLASSES
    • 3.1.2 GOOGLE GLASSES TECHNOLOGIES
    • 3.1.3 GOOGLE GLASSES POTENTIAL APPLICATIONS
    • 3.1.4 GOOGLE NOW INTEGRATION WITH GOOGLE GLASSES
  • 3.2 WILL GOOGLE GLASSES BE ANDROID BASED OR CLOUD BASED
    • 3.2.1 CLOUD COMPUTING AND THE TRANSFORMATION OF GOOGLE MOBILE APPS
    • 3.2.2 GFS II
    • 3.2.3 BIGTABLE
    • 3.2.4 MAPREDUCE
    • 3.2.5 MEMCACHE
    • 3.2.6 APPENGINE
  • 3.3 GOOGLE BUSINESS MODEL AND CLOUD STRATEGY
    • 3.3.1 MARKET STRATEGY
    • 3.3.2 GOOGLE APPS MARKETPLACE AND MOBILE APPLICATIONS
    • 3.3.3 GOOGLE CLOUDS
    • 3.3.4 ECONOMIC OF THE CLOUD AND ITS BENEFITS FOR GOOGLE
    • 3.3.5 SWOT ANALYSIS FOR GOOGLE CLOUD SERVICES
    • 3.3.6 GOOGLE MOBILE CLOUDS POTENTIALS FOR GOOGLE GLASSES
  • 3.4 HANDHELD VS. WEARABLE AUGMENTED REALITY
    • 3.4.1 SWOT ANALYSIS FOR WEARABLE AUGMENTED REALITY DEVICES

4.0 GOOGLE GLASSES APPLICATIONS

  • 4.1 GOOGLE GLASSES IN CONSTRUCTION SITES
    • 4.1.1 NAVIGATION IN CONSTRUCTION SITES THROUGH AR APPLICATIONS
  • 4.2 GOOGLE GLASSES IN HEALTHCARE AND MEDICAL SOLUTIONS
    • 4.2.1 GOOGLE GLASSES IN SURGERY
    • 4.2.2 GOOGLE GLASSES INTERACTION WITH ROBOTICS FOR MORE AUTOMATED SURGERIES
  • 4.3 GOOGLE ANDROID
  • 4.4 ANDROID APPLICATIONS ANALYSIS
    • 4.4.1 SWOT ANALYSIS FOR THE ANDROID OS
  • 4.5 MARKET OVERVIEW
    • 4.5.1 MARKET FORECAST
    • 4.5.2 MARKET SHARE
    • 4.5.3 MARKET ANALYSIS
    • 4.5.4 MARKET PREDICTIONS
    • 4.5.5 BUSINESS OPPORTUNITIES
    • 4.5.6 TRENDS IN MOBILE SOFTWARE DEVELOPMENT
    • 4.5.7 MOBILE CLOUD SOFTWARE DEVELOPMENTS
    • 4.5.8 APPLICATION BILLING
    • 4.5.9 HANDSET BUSINESS TRENDS
  • 4.6 ANDROID OS FUTURE
    • 4.6.1 ANDROID HARDWARE DEVELOPMENTS
    • 4.6.2 CONCLUSION
  • 4.7 GOOGLE IN SOCIAL MEDIA MARKET PLACE AND ITS BENEFITS FOR THE GLASSES PROJECT
  • 4.8 GOOGLE IN SOCIAL COMMERCE
    • 4.8.1 MOBILE COMMERCE AND SOCIAL SELLING THROUGH GOOGLE APPLICATIONS
    • 4.8.2 GOOGLE+ AND LOCATION SERVICES
    • 4.8.3 FACEBOOK SOCIAL SELLING VS GOOGLE+ SOCIAL SELLING
    • 4.8.4 SWOT ANALYSIS GOOGLE+ VS FACEBOOK IN MOBILE COMMERCE AND SOCIAL SELLING
  • 4.9 THE FUTURE OF GOOGLE STRATEGY IN SOCIAL SELLING AND SOCIAL ADVERTISING
    • 4.9.1 GOOGLE+ TO TAKE OVER FACEBOOK
  • 4.10 GOOGLE DRIVE

5.0 GOOGLE AS A SERVICE PROVIDER

  • 5.1 GOOGLE AS A VNO: CLOUD AND APPLICATIONS
    • 5.1.1 GOOGLE IN THE CLOUD: POTENTIAL NETWORK ADVANTAGES
    • 5.1.2 GOOGLE IN THE CLOUD: INCUMBENT NETWORK OPERATOR IMPLICATIONS
    • 5.1.3 GOOGLE APPLICATIONS AS A PLATFORM TO INCUMBENT OPERATORS' NETWORKS
  • 5.2 OTT VOIP PROVIDERS AND GOOGLE
    • 5.2.1 VOIP PROVIDERS
    • 5.2.2 INCUMBENT OPERATORS THREATS

