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市場調査レポート

モバイル拡張現実 (AR) :世界市場の分析と予測

Mobile Augmented Reality - Social Media, Games & Entertainment, E-Commerce, Mapping/Indoor Navigation, Visual Search, Toys, Education, Plant Maintenance, Field Service and B2B Sales Tools: Global Market Analysis and Forecasts

発行 Tractica 商品コード 325523
出版日 ページ情報 英文 91 Pages; 121 Tables, Charts & Figures
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モバイル拡張現実 (AR) :世界市場の分析と予測 Mobile Augmented Reality - Social Media, Games & Entertainment, E-Commerce, Mapping/Indoor Navigation, Visual Search, Toys, Education, Plant Maintenance, Field Service and B2B Sales Tools: Global Market Analysis and Forecasts
出版日: 2017年04月20日 ページ情報: 英文 91 Pages; 121 Tables, Charts & Figures
担当者のコメント
Tracticaは、時代を先取りした商品ラインナップを展開する市場調査会社です。レポートを分野別にまとめてご購入できる『年間契約型レポートパッケージ』もございます。是非合わせてご検討下さい。
概要

当レポートでは、世界のモバイル拡張現実 (AR) 市場について調査分析し、地域別、消費者向けユースケース別、企業向けユースケース別に、市場予測 (アクティブユーザー数、ダウンロード数、収益など) について、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 市場の問題点

  • イントロダクション
  • 定義
  • 市場概要
  • 市場促進要因
  • 市場の障壁
  • 消費者向けユースケース
  • 企業向けユースケース
  • ビジネスモデル

第3章 技術の問題点

  • イントロダクション
  • マーカー有り/マーカーレスAR
  • コンピュータービジョン
  • カメラモジュール
  • インタラクティブダイナミックビデオ (IDV)

第4章 主要企業

  • イントロダクション
  • Aireal
  • Alibaba
  • Apple
  • Augment
  • Avametric
  • Baidu
  • Blippar
  • Catchoom Technologies
  • CN2 Tech
  • Google
  • TDK (InvenSense)
  • iQagent
  • Kudan
  • Matterport
  • ModiFace
  • Mollejuo
  • MoodMe
  • Occipital
  • pmdtechnologies
  • Qualcomm
  • QuiverVision
  • Re'Flekt
  • Scope AR
  • Snap
  • Tencent
  • VividWorks
  • Vuforia/PTC
  • Wikitude
  • Zappar
  • Zugara
  • その他

第5章 市場予測

  • イントロダクション
  • データ収集
  • 予測手法
  • 消費者向け市場予測
  • 企業向け市場予想
  • 結論と提言

第6章 企業ディレクトリ

第7章 略語リスト

第8章 目次

第9章 図表

第10章 調査範囲、情報源、調査手法、注記

このページに掲載されている内容は最新版と異なる場合があります。詳細はお問い合わせください。

目次
Product Code: MAR-17

Between 2008 and 2015, augmented reality (AR) was a technology gimmick looking for a market. Innovators struggled with technical limitations, hype for smart glasses, and weak use cases. Starting in mid-2015, the market began a period of recalibration. For mobile AR, the most significant developments since 2015 have been solid thinking around how to leverage AR to produce meaningful end user benefits, the advancement of computer vision, and the integration of artificial intelligence (AI).

Where it was once imagined that mobile AR, using smartphones and tablets, would be the strict purview of consumer use cases, the slow development of smart glasses married with the practicality and the ubiquity of mobile devices has opened legitimate, sustainable markets for enterprise use cases as well. As we move through 2017, AR will start to become an increasingly embedded mobile capability through software development kits (SDKs) and other platformization strategies, and AR will live within social media platforms, e-commerce apps, maps, and business applications. Mobile AR capabilities will increasingly be made available in “point and click” means to non-developers. Mobile AR will power one of the next great user interface applications - visual search - and will, therefore, play a central role in determining the future success of internet giants.

