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5Gと仮想現実 (VR) :新興の技術、ソリューション、市場の見通し、予測

5G and Virtual Reality: Emerging Technologies, Solutions, Market Outlook and Forecasts 2018 - 2023

発行 Mind Commerce 商品コード 374396
出版日 ページ情報 英文 127 Pages
納期: 即日から翌営業日
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5Gと仮想現実 (VR) :新興の技術、ソリューション、市場の見通し、予測 5G and Virtual Reality: Emerging Technologies, Solutions, Market Outlook and Forecasts 2018 - 2023
出版日: 2018年11月16日 ページ情報: 英文 127 Pages
概要

ギガビットのイーサネットファイバーの展開と連動して、5Gは、仮想現実 (VR) 市場を変革すると予測されています。

当レポートでは、5Gと仮想現実 (VR) について取り上げ、5G前のVRベース市場、5G後の5G加速VR取り込み市場に焦点を当てて、VR市場の予測、VR出荷台数の予測、アクティブユーザーの予測など、体系的な情報を提供しています。

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と5GのVRへの貢献

  • VRの加速度曲線
  • 5GとVRアプリケーション
  • フル装備のデバイスと複合現実 (MR)
  • アイウェアVRデバイスの登場
  • VRがソーシャルコミュニケーションプラットフォームに没入
  • 全方位ビデオVR
  • リアルタイムVR
  • 5Gが実現するフルHDストリーミング・4Kビデオ (VR用)
  • 5GがVRアプリケーションのハプティックエクスペリエンスを主流に
  • 5GによってネットワークオペレーターがVRエコシステムの極めて重要な役割を果たす
  • 5Gによってドローン・遠隔ロボットがVRエコシステムへ
  • チップメーカーが重要な役割を果たす
  • VRサービス企業の役割が増加
  • 政府・公共部門を含む多様な部門で、VRアプリケーションを広範に採用
  • 仮想プライバシーと犯罪が新しい戦場になる

第3章 5G後の時代におけるVRエコシステム

第4章 5G後の時代におけるVR市場の見通し

  • 世界のVRベース市場
  • 5G加速VR取り込み市場

第5章 5G後の時代における潜在的なVRアプリケーション

  • 消費者向け市場
  • 企業向け市場
  • 産業向け市場

第6章 企業のイニシアチブとVRソリューション分析

  • Facebook
  • Huawei Technologies
  • Qualcomm Inc.
  • ZTE Corporation
  • Samsung Electronics
  • Google
  • SK Telecom
  • LG Corporation
  • Nokia StarGazing VR Application
  • VREAL
  • Microsoft Corporation
  • Vuzix Corporation
  • Cyber Glove Systems
  • Leap Motion, Inc.
  • Sensics, Inc.
  • Sixense Entertainment, Inc.
  • OSVR Platform
  • Intel Corporation
  • Alcatel
  • Nvidia Corporation
  • BARCO
  • NGRAIN
  • StreamVR Platform
  • Analog Devices Inc.
  • Atmel Corporation
  • Cypress Semiconductor Corp
  • NXP
  • Integrated Device Technology Inc
  • Maxim Integrated
  • NKK Switches
  • Rohm Semiconductor
  • Semtech Corporation
  • Texas Instruments

第7章 結論と市場の提言

目次

Overview:

The fifth generation (5G) of cellular communications will facilitate many benefits including significant latency reduction, which will enable many previously tethered-only applications and services such as streaming 4K video, real-time remote control, haptic communications, and more. This will be based largely upon unique capabilities enabled by 5G New Radio (5GNR) that will support Ultra-Reliable and Low-Latency Communication (URLLC) for both mission-critical services and latency-sensitive consumer services.

Previously encumbered by a combination of technology gaps and consumer readiness issues, Virtual Reality (VR) is poised for considerable global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. Coupled with the deployment of gigabit Ethernet fiber, 5G will transform the VR market, leading to a fully immersive experience with haptic capabilities becoming imbedded in many applications.

Mass adoption of full-featured, mobile supported, and fully immersive VR technologies will occur coincident with commercial deployment of 5G. The advent of mobile Edge Computing (MEC) is also anticipated to have a substantial impact on VR as MEC will provide much-needed computational optimization, especially for LTE only coverage areas and while roaming. Accordingly, VR is poised for considerable global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers.

This report provides an in-depth assessment of the VR market. It evaluates both the pre-5G VR base market as well as post-5G commercialization driven adoption and usage. The report provides forecasting for VR by segments, applications, and regions including revenue forecasts. The report also forecasts VR shipment units and active users. The report also identifies VR market opportunities by industry vertical.