6.0 GOOGLE GLASSES CHALLENGES

  • 6.1.1 USERS PRIVACY IN GOOGLE GLASSES
    • 6.1.2 WHAT CAN BE DONE TO PROTECT USER PRIVACY IN GOOGLE GLASSES APPLICATIONS
    • 6.1.3 USING GOOGLE GLASSES APPLICATIONS AS OFFLINE APPLICATION TO INCREASE PROFIT
    • 6.1.4 GOOGLE GLASSES AND MOBILE BUSINESS APPLICATION
  • 6.2 GOOGLE GLASSES + SOCIAL COMMERCE = COMMERCE SUCCESS
  • 6.3 GOOGLE GLASSES APPLICATIONS AND ITS CHALLENGES
  • 6.4 THE ACCEPTANCE OF THE NEW APPLICATIONS IN GOOGLE GLASSES
    • 6.4.1 THE END-USER PERSPECTIVE
    • 6.4.2 THE NETWORK OPERATOR AND THIRD PARTY PROVIDER PERSPECTIVE

7.0 GOOGLE FUTURE DIRECTION WITH GOOGLE GLASSES

  • 7.1.1 NEW MOBILE ADVERTISING VENDORS CHALLENGE GOOGLE
  • 7.2 GOOGLE APPLICATIONS PRODUCTS
  • 7.3 LOCATION COMMERCE AND GOOGLE APPLICATIONS
  • 7.4 GOOGLE STRATEGIC DIRECTION
    • 7.4.1 RECENT EVENTS AFFECTS GOOGLE STRATEGIES
  • 7.5 APPLICATIONS FOR MARKETERS
  • 7.6 GOOGLE COMPUTE ENGINE
    • 7.6.1 GOOGLE COMPUTE ENGINE VS AMAZON CLOUD SERVICE

Evolution of Augmented Reality, Wearable Wireless, and Body Area Networks

1 Introduction

  • 1.1 Executive Summary
  • 1.2 Topics Covered
  • 1.3 Key Findings
  • 1.4 Key Questions Answered
  • 1.5 Target Audience

2 Augmented Reality Technology

  • 2.1 Evolution of AR Technologies
  • 2.2 AR Applications
    • 2.2.1 Archaeology
    • 2.2.2 Architecture
    • 2.2.3 Art
    • 2.2.4 Commerce
    • 2.2.5 Construction
    • 2.2.6 Education
    • 2.2.7 Other Uses
    • 2.2.8 Gaming
    • 2.2.9 Industrial Applications
    • 2.2.10 Healthcare
    • 2.2.11 Military Applications
    • 2.2.12 Navigation
    • 2.2.13 Office Workplace
    • 2.2.14 Sports and Entertainment
    • 2.2.15 Technical Support
    • 2.2.16 AR use in TV Applications
    • 2.2.17 AR in Tourism
    • 2.2.18 Translation

3 Augmented Reality Use Cases

  • 3.1 AR Evolution
    • 3.1.1 Caudle AR system
    • 3.1.2 Morton's Sensorama
    • 3.1.3 Battlefield Augmented Reality System
    • 3.1.4 AR in Gaming

4 Wearable Wireless Devices

  • 4.1 Wearable Devices Overview
  • 4.2 Case Study: Wearable Devices vs. Mobile Devices
    • 4.2.1 Wearable Devices in Healthcare
  • 4.3 Case Study: Current Wearable Devices Analysis
    • 4.3.1 Bluetooth Wrist Bands
    • 4.3.2 Running and Health Monitor Devices
    • 4.3.3 Wrist Watches
    • 4.3.4 Integration with Mobile Devices

5 Body Area Network (BAN)

  • 5.1 BAN Overview
    • 5.1.1 BAN Applications
  • 5.2 Current BAN Applications in the Healthcare Industry
  • 5.3 BAN Challenges
    • 5.3.1 Security
    • 5.3.2 Privacy
    • 5.3.3 Power Complexity
    • 5.3.4 FCC Regulations

6 Augmented Reality Market Analysis and Forecasts

  • 6.1 Growth Drivers 83
    • 6.1.1 Tourism Industry
    • 6.1.2 Mobile Commerce and AR
    • 6.1.3 Gaming and Maps
    • 6.1.4 AR Market Growth Driver Analysis
    • 6.1.5 AR Solution Devices Market Deployment Challenges: A Market Outlook
  • 6.2 Regional AR Market
    • 6.2.1 America
    • 6.2.2 Asia Pacific
    • 6.2.3 Europe
    • 6.2.4 Middle East & Africa

7 Wearable Wireless Market Analysis and Forecasts

8 Conclusions and Recommendations

Figures

  • Figure 1: SixthSense
  • Figure 2: Using Hand as Dial Pad
  • Figure 3: AR fitting system
  • Figure 4: Caudle AR system
  • Figure 5: Morton's Sensorama
  • Figure 6: Square-shaped Barcodes 2D Matrix Marker
  • Figure 7: Battlefield Augmented Reality System
  • Figure 8: Wireless AR-PDA System
  • Figure 9: Human Pacman and 3D Cookies in the Street
  • Figure 10: Wellington Zoo Ad Discovered using Mobile AR
  • Figure 11: Smart Watches and Wristbands in Health and Fitness
  • Figure 12: Google Glasses
  • Figure 13: Hybrid System Architecture for Healthcare: WAITER
  • Figure 14: Fibit Flex Bluetooth Wristband
  • Figure 15: Neptune Pine smart Watch in Development
  • Figure 16: Wireless Body Area Network of Intelligent Sensors for Patient Monitoring
  • Figure 17: Wireless Body Area Network Applications
  • Figure 18: Alternative Intensive Care on the Go 70
  • Figure 19: AR Global Revenues 2013-2019
  • Figure 20: US AR Market 2014-2019
  • Figure 21: Asia Pacific AR Market 2014-2019
  • Figure 22: European AR Market 2014-2019
  • Figure 23: Middle East and Africa AR Market 2014-2019
  • Figure 24: Shipment Volume of Fitness Wearable Devices 2013 - 2018
  • Figure 25: Value of Fitness Wearable Device Shipments 2013 - 2018
  • Figure 26: Healthcare Device Shipment Volume 2013 - 2018
  • Figure 27: Value of Healthcare Device Shipments 2013 - 2018
  • Figure 28: Overall Volume of Wearable Devices 2013 - 2018
  • Figure 29: Overall Value of Wearable Devices 2013 - 2018
  • Figure 30: Composition by Volume of Wearable Device Market 2013 - 2018
  • Figure 31: Composition by Value of Wearable Device Market 2013 - 2018

