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市場調査レポート

拡張現実(AR)、ウェアラブルワイヤレスおよびボディエリアネットワーク(BAN)の発展

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

発行 Mind Commerce Publishing LLC 商品コード 317969
出版日 ページ情報 英文 111 Pages
納期: 即日から翌営業日
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本日の銀行送金レート: 1USD=106.71円で換算しております。
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拡張現実(AR)、ウェアラブルワイヤレスおよびボディエリアネットワーク(BAN)の発展 Evolution of Augmented Reality, Wearable Wireless, and Body Area Networks
出版日: 2014年01月04日 ページ情報: 英文 111 Pages
概要

2014年において、約8億6,400万台の携帯電話がAR対応となり、多様なタイプのAR技術が内蔵された自動車は1億台を上回る見込みです。AR用途にとっての巨大な可能性は、教育、医療、産業用途および自動車産業を含む多くの分野にわたります。

当レポートでは、拡張現実(AR)、ボディエリアネットワーク(BAN)およびウェアラブル技術のその他の側面について、予測される発展を調査しており、産業の現況の分析、デバイスの出荷高・用途・ソリューションの将来の展望に関連した分析と予測、およびAR・ウェアラブル技術の将来分析などをまとめ、お届けいたします。

第1章 イントロダクション

第2章 拡張現実(AR)技術

  • AR技術の進化
  • ARの用途
    • 考古学
    • 建築
    • アート
    • コマース
    • 建設
    • 教育
    • その他の用途
    • ゲーム
    • 産業用途
    • 医療
    • 軍事用途
    • ナビゲーション
    • オフィス
    • スポーツ・エンターテインメント
    • 技術サポート
    • TV用途におけるARの利用
    • 観光におけるAR
    • 翻訳

第3章 拡張現実(AR)の利用例

  • ARの進化
    • Caudle ARシステム
    • Morton氏によるSensorama(五感シミュレーター)
    • 戦場ARシステム
    • ゲームにおけるAR

第4章 ウェアラブルワイヤレスデバイス

  • ウェアラブルデバイスの概要
  • ケーススタディ:ウェアラブルデバイスvs.モバイルデバイス
    • いりょうにおけるウェアラブルデバイス
  • ケーススタディ:現在のウェアラブルデバイス分析
    • Bluetoothリストバンド
    • ランニング・ヘルスモニターデバイス
    • リストウォッチ
    • モバイルデバイスとの統合

第5章 ボディエリアネットワーク(BAN)

  • BANの概要
    • BAN用途
  • 医療産業における現在のBAN用途
  • BANの課題
    • セキュリティ
    • プライバシー
    • 電力の複雑性
    • FCC規制

第6章 拡張現実(AR)市場分析・予測

  • 成長戦略
    • 観光産業
    • モバイルコマースとAR
    • ゲーム・地図
    • AR市場成長因子の分析
    • ARソリューションデバイス市場発展の課題:市場展望
  • 地域別のAR市場
    • 南北アメリカ
    • アジア太平洋
    • 欧州
    • 中東・アフリカ

第7章 ウェアラブルワイヤレス市場分析・予測

第8章 ウェアラブル技術・用途の将来

第9章 結論・提言

目次

New technologies continuously emerge that change the nature of work and human lifestyles in dramatic ways. We see Augmented Reality (AR), Wearable Technology, and more specifically Body Area Networks (BAN) as particularly life-changing solutions to many human problems. As with many new innovations, some of these are problems we do not even realize we have at present.

In 2014, approximately 864 million mobile phones will be AR-ready, and in excess of 100 million vehicles will come equipped with AR technologies of various types. We believe that there is enormous potential for AR applications in many fields including education, healthcare, industrial applications, and the automotive industry.

We see several factors converging to facilitate wearable technology integration including expanded wireless capacity due to pervasive wireless (WiFi, WiMAX, and LTE), cellular market saturation and the need for wireless companies to establish new revenue streams, continuously decreasing cost of data, and the significant backing from huge companies including Google, Apple, and others. We also see developments in key technologies such as Augmented Reality, Body Area Networks, Ambient Awareness, and Peer-to-Peer Communications as drivers for evolution in consumer perception of value and willingness to engage in new forms of communications, content, applications, and commerce.

This report provides a view into the anticipated evolution of Augmented Reality, Body Area Networks, and other aspects of wearable technologies. The report evaluates the current state of the industry and provides analysis and forecasts regarding the future prospects of device shipments, applications and solutions. The report also assesses the future of AR and wearable technology, considering many factors, including but not limited to expansion of wireless data capacity and availability, cloud-based service delivery models, market dynamics of service providers and consumer limitations and wiliness to engage in new usage and lifestyle paradigms.

The report covers the following topics:

  • Business Case Drivers for the use of AR Applications: An assessment of the business case for AR applications.
  • Technology Review: A review of the underlying technology supporting AR solutions
  • Vendor Strategies: An analysis of how vendors will position themselves to capitalize on AR opportunity
  • Market Analysis and Forecasts: A global and regional assessment of the market size and forecasts for the AR market from 2014 to 2019
  • Industry Value Chain: An analysis of the AR value chain with assessments of key market players across the value chain and predictions about the AR evolution
  • Industry Roadmap 2014 - 2019: An analysis of the roadmap for the industry from 2014 to 2019

Target Audience:

  • 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
  • Military, law enforcement, and public safety
  • Mobile marketing and commerce companies

Report Benefits:

  • Forecasts for Augmented Reality and Wearable Technology
  • Specific recommendations for companies with the value chain
  • Identify key trends product, service, and application development
  • Identify key supply and demand factors for adoption of AR and wearables
  • Understand the risks and benefits to business in the evolution of AR and wearables

Table of Contents

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
    • 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. Future of Wearable Technology and Applications

9. Conclusions and Recommendations

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