This Tractica report provides global market forecasts from 2014 to 2022 for active users, embedded capability/downloads, and revenue for mobile AR. This data is segmented by five major world regions (North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa), six consumer use cases (social media, gaming and entertainment, e-commerce, mapping/indoor navigation, visual search, and toys) and four enterprise use cases (education, plant maintenance, field service, and B2B sales tools). The report also includes in-depth profiles of 30 key industry participants.

Key Questions Addressed:

  • How many monthly active users (MAUs) are there for mobile augmented reality, and how will this number grow?
  • What are the key consumer and enterprise use cases for mobile AR?
  • How large is the market opportunity for mobile AR, by use case and world region?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the mobile AR market?
  • Who are the leading providers of mobile AR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • Mobile device manufacturers
  • Semiconductor and component companies
  • Application developers
  • Content creation providers
  • Augmented reality software providers
  • Mobile network operators
  • Investor community

Table of Contents

1. Executive Summary

  • 1.1. Introduction
  • 1.2. Market Drivers
    • 1.2.1. Compelling Use Cases
    • 1.2.2. Proliferation of Smartphones
    • 1.2.3. Advancing Smartphone and Tablet Capabilities
    • 1.2.4. Advances in Underlying and Adjacent Technologies
    • 1.2.5. Challenges for Smart Glasses
    • 1.2.6. Smartphone Replacement Cycles
    • 1.2.7. Platformization
  • 1.3. Market Barriers
    • 1.3.1. Camera and Sensor Limitations
    • 1.3.2. Battery Drain, Power Consumption
    • 1.3.3. Difficulty Harmonizing with Existing Systems
  • 1.4. Market Observations/Key Trends
  • 1.5. Key Industry Players
  • 1.6. Market Forecast Highlights
    • 1.6.1. Consumer Mobile Augmented Reality Forecasts
    • 1.6.2. Enterprise Mobile Augmented Reality Forecasts

2. Market Issues

  • 2.1. Introduction
  • 2.2. Definitions
    • 2.2.1. The Reality-Virtuality Continuum
    • 2.2.2. Device Scope
    • 2.2.3. Defining Consumer versus Enterprise
    • 2.2.4. Image Recognition Applications
  • 2.3. Market Overview
  • 2.4. Market Drivers
    • 2.4.1. Compelling Use Cases
    • 2.4.2. Proliferation of Smartphones
    • 2.4.3. Advancing Smartphone and Tablet Capabilities
    • 2.4.4. Advances in Underlying and Adjacent Techs
    • 2.4.5. The Pokémon Go Effect
    • 2.4.6. Challenges for Smart Glasses
    • 2.4.7. Smartphone Replacement Cycles
    • 2.4.8. Platformization
    • 2.4.9. Evolving Ecosystem for Content Development
  • 2.5. Market Barriers
    • 2.5.1. Camera and Sensor Limitations
    • 2.5.2. Battery Drain, Power Consumption
    • 2.5.3. Augmented Reality Seen as a Marketing Gimmick
    • 2.5.4. Difficulty Harmonizing with Existing Systems
  • 2.6. Consumer Use Cases
    • 2.6.1. Social Media
    • 2.6.2. Gaming and Entertainment
    • 2.6.3. Mapping and Indoor Navigation
    • 2.6.4. Visual Search
  • 2.6.4.1. Blippar
    • 2.6.5. Toys
    • 2.6.6. E-Commerce
      • 2.6.6.1. Avametric
      • 2.6.6.2. ModiFace
  • 2.7. Enterprise Use Cases
    • 2.7.1. Education
      • 2.7.1.1. QuiverVision
    • 2.7.2. Plant Maintenance
      • 2.7.2.1. iQagent
      • 2.7.2.2. Re'Flekt
    • 2.7.3. Field Service
      • 2.7.3.1. Scope AR
    • 2.7.4. B2B Sales Tools
      • 2.7.4.1. VividWorks
  • 2.8. Business Models