Wearable Technology in Industry Verticals

1.0 Executive Summary

2.0 Introduction

  • 2.1 High View
  • 2.2 Definitions And Characteristics
  • 2.3 Evolution
  • 2.4 Challenges And Constraints
    • 2.4.1 Technological Barriers
      • 2.4.1.1 Size
      • 2.4.1.2 Invasiveness
      • 2.4.1.3 Weight
      • 2.4.1.4 Discomfort
      • 2.4.1.5 More Use Cases
      • 2.4.1.6 Multiple Tasks
      • 2.4.1.7 Cost
      • 2.4.1.8 Battery Life
      • 2.4.1.9 Gps Limitations
    • 2.4.2 Ethical Concerns
      • 2.4.2.1 Security
      • 2.4.2.2 Personal Information
      • 2.4.2.2 Privacy, Spam, Fraud And Unauthorized Use
    • 2.4.3 Legal Constraints

3.0 Industry Vertical: Smart Cameras

  • 3.1 Replacement For Smartphones
  • 3.2 Product Descriptions
    • 3.2.1 Gopro Hero Camera
    • 3.2.2 Contour Hd Video Camera
    • 3.2.3 Swann Freestyle Wearable Hd Video Camera
    • 3.2.4 Looxcie Video Camera
    • 3.2.5 Mometo Camera
  • 3.3 Market Players
  • 3.4 Market Potential

4.0 Industry Vertical: Smart Glasses

  • 4.1 From Star Trek To Smart Glasses
  • 4.2 Product Description
  • 4.3 Challenges And Constraints
    • 4.3.1 Privacy Concerns
    • 4.3.2 Issues Of Life And Health
    • 4.3.3 Technological Issues
    • 4.3.4 No Compelling Application
    • 4.3.5 Ahead Of Its Time
    • 4.3.6 Price
    • 4.3.7 Intrusiveness
    • 4.3.8 Redeeming Features
  • 4.4 Market Players
    • 4.4.1 Google
    • 4.4.2 Apple
    • 4.4.3 Baidu
    • 4.4.4 Vuzix
    • 4.4.5 Glassup
    • 4.4.6 Olympus
    • 4.4.7 Sony
  • 4.5 Market Potential

5.0 Industry Vertical: Gaming/Entertainment

  • 5.1 Golden Age Of Gaming
  • 5.2 Product Descriptions
    • 5.2.1 Nintendo Wii
    • 5.2.2 Kinect
    • 5.2.3 Leap Motion Controller
    • 5.2.4 Smart Watch Gaming Gadgets
    • 5.2.5 Durovis Dive
    • 5.2.6 Game Platform "Woven"
    • 5.2.7 Electronic Fibers
    • 5.2.8 From Iphone To Eyephone
    • 5.2.9 Other Game Devices
  • 5.3 Market Players
  • 5.4 Market Potential

6.0 Industry Vertical: Smart Clothing

  • 6.1 Smart Clothes For All
    • 6.1.1 Properties Of Smart Clothing
    • 6.1.2 Use Cases
  • 6.2 Materials And Technologies For Smart Clothing
    • 6.2.1 Silk Organza
    • 6.2.2 Plastic Optical Fibers
    • 6.2.3 E-Textiles
    • 6.2.4 Reebok Silicon Fabric
    • 6.2.5 Electronic Fibers
  • 6.3 Smart Clothing Products
    • 6.3.1 Game Platform "Woven"
    • 6.3.2 Smart Shirt
    • 6.3.3 Musical Jacket
    • 6.3.4 Movement Detecting Pants
    • 6.3.5 Hug Shirt
    • 6.3.6 Biosensor Underwear
    • 6.3.7 Aiq Apparel
  • 6.4 Market Players
  • 6.5 Market Potential

7.0 Industry Vertical: Smart Watches

  • 7.1 Next Phase Of Mobile Revolution
  • 7.2 Product Description And Evolution
    • 7.2.1 Older Models
    • 7.2.2 Modern Smart Watches
    • 7.2.2.1 Microsoft Spot Watch
    • 7.2.2.2 Motorola Actv Smart Watch
    • 7.2.2.3 Sony "Smartwatch"
    • 7.2.2.4 Pebble Smart Watch
    • 7.2.2.5 Other Smart Watch Models
    • 7.2.2.6 Standalone Smart Watches
    • 7.2.3 Challenges And Constraints
    • 7.2.3.1 Battery Power
    • 7.2.3.2 Price
    • 7.2.3.3 Nitches Only - Not Hits
  • 7.3 Market Players
  • 7.4 Market Potential

