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防衛における拡張現実 (AR) および仮想現実 (VR) :2018-2023年

Augmented Reality and Virtual Reality in Defense 2018 - 2023

発行 Mind Commerce 商品コード 729987
出版日 ページ情報 英文 114 Pages
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1USD=114.61円で換算しております。
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防衛における拡張現実 (AR) および仮想現実 (VR) :2018-2023年 Augmented Reality and Virtual Reality in Defense 2018 - 2023
出版日: 2018年10月23日 ページ情報: 英文 114 Pages
概要

当レポートでは、防衛部門における拡張現実 (AR) および仮想現実 (VR) の使用について調査し、世界および地域市場の分析と予測、セグメント別の分析と予測、および市場成長の促進要因・課題の分析などを提供しています。

第1章 エグゼクティブサマリー

第2章 拡張現実 (AR)

  • ARの概要
  • ARの技術
  • 軍事アプリケーション
    • 戦闘機におけるHUD・HMD
    • 状況認識アプリケーション
    • テレロボティクス・テレプレゼンス
    • 戦場における車両修復・メンテナンス
    • 戦場における医療サポート
    • トレーニング

第3章 仮想現実 (VR)

  • VRシステム
  • VRシステムの評価
  • VR市場のセグメント
    • VRデバイス
    • VRハードウェアコンポーネント
    • VRソフトウェア
    • VRサービス
    • VRコンテンツ
  • 市場成長促進要因
  • 市場課題

第4章 防衛におけるAR・VR

  • 戦闘の表層の変化
  • 軍事作戦向けマルチフォーカスARコンタクトレンズの開発
  • 現地における機械修復
  • 状況認識アプリケーション:誤爆/誤射の防止
  • 状況認識と暗視の組み合わせ
  • 戦闘機アプリケーション:HUDからの進化
  • 軍事トレーニング向け規格の設定

第5章 防衛市場におけるAR・VRの分析・予測

  • 世界の軍用AR・VR市場評価
  • AR・MR・VR軍用2次市場
  • 地域市場の評価
目次

While Augmented Reality (AR) and Virtual Reality (VR) consumer, enterprise, and industrial applications garner most of the media's attention, AR and VR are quietly becoming integral tools for the defense sector including military, special police, and homeland security. AR in particular is important in support of combat operations. VR is used primarily for training. However, it is beginning to find a role in conjunction with teleoperation (the ability to operate equipment or a machine from a distance) and cloud robotics for remote control of equipment and weapons systems.

The military area has long been the primary application area of AR technology, although it was not specifically labeled as such. VR in the military is a more recent market opportunity. With recent developments in cloud-based command and control and robotics, tele-robotics is finding increasingly more utility in commercial applications.

The same thing is emerging in the defense sector wherein teleoperation, digital twin technology, and robotics coupled with VR as a new user interface is expanding the spectrum of field support operations to include combat operations control. Much in the same way that military aerial drones are remote controlled, so will other forms of equipment and weapons systems with VR as the human interface for control in a remote location from the point of operation.

This report evaluates the use of AR and VR in the defense sector. The report includes analysis and forecasts for AR and VR in defense globally as well as North America, Asia Pac, and Europe markets. All direct 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.

Target Audience:

  • AR and VR companies
  • Application developers
  • Systems integration companies
  • Robotics and automation companies
  • Commercial, military, and government organizations

Table of Contents

1 Executive Summary

2 Augmented Reality

  • 2.1 Augmented Reality Overview
  • 2.2 AR Technology
    • 2.2.1 Origins in HMD Technology
    • 2.2.2 Technical Developments in VR
    • 2.2.3 AR's Origins in the Military
    • 2.2.4 Progress in the Recent Years
  • 2.3 Military Applications
    • 2.3.1 HUDs and HMDs in Fighter Aircraft
    • 2.3.2 Situational Awareness Applications
    • 2.3.3 Telerobotics and Tele-Presence
    • 2.3.4 Vehicular Repair and Maintenance in the Battlefield
    • 2.3.5 Medical Support in the Battlefield
    • 2.3.6 Training

