市場調査レポート

アフェクティブコンピューティングの世界市場の考察・機会分析・市場シェア・将来予測

Global Affective Computing Market Insights, Opportunity Analysis, Market Shares and Forecast 2016 - 2022

発行 Occams Business Research & Consulting Pvt. Ltd. 商品コード 346108
出版日 ページ情報 英文 140 Pages
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アフェクティブコンピューティングの世界市場の考察・機会分析・市場シェア・将来予測 Global Affective Computing Market Insights, Opportunity Analysis, Market Shares and Forecast 2016 - 2022
出版日: 2016年03月25日 ページ情報: 英文 140 Pages
概要

当レポートでは、世界のアフェクティブコンピューティング市場について調査分析を行い、国別(米国、カナダ、インド、中国、日本、英国)に考察するとともに、企業プロファイル、シェア、動向、分析、規模、機会、セグメンテーション、2015年〜2021年の予測などについてまとめています。

第1章 イントロダクション

第2章 市場概要

  • 市場の定義
  • 市場の範囲
  • 主な調査結果

第3章 主な市場考察

  • 革新のシナリオ
  • 独占市場セグメント
  • 今後の研究基準

第4章 競合状況

  • 市場シェア分析
  • 主な成功分析
  • ケーススタディ:主要企業の動き
  • 主な研究基準
  • 主な用途

第5章 部門分析

  • 主要市場
  • 競合市場分析
  • 代替市場分析

第6章 市場決定因子

  • 市場促進因子
  • 市場抑制因子
  • 市場機会
  • 市場の課題

第7章 市場のセグメンテーション

  • 世界のアフェクティブコンピューティング市場:部門
  • 世界のアフェクティブコンピューティング市場:用途
  • 世界のアフェクティブコンピューティング市場:技術

第8章 地域分析

  • 北米
  • 欧州
  • アジア太平洋地域
  • 世界のその他の諸国

第9章 企業プロファイル

  • Tacc (The Affective Computing Company)
  • Intel Corporation
  • Gestsure
  • Apple, Inc.
  • Vicon
  • Texas Advanced Computing Center (TACC)
  • Softkinetic
  • Saffron Technology
  • Qualcomm
  • Pyreos Limited
  • Palantir
  • Numenta
  • Microsoft
  • IBM

図表

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目次
Product Code: IIN-1771015

Affective computing is projected to find its application in area such as artificial intelligence where it can help in strengthening machine-human relationship. The demand for affective computing is expected to increase in forecasted period due to increasing adoption of wearable devices and internet.

Factors that are driving the market are: Continuous research and development in body gesture, facial expression and blood pressure etc. Increasing tech savvy population and adoption of wearable devices and internet, arrival of large corporations in the market and the good processing speed of affective computing to record and analyse a human being response in real time are expected to result in the faster adoption of this technology in projected period. There are lot more factors driving the market such as applications in wide no of sectors such as government, healthcare etc. Due to the increase in the use of internet also the use and demand of affective computing market is increasing people have started using it in to day to day life such as in hands free computing, distance education, internet banking etc. application of affective computing is also widely spread across fields such as security sector, medical sector, neurology, psychiatry, Dialog/automatic call centre environment and robotics. Although several factors such as the application of affective computing differs from business to business and also depends on the product or service, Privacy concerns; devices can recognize interpret, process, and simulate human, Privacy concerns; devices can recognize interpret, process and simulate human are restraining factors for the growth of the market.

The market of affective computing is segmented by industrial sector, industrial application, and technological application and by application area. Geographically the market is segmented into North America (US, Canada), Europe (UK, Italy, Spain, France, Germany, RoE), Asia-Pacific (India, Japan, Australia, China, Korea, RoAPAC) and Rest of World (Latin America, MENA and Africa). The key providers of affective computing in the market include: Intel Corporation, Gestsure, Apple Inc, Qualcomm Inc, Microsoft Corporation, Texas Advanced Computing Center (TACC),Tacc (The Affective Computing Company) and IBM.

Table of Contents

1. Introduction

  • 1.1. Executive Summary
  • 1.2. Estimation methodology

2. Market overview

  • 2.1. Market definition
  • 2.2. Market Scope
  • 2.3. Key findings
  • 2.4. Parametric analysis
    • 2.4.1. Adoption rate across various sectors
    • 2.4.2. Growing wearable device market
    • 2.4.3. R& D investments in affective computing technology
  • 2.5. Key market insights
    • 2.5.1. Innovation Scenario
    • 2.5.2. Dominant market segments
    • 2.5.3. Future research directions

3. Competitive intelligence

  • 3.1. Market share analysis
  • 3.2. Key winning analysis
  • 3.3. Case study; Top competitor's move
  • 3.4. Key research criteria
  • 3.5. Key applications

4. Sector analysis

  • 4.1. Parent market analysis
  • 4.2. Competitor market analysis
  • 4.3. Alternative market analysis