8.0 Industry Vertical: Sports And Fitness Devices

  • 8.1 Quantified Self Movement
  • 8.2 Product Descriptions
    • 8.2.1 Jawbone Up Band
    • 8.2.2 Fitbit Flex Band
    • 8.2.3 Nike Fuelband
    • 8.2.4 Sleep Sensor
    • 8.2.5 Exercise Watch
    • 8.2.6 Bioharness Sensor
  • 8.3 Market Players
  • 8.4 Market Potential

9.0 Industry Vertical: Healthcare

  • 9.1 Body Area Network
  • 9.2 Product Descriptions
    • 9.2.1 Physiological Healthcare Devices
      • 9.2.1.1 Bioharness Sensor
      • 9.2.1.2 Aiq Apparel
      • 9.2.1.3 Bluelibris Devices
      • 9.2.1.4 Basis 1 Wrist Band
      • 9.2.1.5 Wearable Visi Mobile System
      • 9.2.1.6 Glucose Monitor
      • 9.2.1.6 Patches
    • 9.2.2 Personal Server - Actuators
      • 9.2.2.1 Intellivue Mx40 Patient Monitor
      • 9.2.2.2 The 9Solutions Locating System
    • 9.2.3 Remote Healthcare Devices
      • 9.2.3.1 Bodytel
      • 9.2.3.2 Zoll Lifevest
  • 9.3 Challenges And Constraints
    • 9.3.1 Technological Barriers
      • 9.3.1.1 Battery Power
      • 9.3.1.2 Airspace
      • 9.3.1.3 Interoperability
      • 9.3.1.4 Sensor Validation
      • 9.3.1.5 System Devices
    • 9.3.2 Human-Centric Factors
    • 9.3.3 Ethical Concerns
  • 9.4 Market Players
  • 9.5 Market Potential

10.0 Industry Vertical: Military

  • 10.1 One Quarter Century Of Use
  • 10.2 Challenges And Constraints
    • 10.2.1 Size, Weight And Power (Swap)
    • 10.2.2 Battery Power
    • 10.2.3 Rugged Design
    • 10.2.4 Wireless Functionalities
    • 10.2.5 Video Capability
  • 10.3 Product Descriptions
    • 10.3.1 Nomad Wearable Computer
    • 10.3.2 Thermite Tactical Visual Computer
    • 10.3.3 Small Form Factor Boards
    • 10.3.4 Zypad Br2000 Wearable Computer
    • 10.3.5 Cots-Based Wearable Computer
    • 10.3.6 Militarized Voice Control Devices
  • 10.4 Market Players
  • 10.5 Market Potential

11.0 Industry Vertical: Industrial/Enterprise

  • 11.1 Form And Function
  • 11.2 Product Descriptions
    • 11.2.1 Honeywell Wearable Barcode Scanners
    • 11.2.2 Honeywell Scanners For Warehouse Quick-Picking
    • 11.2.3 Motorola Rs507 Ring Imager
    • 11.2.4 Zypad Wl1500 Wearable Computer
    • 11.2.5 Motorola Wt4000 Wearable Terminal
    • 11.2.6 Metrologic Wearable Scanners
    • 11.2.7 Wearable Computer For Automobile Servicing
    • 11.2.8 Networked Cars
    • 11.2.9 Wearable Computer For Worker Safety
    • 11.2.10 Wearable Computer For Training And Support
  • 11.3 Market Players
  • 11.4 Market Potential

12.0 Overall Wearable Computing Device Market

  • 12.1 Forecast Methodology
  • 12.2 Projections Of Market Volume
  • 12.3 Projections Of Market Value
  • 12.4 Market By Use Case
  • 12.5 Scenario For 2018
  • 12.6 Market By Geography
  • 12.7 Economic Impact

13.0 Conclusions

  • 13.1 Fad Or Trend
  • 13.2 Social Revolution
  • 13.3 Six Human Senses
  • 13.4 Wearables To Replace Smartphones
  • 13.5 Market Is Huge But Not Mind-Boggling
  • 13.6 Product Paradigm Shift
  • 13.7 Constraints And Contrarians
  • 13.8 Conclusions And Recommendations
  • 13.8.1 Consumer Electronics
  • 13.8.2 Wireless Service Providers
  • 13.8.3 Embedded Computing Providers
  • 13.8.4 Augmented Reality Providers
  • 13.8.4 Industry Sectors And Enterprise
  • 13.8.5 Regulatory Bodies And Governments