Report Benefits:

  • Forecasts for base VR and post-5G VR market
  • Understand how 5G will impact VR apps and services
  • Identify opportunities for VR across industry verticals
  • Recognize the impact of untethered VR apps and services
  • Identify leading technologies and Apps benefitting from 5G VR
  • Identify leading VR component, solution, app, and service providers

Target Audience:

  • Broadband suppliers
  • Virtual reality companies
  • Electronics manufacturers
  • Network service providers
  • Regulatory and policy groups
  • Artificial intelligence providers
  • Application and content providers

Table of Contents

1. Executive Summary

2. Introduction and 5G Contribution to VR

  • 2.1. VR Acceleration Curve: Experiment to Experience
  • 2.2. 5G Promises to VR Application
    • 2.2.1. Wireless Network Requirement Parameters for VR
    • 2.2.2. Capacitive Sensing and Touch Sensor Technology
  • 2.3. Proliferation of Full Feature Device and Mixed Reality
  • 2.4. Emergence of Eyewear VR Devices
  • 2.5. VR to be Immersive Social Communication Platform
  • 2.6. 360 video VR experience will Play Pivotal Role
  • 2.7. Real Time VR will Kick-off the Market
  • 2.8. 5G to Allow Full HD Streaming and 4K Video for VR
  • 2.9. 5G to Take Haptic Experience Mainstream in VR Application
  • 2.10. 5G to allow Network Operators to Play Pivotal Role into VR Ecosystem
  • 2.11. 5G to Support Drone and Telerobotics in VR Ecosystem
  • 2.12. Chip Manufacturer to Play Important Role
  • 2.13. Increasing role of VR Service Players
  • 2.14. Wider adoption of VR Application in Diverse Sectors including Government & Public Sector
  • 2.15. Virtual Privacy and Criminality will be New Battle Ground

3. VR Ecosystem in Post-5G Era

4. VR Market Outlook in Post-5G Era

  • 4.1. Global VR Base Market
    • 4.1.1. Combined Market Revenue
    • 4.1.2. Combined Unit Shipment
    • 4.1.3. Combined Active User
  • 4.2. 5G Accelerated VR Uptake Market
    • 4.2.1. Market by Segments
      • 4.2.1.1. Hardware Market
        • 4.2.1.1.1. Full Feature Device including Haptic & Eyewear Devices
        • 4.2.1.1.2. Hardware Components including Haptic Sensors & Semiconductor Components
      • 4.2.1.2. Software & Application Market
      • 4.2.1.3. Professional Service Market
    • 4.2.2. VR Shipment Units
    • 4.2.3. VR Active Users
    • 4.2.4. Market by Region
      • 4.2.4.1. North America Market
      • 4.2.4.2. APAC Market
      • 4.2.4.3. Europe Market

5. Potential VR Application in Post-5G Era

  • 5.1. Consumer Application Market
    • 5.1.1. Gaming
      • 5.1.1.1. Pokemon Go Market Learning
    • 5.1.2. Live Events
    • 5.1.3. Video Entertainment
  • 5.2. Enterprise Application Market
    • 5.2.1. Retail Sector
    • 5.2.2. Real Estate
    • 5.2.3. Healthcare
    • 5.2.4. Education
  • 5.3. Industrial Application Market
    • 5.3.1. Military
    • 5.3.2. Engineering
    • 5.3.3. Civil Aviation
    • 5.3.4. Medical Industry
    • 5.3.5. Agriculture
    • 5.3.6. Government & Public Sector

6. Company Initiatives and VR Solution Analysis

  • 6.1. Facebook
    • 6.1.1. Social VR with Oculus Rift
    • 6.1.2. Oculus Touch
    • 6.1.3. Telecom Infra Project
  • 6.2. Huawei Technologies
    • 6.2.1. VR Headset
    • 6.2.2. 5G Vision and VR Focus
  • 6.3. Qualcomm Inc.
  • 6.4. ZTE Corporation
    • 6.4.1. MEC Solution, Pre5G Capabilities and VR
  • 6.5. Samsung Electronics
    • 6.5.1. Gear VR, Milk VR and Project Beyond
  • 6.6. Google
    • 6.6.1. Google DayDream Platform
    • 6.6.2. Expeditions
  • 6.7. SK Telecom
  • 6.8. LG Corporation
  • 6.9. Nokia StarGazing VR Application
  • 6.10. VREAL
  • 6.11. Microsoft Corporation
    • 6.11.1. HoloLens
  • 6.12. Vuzix Corporation
    • 6.12.1. Wearable Display Products
  • 6.13. Cyber Glove Systems
    • 6.13.1. Data Gloves Solution
    • 6.13.2. Haptic Workstation
  • 6.13.3. VR Software
  • 6.14. Leap Motion, Inc.
    • 6.14.1. Gesture Controller
    • 6.14.2. Orion Software
  • 6.15. Sensics, Inc.
    • 6.15.1. VR Component and Product
    • 6.15.2. OSVR Platform
  • 6.16. Sixense Entertainment, Inc.
    • 6.16.1. Sixense STEM
    • 6.16.2. Sixense MakeVR
  • 6.17. OSVR Platform
  • 6.18. Intel Corporation
    • 6.18.1. Project Alloy
  • 6.19. Alcatel
    • 6.19.1. VISION
    • 6.19.2. 360 Camera
  • 6.20. Nvidia Corporation
    • 6.20.1. VRWorks
  • 6.21. BARCO
  • 6.22. NGRAIN
  • 6.23. StreamVR Platform
  • 6.24. Analog Devices Inc.
  • 6.25. Atmel Corporation
  • 6.26. Cypress Semiconductor Corp
  • 6.27. NXP
    • 6.27.1. Acquisition of Freescale Semiconductor
  • 6.28. Integrated Device Technology Inc
  • 6.29. Maxim Integrated
  • 6.30. NKK Switches
  • 6.31. Rohm Semiconductor
  • 6.32. Semtech Corporation
  • 6.33. Texas Instruments