3 Virtual Reality

  • 3.1 VR Systems
  • 3.2 VR System Assessment
  • 3.3 VR Market Segment
    • 3.3.1 VR Device
      • 3.3.1.1 Head Mounted Display (HMD)
      • 3.3.1.2 Gesture Tracking Device (GTD)
        • 3.3.1.2.1 Haptic Gloves
        • 3.3.1.2.2 Haptic Suits
        • 3.3.1.2.3 Other Devices including Controller and Camera
      • 3.3.1.3 Projectors and Display Wall (PDW)
      • 3.3.1.4 Heads-Up Displays (HUD)
    • 3.3.2 VR Hardware Component
      • 3.3.2.1 Sensors
        • 3.3.2.1.1 Accelerometers
        • 3.3.2.1.2 Proximity Sensor
        • 3.3.2.1.3 Magnetometers
        • 3.3.2.1.4 GPS System
        • 3.3.2.1.5 Gyroscopes
        • 3.3.2.1.6 3D Image Sensor
      • 3.3.2.2 Semiconductor Component
        • 3.3.2.2.1 Haptic Controller and Integrated Circuits
        • 3.3.2.2.2 Graphic Processing Unit (GPU)
        • 3.3.2.2.3 VR Displays
        • 3.3.2.2.4 Central Processing Unit (CPU)
        • 3.3.2.2.5 Memory
        • 3.3.2.2.6 Tracking System
        • 3.3.2.2.7 Process Acceleration Cards
        • 3.3.2.2.8 Input Devices
        • 3.3.2.2.9 USB Connector
      • 3.3.2.3 Audio Hardware
    • 3.3.3 VR Software
      • 3.3.3.1 VR Apps
      • 3.3.3.2 Software Component
        • 3.3.3.2.1 Reality Engine
        • 3.3.3.2.2 Software Development Kits
        • 3.3.3.2.3 3D Modeling
        • 3.3.3.2.4 2D Graphics
        • 3.3.3.2.5 Digital Sound Editing
    • 3.3.4 VR Service
      • 3.3.4.1 VR Simulation Service
      • 3.3.4.2 VR App store Service
      • 3.3.4.3 Deployment and Management Service
    • 3.3.5 VR Content
      • 3.3.5.1 Games and Entertainment
      • 3.3.5.2 VR, Video, and an Emphasis on Instructional Content
      • 3.3.5.3 VR Theme Park: An Immersive Experience
        • 3.3.5.3.1 VR Content Developer Engagement
  • 3.4 Market Drivers
    • 3.4.1 Increasing Popularity of Immersive Vision
    • 3.4.2 Usability to Increase Adoption of VR Devices
    • 3.4.3 Built in VR Functions with Smartphones and Tablets
    • 3.4.4 VR in Training and Simulation
    • 3.4.5 Price Affordability of Devices and Components
    • 3.4.6 VR in Enterprise and Industrial Settings
  • 3.5 Market Challenge
    • 3.5.1 Adverse Impact on User Health
    • 3.5.2 Fully Immersive VR Experience is Costly
    • 3.5.3 Ensuring Usability in Design and Tracking System
    • 3.5.4 High Energy Consumption May Lead to Poor Performance

4 AR and VR in Defense

  • 4.1 Changing the Face of Military Combat
    • 4.1.1 The AR Enabled Land Combatant
    • 4.1.2 Levelling the Battlefield with AR
    • 4.1.3 Command Centre Intelligence
  • 4.2 Developments in Multi-Focus AR Contact Lenses for Military Operations
  • 4.3 Mechanical Repair in Field Operations
  • 4.4 Situational Awareness Applications: Friendly Fire Prevention
  • 4.5 Combining Situational Awareness with Night Vision
  • 4.6 Fighter Aircraft Applications: The Evolution from HUDs
  • 4.7 Setting the Standards for Military Training

5 AR and VR in Defense Market Analysis and Forecasts

  • 5.1 Global Military AR and VR Market Assessment
  • 5.2 Military Sub-Markets for AR, MR, and VR
  • 5.3 Regional Market Assessment
    • 5.3.1 North America
    • 5.3.2 Asia Pacific
    • 5.3.3 Europe

Figures

  • Figure 1: HUD in Military
  • Figure 2: VR System Development Costs 1
  • Figure 3: VR System Architecture
  • Figure 4: VR Market Segment
  • Figure 5: VR Sensory Displays
  • Figure 6: VR Content Developer Engagement
  • Figure 7: AR Sensory Interfaces for the Modern Land Combatant
  • Figure 8: AR Based Location Intelligence
  • Figure 9: AR Based Command Centre Intelligence
  • Figure 10: AR Contact Lenses for the Military
  • Figure 11: AR Operation in Mechanical Field Operations
  • Figure 12: AR Googles for Friendly Fire Prevention
  • Figure 13: Global AR and MR Revenue in Defense 2018 - 2023
  • Figure 14: Global AR and MR Revenue by Defense Application 2018 - 2023
  • Figure 15: Global VR Revenue in Defense 2018 - 2023
  • Figure 16: Military AR Market Share (%) by Submarket
  • Figure 17: Military AR Market Share (%) by Region
  • Figure 18: VR Defense Market Revenue in North America 2018 - 2023
  • Figure 19: VR Defense Market Revenue in Asia Pacific 2018 - 2023
  • Figure 20: VR Defense Market Revenue in Europe 2018 - 2023
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