Exhbits

  • 1. Growth of Worldwide Smartphone Sales
  • 2. GoPro Hero3 Camera
  • 3. Contour High Definition Wearable Camera
  • 4. Swann Freestyle Wearable Camera HD Video Camera
  • 5. Looxcie 1 Hands-free Wearable Video Camera
  • 6. Looxcie 2 Hands-free Wearable Video Camera
  • 7. How Google Glass Works
  • 8. Vuzix M100 Glasses
  • 9. Olympus Eyewear
  • 10. Volumes of Shipments of Smart Glasses 2013-2018
  • 11. Value of Shipments of Smart Glasses 2013-2018
  • 12. The Nintendo Wii
  • 13. Kinect functions without Controller
  • 14. Oculus Rift Virtual Reality Headset
  • 15. E-wearable Game Platform "Woven" built into clothing
  • 16. A Circuit fabricated on Silk Organza fabric
  • 17. Early Prototype of Smart Shirt developed at Georgia Tech
  • 18. Levi's Musical Jacket
  • 19. Movement Detecting Pants by Virginia Polytechnic
  • 20. Hug Shirt
  • 21. Biosensor Men's Underwear
  • 22. AiQ BioMan T-Shirt
  • 23. Motorola ACTV Smart Watch
  • 24. Sony "Smartwatch"
  • 25. Pebble Smart Watches
  • 26. Volume of Smart Watch Shipments 2013-2018
  • 27. Value of Smart Watch Shipments 2013-2018
  • 28. Healthy Lifestyles spur demand for Fitness Wearables
  • 29. Flex bands in different colors
  • 30. Nike Fuelband
  • 31. Sleep Sensor
  • 32. Bluetooth-supported BioHarness Sensor
  • 33. Volume of Shipments of Fitness Wearables 2013-2018
  • 34. Value of Shipments of Fitness Wearables 2013-2018
  • 35. Shipment Value of Fitness Sensors 2013-2018
  • 36. Body Area Network for Ambulatory Health Monitoring
  • 37. BlueLibris for Personal Emergency Response
  • 38. Basis B1 Wrist Band
  • 39. ViSi Mobile System
  • 40. IntelliVue MX40 Patient Monitor
  • 41. The 9Solutions Locating System
  • 42. BodyTel Home Dagnostics System
  • 43. Zoll LifeVest
  • 44. Shipment Volume of Healthcare Wearables 2013-2018
  • 45. Shipment Value of Healthcare Wearables 2013-2018
  • 46. Military Wearables are more demanding than Civilian Gadgets
  • 47. Zypad BR2000 Wearable Computer
  • 48. Thermite Wearable Computer using COTS technology
  • 49. Honeywell's range of Hands-free Scanners
  • 50. Honeywell scanners HX2and HX3
  • 51. Zypad WL1500 with versatile networking capabilities
  • 52. IS4200 Scanglove
  • 53. Networked Cars
  • 54. Volume of Wearable Device Market 2013-2018
  • 55. Value of Wearable Device Market 2013-2018
  • 56. Composition of Wearable Device Market by Volume 2013-2018
  • 57. Composition of Wearable Device Market by Value 2013-2018
  • 58. Volume of Wearable Device Market by Volume 2018
  • 59. Value of Wearable Device Market by Volume 2018
  • 60. Wearable Device Market Value by Geography 2018
  • 61. Smart Watches may take $1 out of every $5 spent on watches in 2018
  • 62. Comparative Market Valuations of Wearables and Smartphones 2018
  • 63. Consumer Wearables overtaking Fitness and Healthcare by 2015

Wearable Technology in Mobile Advertising

1 Wearable Devices Developments

  • 1.1 Mobile Advertising Personalization and Wearable Devices
  • 1.2 Case Study: Wearable Devices vs. Mobile Devices
  • 1.3 Mobile Advertising Intelligence

2 Wearables Smart Glasses in Advertising

  • 2.1 Pay-Per-Gaze Model
    • 2.1.1 Advertising with Wearable Technology
    • 2.1.2 Case Study: Pay-Per-Gaze Scenario with Google Glass

3 Wearables Advertising a New Shift

  • 3.1 Case Study: The use of Wearable Devices in Advertising
    • 3.1.1 User Behavior Monitoring
    • 3.1.2 Behavior towards Advertisements

4 Future Advertising Models with Wearable Devices

  • 4.1 Combining Applications with Wearable Devices
    • 4.1.1 Pay-Per-Emotion
    • 4.1.2 Pay-Per-Action

Figures

  • Figure 1: Pay-Per-Gaze 11
  • Figure 2: Augmented Reality Advertising
  • Figure 3: Google Glass Ads Preview
  • Figure 4: Wearable Tech in Advertising
  • Figure 5: Pay per Emotion (PPE)

Wearable Devices in Sports and Fitness 2014 - 2019

1 Executive Summary

  • 1.1 Topics Covered 7
  • 1.2 Target Audience
  • 1.3 Companies Mentioned

2 Wearable Wireless Devices

  • 2.1 Wearable Devices Overview
  • 2.2 Case Study: Wearable Devices VS Mobile Devices
    • 2.2.1 Wearable Devices in healthcare
  • 2.3 Case Study: Current Wearable Devices Analysis
    • 2.3.1 Bluetooth Wrist Bands
    • 2.3.2 Running and Health Monitor Devices
    • 2.3.3 Wrist Watches
    • 2.3.4 Integration with Mobile Devices

3 Body Area Network (BAN)

  • 3.1 BAN Overview
    • 3.1.1 BAN Applications
  • 3.2 Current BAN Applications in the Healthcare Industry
  • 3.3 BAN Challenges
    • 3.3.1 Security
    • 3.3.2 Privacy
    • 3.3.3 Power Complexity
    • 3.3.4 FCC Regulations

4 Sports and Technology

  • 4.1 Player Tracking Wearables
    • 4.1.1 Head Impact Indicators
    • 4.1.2 Wearables in Footwear
    • 4.1.3 Activity Wrist Bands
  • 4.2 Referees Monitoring Systems
  • 4.3 The Impact on the Sports Industry