7. Conclusions and Market Recommendations

  • 7.1. Recommendations for VR Market Players
  • 7.2. Recommendations for Investment Community

Figures

  • Figure 1: VR Market Acceleration Curve: Experiment to Experience
  • Figure 2: 5G Use Cases and Requirements for Bandwidth & Latency
  • Figure 3: VR Scenario to Stream Live Sports Event
  • Figure 4: Wireless Network Requirement Parameters for VR Applications
  • Figure 5: Demonstration of Real Time VR Piloting Shuttlecraft across the Surface of Mars
  • Figure 6: VR Ecosystem Diagram for Post-5G Era
  • Figure 7: VR Base Market Segments, Sub-segments and Components
  • Figure 8: Global VR Base Market Combined Revenue
  • Figure 9: Global VR Base Market Combined Unit Shipment
  • Figure 10: Global VR Base Market Active User
  • Figure 11: Global 5G Accelerated Uptake Market Revenue
  • Figure 12: Global 5G Accelerated VR Uptake Unit Shipment
  • Figure 13: Global 5G Accelerated VR Uptake Active Users

Tables

  • Table 1: Capacitive Sensing enabled Haptic Controller ICs
  • Table 2: Potential Manufactures or Providers in VR Ecosystem Components in Post-5G Era
  • Table 3: VR 5G Accelerated Uptake Market by Segment
  • Table 4: VR 5G Accelerated Hardware Uptake Market by Segment
  • Table 5: VR 5G Accelerated Device Uptake Market by Segment
  • Table 6: VR 5G Accelerated Components Uptake Market by Segment
  • Table 7: VR 5G Accelerated Software Uptake Market by Application
  • Table 8: VR 5G Accelerated Uptake Unit Shipment by Segment
  • Table 9: VR 5G Accelerated Uptake Unit Shipment by Devices
  • Table 10: VR 5G Accelerated Uptake Shipments by Component
  • Table 11: VR 5G Accelerated Uptake Shipments by App
  • Table 12: VR 5G Accelerated Uptake Users by Segment
  • Table 13: VR 5G Accelerated Uptake User by Device
  • Table 14: VR 5G Accelerated Uptake Users by Application
  • Table 15: VR 5G Accelerated Uptake Market by Region
  • Table 16: VR 5G Accelerated Uptake Units by Region
  • Table 17: VR 5G Accelerated Uptake Users by Region
  • Table 18: VR 5G Accelerated Uptake Market by North America Country
  • Table 19: VR 5G Accelerated Uptake Units by North America Country
  • Table 20: VR 5G Accelerated Uptake Users by North America Country
  • Table 21: VR 5G Accelerated Uptake Market by APAC Country
  • Table 22: VR 5G Accelerated Uptake Units by APAC Country
  • Table 23: VR 5G Accelerated Uptake Users by APAC Country
  • Table 24: VR 5G Accelerated Uptake Market by Europe Country
  • Table 25: VR 5G Accelerated Uptake Units by Europe Country
  • Table 26: VR 5G Accelerated Uptake Users by Europe Country
  • Table 27: VR 5G Accelerated Software Uptake Market by Consumer Applications
  • Table 28: VR 5G Accelerated Uptake Consumer Apps by Industry
  • Table 29: VR 5G Accelerated Uptake Consumer Apps User by Industry
  • Table 30: VR 5G Accelerated Software Uptake Market by Enterprise Applications
  • Table 31: VR 5G Accelerated Uptake Enterprise Apps Shipment by Industry
  • Table 32: VR 5G Accelerated Uptake Enterprise Apps User by Industry
  • Table 33: VR 5G Accelerated Software Uptake Market by Industrial Applications
  • Table 34: VR 5G Accelerated Uptake Industrial Apps Shipment by Industry
  • Table 35: VR 5G Accelerated Uptake Industrial Apps User by Industry
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