5. Market determinants

  • 5.1. Market drivers
    • 5.1.1. Emerging trends in wearable devices
    • 5.1.2. Continuous research and development taking place in body gesture, and facial expression.
    • 5.1.3. Applications various sectors such as government, healthcare etc
    • 5.1.4. Rising tech savvy population
  • 5.2. Market Restraints
    • 5.2.1. Privacy concerns; devices can recognize interpret, process, and simulate human affects
    • 5.2.2. Risk of misuse of the technology; Computers start to make emotionally distorted, harmful decision
    • 5.2.3. Complex technology
  • 5.3. Market opportunities
    • 5.3.1. Research in multimodal detection and recognition to achieve higher accuracy
    • 5.3.2. Collaboration among affection researchers from different disciplines
  • 5.4. Market challenges
    • 5.4.1. Risk of false interpretation
    • 5.4.2. False or misleading emotions can lead to false results

6. Market Segmentation

  • 6.1. Global affective computing market, by software, 2014-2021($ billion)
    • 6.1.1. Global affective computing market , by speech recognition software, 2014-2021($ billion)
    • 6.1.2. Global affective computing market, by gesture recognition software, 2014-2021($ billion)
    • 6.1.3. Global affective computing market, by facial expression recognition software, 2014-2021($ billion)
    • 6.1.4. Global affective computing market, by neural analytics software, 2014-2021($ billion)
    • 6.1.5. Global affective computing market, by enterprise software, 2014-2021($ billion)
    • 6.1.6. Others
  • 6.2. Global affective computing market, by hardware, 2014-2021($ billion)
    • 6.2.1. Global affective computing market, by sensors, 2014-2021($ billion)
    • 6.2.2. Global affective computing market, by cameras, 2014-2021($ billion)
    • 6.2.3. Global affective computing market, by storage devices and processors, 2014-2021($ billion)
    • 6.2.4. Global affective computing market, by other hardware, 2014-2021($ billion)
  • 6.3. Global affective computing market, by industrial sector, 2014-2021($ billion)
    • 6.3.1. Global affective computing market, by Security sector, 2014-2021($ billion)
    • 6.3.2. Global affective computing market, by Medical sector, 2014-2021($ billion)
    • 6.3.3. Global affective computing market, by Neurology, 2014-2021($ billion)
    • 6.3.4. Global affective computing market, by Psychiatry, 2014-2021($ billion)
    • 6.3.5. Global affective computing market, by Dialog/Automatic call centre environment, 2014-2021($ billion)
    • 6.3.6. Global affective computing market, by Robotics, 2014-2021($ billion)
  • 6.4. Global affective computing market, by application, 2014-2021($ billion)
    • 6.4.1. Global affective computing market , by Hands-free computing, 2014-2021($ billion)
    • 6.4.2. Global affective computing market , by Distance education, 2014-2021($ billion)
    • 6.4.3. Global affective computing market , by Internet banking, 2014-2021($ billion)
    • 6.4.4. Global affective computing market, by Virtual sales assistant, 2014-2021($ billion)
    • 6.4.5. Global affective computing market, by Social interfaces, 2014-2021($ billion)
  • 7.3. Global affective computing market, by technology, 2014-2021($ billion)
    • 7.3.1. Global affective computing market , by Emotional speech, 2014-2021($ billion)
    • 7.3.2. Global affective computing market, by Facial effect detection, 2014-2021($ billion)
    • 7.3.3. Global affective computing market, by Body gestures, 2014-2021($ billion)
    • 7.3.4. Global affective computing market, by Blood volume pulse, 2014-2021($ billion)
    • 7.3.5. Global affective computing market, by Facial electromyography, 2014-2021($ billion)
    • 7.3.6. Global affective computing market, by Galvanic skin response, 2014-2021($ billion)
    • 7.3.7. Global affective computing market, by Visual aesthetics, 2014-2021($ billion)

8. Geographic analysis

  • 8.1. North America Affective computing market, 2014-2021,($ billion)
    • 8.1.1. U.S Affective computing market, 2014-2021,($ billion)
    • 8.1.2. Canada Affective computing market, 2014-2021,($ billion)
  • 8.2. Europe Affective computing market, 2014-2021,($ billion)
    • 8.2.1. U.K Affective computing market, 2014-2021,($ billion)
    • 8.2.2. Germany Affective computing market, 2014-2021,($ billion)
    • 8.2.3. France Affective computing market, 2014-2021,($ billion)
  • 8.3. Asia Pacific Affective computing market, 2014-2021,($ billion)
    • 8.3.1. China Affective computing market, 2014-2021,($ billion)
    • 8.3.2. India Affective computing market, 2014-2021,($ billion)
    • 8.3.3. Korea Affective computing market, 2014-2021,($ billion)
    • 8.3.4. Japan Affective computing market, 2014-2021,($ billion)
    • 8.3.5. Australia Affective computing market, 2014-2021,($ billion)
  • 8.4. Rest of the world

9. Company Profiling

  • 9.1. Tacc(The Affective Computing Company)
  • 9.2. Intel Corporation
  • 9.3. Gestsure Technologies, Inc.
  • 9.4. Apple, Inc.
  • 9.5. Vicon
  • 9.6. Texas Advanced Computing Center(TACC)
  • 9.7. Softkinetic
  • 9.8. Saffron Technology
  • 9.9. Qualcomm
  • 9.10. Pyreos Limited
  • 9.11. Palantir
  • 9.12. Numenta
  • 9.13. Microsoft
  • 9.14. IBM
  • 9.15. Gesturek
  • 9.16. Eyesight Technologies
  • 9.17. Emotient
  • 9.18. Elliptic labs
  • 9.19. Congnivue corporation
  • 9.20. Cognitec systems
  • 9.21. Affectiva
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