5 Future Applications and Industry Roadmap

  • 5.1 Current Applications
  • 5.2 Treadmill Visual Effects
  • 5.2.1 Technology
  • 5.3 Tracking Tennis Techniques
  • 5.4 Smart Running Socks
  • 5.5 Nike Barefoot Running Stickers

6 Other Areas

  • 6.1 Wearables and Big Data
  • 6.2 Wearables and Healthcare

7 Sports and Fitness Market Forecast 2014 - 2019

  • 7.1 Wearable Devices Shipments 2014 - 2019
  • 7.2 Worldwide Revenues from Wearables Devices in Sports
  • 7.3 Market by Category
    • 7.3.1 Wearable Electronics

Tables

  • Table 1: Wearable Devices Shipments Worldwide 2014 - 2019
  • Table 2: Wearable Devices Shipments Worldwide 2014 - 2019
  • Table 3: Wearable Devices Revenues in Sports 2014 - 2019
  • Table 4: Biosensors Market 2015 - 2020

Figures

  • Figure 1: Smart Wristware in Fitness Programs
  • Figure 2: Google Glasses
  • Figure 3: Hybrid System Architecture
  • Figure 4: Fibit Flex Bluetooth Wrist Band
  • Figure 5: Neptune Pine Smart Watch
  • Figure 6: Wireless Body Area Network (BAN)
  • Figure 7: Wireless Body Area Network Applications
  • Figure 8: Alternative Intensive Care On-the-Go
  • Figure 9: Early Wearable Devices
  • Figure 10: Player Monitoring Systems
  • Figure 11: CheckLight from Rebook and MC10
  • Figure 12: Skin Patches
  • Figure 13: Treadmill with Goggles
  • Figure 14: Nike Barefoot Running Stickers
  • Figure 15: Big Data Anatomy
  • Figure 16: Wearable Devices Revenues in Sports 2014 - 2019
  • Figure 17: Biosensors Market 2015 - 2020

Wearable Technologies in Clothing 2014 - 2020

1 Introduction

  • 1.1 Executive Summary
  • 1.2 Topics Covered
  • 1.3 Key Questions Answered
  • 1.4 Target Audience
  • 1.5 Companies Mentioned

2 E-textile and Wearable Technology in Clothing Overview

  • 2.1 Sensors used in Wearable Systems
    • 2.1.1 Movement Sensors
    • 2.1.2 Respiration Sensors
    • 2.1.3 Piezoelectric Usage in Sensors
    • 2.1.4 Skin Sensors
    • 2.1.5 Thermal Sensors
    • 2.1.6 Heart Rate Monitors

3 E-Textiles

  • 3.1 Fabric Design
  • 3.2 Wearable Electronics
  • 3.3 Current Applications
    • 3.3.1 Soft Switches Integrated into Clothing
    • 3.3.2 Sensors
    • 3.3.3 Fabric based Touch Sensing Solutions
  • 3.4 Lighting Systems

4 Future Applications

  • 4.1 Hoodie Headphones
  • 4.2 Body Heat Temperature Monitoring Clothing
    • 4.2.1 System Component
  • 4.3 Changing-Colour Lighting Clothing
    • 4.3.1 Scarfs
    • 4.3.2 Ties
  • 4.4 Speed-Meter Displays Clothing
    • 4.4.1 Sports Applications

5 Wearable Technologies and Fashion

  • 5.1 Wearable Tech and Fashion
  • 5.2 Wearable Tech and Usability in Clothing

6 Vendor Landscape

  • 6.1 CuteCircuits
    • 6.1.1 Kinetic Dress
    • 6.1.2 M Dress
    • 6.1.3 Galaxy Dress
    • 6.1.4 T-shirtOS
  • 6.2 Adidas
    • 6.2.1 Micoach Mobile
    • 6.2.2 miCoach X_CELL
    • 6.2.3 MICOACH SPEED_CELL
    • 6.2.4 MICOACH Smart Run
    • 6.2.5 Heart rate Monitor
    • 6.2.6 MICOACH PACER
  • 6.3 AiQ Smart Clothing
    • 6.3.1 BioMan
    • 6.3.2 NeonMan
    • 6.3.3 ThermoMan
  • 6.4 OMsignal
    • 6.4.1 OM Signal Shirt
  • 6.5 Clothing+
  • 6.6 Nike
    • 6.6.1 Fuel Band
  • 6.7 Textronics
    • 6.7.1 Textro-Sensors

7 Global Market Forecasts 2015 - 2020

  • 7.1 E-Textiles
  • 7.2 Wearable Electronics

Figures

Figure 1: Soft Switching in Clothing Figure 2: Wearable Sensors Attached to the Skin Figure 3: Bags with Music Players Control Switches Figure 4: Levis RedWire Figure 5: LED Lighting into Clothing Figure 6: Hoodiebuddie Headphones Figure 7: Body Temperature Sensors with Displays Figure 8: Lighting Scarfs Figure 9: Ties with LED Lighting Figure 10: Speed-sensor Vest Figure 11: The Kinetic Dress Figure 12: The M Dress Figure 13: The Galaxy Dress Figure 14: T-ShirtOS Figure 15: Adidas miCoach X_CELL Figure 16: MICOCH SPEED_CELL Figure 17: Adidas MiCoach Smart Run Watch Figure 18: Micoach HRM attached to User's Chest Figure 19: MICOACH PACER Figure 20: BioMan Shirt Figure 21: Nike FuelBand Figure 22: Global E-Textile Revenue 2015 - 2020 Figure 23: Global E-Textile Market 2015 - 2020 Figure 24: Biosensors Revenue 2015 - 2020 Figure 25: Biosensors Market 2015 - 2020

Wearable Devices in Healthcare 2014 - 2020

1 Introduction

  • 1.1 Executive Summary
  • 1.2 Topics Covered
  • 1.3 Key Questions Answered
  • 1.4 Target Audience
  • 1.5 Companies in Report

2 Wearable Devices Technologies Overview

  • 2.1 Sensors in Wearable Systems
    • 2.1.1 Movement Sensors
    • 2.1.2 Respiration Sensors
    • 2.1.3 Piezoelectric Usage in Sensors
    • 2.1.4 Skin Sensors
    • 2.1.5 Thermal Sensors
    • 2.1.6 Heart Rate Monitors
  • 2.2 Self-Powered Wearable Devices
  • 2.3 Wireless Connections used in the Wearable Devices Monitoring Systems
    • 2.3.1 Body Area Networks
    • 2.3.2 Bluetooth Low Energy (BLE)
    • 2.3.3 Recent Development in the Wearable Health Monitoring Systems
  • 2.4 Wearable System Challenges
    • 2.4.1 Privacy 29
    • 2.4.2 Power Complexity
    • 2.4.3 FCC Regulations

3 E-Textile and Healthcare

4 Healthcare Related Sports Applications

  • 4.1 Heart Rate Monitors
  • 4.2 Wrist Watches and Healthcare Applications

5 Vendor Analysis

  • 5.1 Abbott Laboratories
  • 5.2 AcousticSheep
  • 5.3 Adidas
    • 5.3.1 Micoach mobile
    • 5.3.2 miCoach X_CELL
    • 5.3.3 MICOACH SPEED_CELL
    • 5.3.4 MICOACH Smart Run
    • 5.3.5 Heart Rate Monitor
    • 5.3.6 MICOACH PACER
  • 5.4 AiQ
    • 5.4.1 BioMan
    • 5.4.2 NeonMan
    • 5.4.3 ThermoMan
  • 5.5 Neurosky
    • 5.5.1 MindWave
  • 5.6 OMsignal
    • 5.6.1 OM Signal Shirt
  • 5.7 Clothing+
  • 5.8 Fitbit
    • 5.8.1 Fitbit Tracker
    • 5.8.2 Fitbit Zip
    • 5.8.3 Fitbit Ultra
    • 5.8.4 Fitbit Force
  • 5.9 Zephyr Technology
    • 5.9.1 ZephyrLIFE
  • 5.10 Nike
    • 5.10.1 Fuel Band

6 Internet of Things and Healthcare

  • 6.1 IoT Communication Protocols
    • 6.1.1 WiFi
    • 6.1.2 Li-Fi
  • 6.2 IoT and the Healthcare Industry
  • 6.3 Wireless Sensors and Smartphones

7 Industry Developments and Direction

  • 7.1 Skin Patches
  • 7.2 Industry Impacts
  • 7.3 Wristbands vs. Skin Patches
  • 7.4 Google Glass 8

8 Market Forecasts 2015 - 2020

  • 8.1.1 Wearable Devices Companies to Watch
  • 8.2 Market Performance
  • 8.3 Global Market 2015 - 2020
  • 8.4 Market by Category
    • 8.4.1 Heart Rate Monitors
    • 8.4.2 Biosensors (Including OEM)
    • 8.4.3 Wearable E-textile

Figures

  • Figure 1: Wireless Body Area Network for Patient Monitoring
  • Figure 2: Alternative Intensive Care on the Go
  • Figure 3: Mio Alpha: Heart Rate Monitoring Watch
  • Figure 4: Mio Link Synchronizes with the MioGo Smartphone App
  • Figure 5: Acoustic Sheep Sleep Phones
  • Figure 6: Adidas miCoach X_CELL
  • Figure 7: MICOCH SPEED_CELL
  • Figure 8: Adidas MiCoach Smart Run Watch
  • Figure 9: Micoach HRM attached to User's Chest
  • Figure 10: MICOACH PACER
  • Figure 11: BioMan Shirt from AiQ
  • Figure 12: MindWave
  • Figure 13: Fitbit Tracker
  • Figure 14: Fitbit ZIP
  • Figure 15: Fitbit Force
  • Figure 16: ZephyrLIFE
  • Figure 17: Nike FuelBand
  • Figure 18: IoT Industry Roadmap 2000-2020
  • Figure 19: Hybrid System Architecture for Healthcare
  • Figure 20: Photos and Geotagging
  • Figure 21: Wearable Devices Forecast 2014-2020
  • Figure 22: Wearable Devices Market 2014-2020
  • Figure 22: Unit Shipments for Wearable Healthcare Devices 2015 - 2020
  • Figure 24: Global Wearable Devices Market 2014-2020
  • Figure 25: Global Wearable Healthcare Devices 2015 - 2020
  • Figure 26: Global Wearable Heart Rate Monitor Revenue 2015 - 2020
  • Figure 27: Global Wearable Heart Rate Monitors 2015 - 2020
  • Figure 28: Biosensors Revenue 2015 - 2020
  • Figure 29: Biosensors Market 2015 - 2020
  • Figure 30: Wearable E-textile Revenue 2015 - 2020
  • Figure 31: E-textile Market 2015 - 2020

Next Generation Business Models, Applications, and User Experiences

1 Introduction

  • 1.1 Executive Summary

2 The Evolution of Wearable Technology

  • 2.1.1 Caudle AR system
  • 2.1.2 Morton's Sensorama
  • 2.1.3 Battlefield Wearable Systems

3 Wearables Devices Commerce (WDC)

  • 3.1 Case Study: The use of Wearable Devices in Commerce and Retail
  • 3.2 The Future of Payments with Wearable Devices
  • 3.3 Wearable Devices Usage in Commerce and Advertising
  • 3.4 Case Study: Wearable Devices VS Mobile Devices
  • 3.5 Advertising Intelligence
  • 3.6 The Usage of Wearables in Advertising
    • 3.6.1 Wearable Devices Advertising Model and User's privacy

4 Wearable Devices and Customer's Feedback

  • 4.1 Restaurants
  • 4.2 Sports and Fitness

5 Wearables in Healthcare Use Cases

  • 5.1.1 Wearable Health Monitoring Systems
  • 5.2 Skin Patches
  • 5.3 The Impact on the Industry
  • 5.4 Wristbands vs. Skin Patches
  • 5.5 Sensors Used for Wearable Devices in the Healthcare Industry
    • 5.5.1 Movement Sensors
    • 5.5.2 Respiration Sensors
    • 5.5.3 Piezoelectric Usage in Sensors
    • 5.5.4 Skin Sensors
    • 5.5.5 Thermal Sensors
    • 5.5.6 Heart Rate Monitors

6 Wearables Market Updates 2015

  • 6.1 Samsung Gear VR from Oculus
  • 6.2 Apple Wearables
  • 6.3 Future Direction
  • 6.3.1 Investment in Wearables

7 Wearable Devices Future

  • 7.1 Challenges and Market Barriers

Tables

  • Table 1: Wearable Devices Revenues in Sports 2014-2019
  • Table 2: Comparison between Wristbands and Skin Patches
  • Table 3: Wearable Devices Metrics Globally

Figures

  • Figure 1 SixthSense
  • Figure 2 Using hand as dial pad
  • Figure 3 Caudle AR system
  • Figure 4 Morton's Sensorama
  • Figure 5 Square shaped barcodes 2D matrix marker
  • Figure 6 Battlefield Augmented Reality System
  • Figure 7 wireless AR-PDA system.
  • Figure 8: The use of Wearables in Retail
  • Figure 9: Paying via Wearable Devices
  • Figure 10: Apple Watch Payments using NFC
  • Figure 11: The use of Wearable Devices in Restaurants
  • Figure 12: Treadmill with Smart Glasses
  • Figure 13 Wearable Devices Revenues in Sports 2014-2019
  • Figure 14: Alternative Intensive Care on the Go
  • Figure 15: Samsung Galaxy VR 53
  • Figure 16: Apple Watch Features

Regulation and Policy for Wearable Augmented Reality

1.0 EXECUTIVE SUMMARY

2.0 INTRODUCTION

  • 2.1 INTRODUCTION TO WEARABLE AUGMENTED REALITY DEVICES
    • 2.1.1 THE DEVELOPMENT OF AR DEVICES (SOFTWARE)

3.0 AR POLICIES AND LEGAL ISSUES

  • 3.1 LEGAL ISSUES ASSOCIATED WITH GEOSPATIAL TECHNOLOGY
    • 3.1.1 PRIVACY
    • 3.1.2 GEO-TAGGING PHOTOS POLICES AND AR DEVICES
  • 3.2 THE END-USER PERSPECTIVE ON THE NEW WEARABLE AR DEVICES APPLICATIONS
    • 3.2.1 THE NETWORK OPERATOR AND THIRD PARTY PROVIDER ROLE
    • 3.2.2 IMAGES OVER BILLBOARDS

4.0 AR LIABILITY AND POTENTIAL LEGAL ISSUES

  • 4.1 FLAWS IN PRODUCT DESIGN/PRODUCTION
    • 4.1.1 INJURIES FROM DISTRACTION
    • 4.1.2 RECOMMENDATIONS TO AVOID POTENTIAL LEGAL ISSUES
  • 4.2 THE USE OF WEARABLE AR DEVICES IN SOCIAL SELLING

5.0 THE EFFECT OF POLICY AND REGULATIONS ON AR APPLICATIONS

  • 5.1 OPTICAL RECOGNITION
  • 5.2 WEARABLE AR DEVICES IN THE CLOUD REGULATIONS
    • 5.2.1 CLOUD COMPUTING AND AR APPLICATIONS
    • 5.2.2 MARKET REGULATIONS AND BUSINESS MODELS
  • 5.3 ADVERTISING POLICES AND AR APPLICATIONS
  • 5.4 PRIVACY COMPLIANCE ANALYSIS AND AR APPLICATIONS
  • 5.5 FACE RECOGNITION + SOCIAL MEDIA CONTACTS + AR APPLICATIONS.. NEW TECHNOLOGY OR NEW INVASION OF PRIVACY

Figures

  • Figure 1 Photos Geotagging
  • Figure 2 Market Requirements and Service providers' role
  • Figure 3 Optic Recognition 26
  • Figure 4 Advertising Polices and revenue Models
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