3. Technology Issues

  • 3.1. Introduction
  • 3.2. Marker-Based, Markerless Augmented Reality
  • 3.3. Computer Vision
    • 3.3.1. Algorithms for Image Processing
    • 3.3.2. Three-Dimensional Object Recognition
    • 3.3.3. Simultaneous Localization and Mapping
    • 3.3.4. Three-Dimensional Imaging Technologies
      • 3.3.4.1. Stereo Vision
      • 3.3.4.2. Using a Single Camera for Three-Dimensional Capture
      • 3.3.4.3. Time- of-Flight
    • 3.3.5. Limitations of Three-Dimensional Technology for Mobile Augmented Reality
      • 3.3.5.1. Dependency on Light
      • 3.3.5.2. Camera Speed Limitation
  • 3.4. Camera Module
  • 3.5. Interactive Dynamic Video

4. Key Industry Players

  • 4.1. Introduction
  • 4.2. Aireal
  • 4.3. Alibaba
  • 4.4. Apple
  • 4.5. Augment
  • 4.6. Avametric
  • 4.7. Baidu
  • 4.8. Blippar
  • 4.9. Catchoom Technologies
  • 4.10. CN2 Tech
  • 4.11. Google
  • 4.12. TDK (InvenSense)
  • 4.13. iQagent
  • 4.14. Kudan
  • 4.15. Matterport
  • 4.16. ModiFace
  • 4.17. Mollejuo
  • 4.18. MoodMe
  • 4.19. Occipital
  • 4.20. pmdtechnologies
  • 4.21. Qualcomm
  • 4.22. QuiverVision
  • 4.23. Re'Flekt
  • 4.24. Scope AR
  • 4.25. Snap
  • 4.26. Tencent
  • 4.27. VividWorks
  • 4.28. Vuforia/PTC
  • 4.29. Wikitude
  • 4.30. Zappar
  • 4.31. Zugara
  • 4.32. Selected Other Industry Participants

5. Market Forecasts

  • 5.1. Introduction
  • 5.2. Data Collection
  • 5.3. Forecast Methodology
    • 5.3.1. Addressable Markets by Use Case
    • 5.3.2. Mobile Augmented Reality Attach Rates
    • 5.3.3. Revenue
      • 5.3.3.1. Addressable Markets Revenue by Use Case
      • 5.3.3.2. Mobile Augmented Reality Revenue Attach Rates
  • 5.4. Consumer Market Forecasts
    • 5.4.1. Consumer Mobile Augmented Reality Users, Downloads, and Revenue
    • 5.4.2. Consumer Mobile Augmented Reality Users, Revenue by Use Case
      • 5.4.2.1. Social Media
      • 5.4.2.2. Games & Entertainment
      • 5.4.2.3. E-Commerce
      • 5.4.2.4. Mapping/Indoor Navigation
      • 5.4.2.5. Visual Search
      • 5.4.2.6. Toys
    • 5.4.3. Consumer Mobile Augmented Reality Users, Revenue by Region
      • 5.4.3.1. North America
      • 5.4.3.2. Europe
      • 5.4.3.3. Asia Pacific
      • 5.4.3.4. Latin America
      • 5.4.3.5. Middle East & Africa
  • 5.5. Enterprise Market Forecasts
    • 5.5.1. Enterprise Mobile Augmented Reality Users, Downloads, and Revenue
    • 5.5.2. Enterprise Mobile Augmented Reality Users, Revenue by Use Case
      • 5.5.2.1. Plant Maintenance
      • 5.5.2.2. Field Service
      • 5.5.2.3. Business-to-Business Sales Tool
      • 5.5.2.4. Education
    • 5.5.3. Enterprise Mobile Augmented Reality Users, Revenue by Region
      • 5.5.3.1. North America
      • 5.5.3.2. Europe
      • 5.5.3.3. Asia Pacific
      • 5.5.3.4. Latin America
      • 5.5.3.5. Middle East & Africa
  • 5.6. Conclusions and Recommendations

6. Company Directory

7. Acronym and Abbreviation List

8. Table of Contents

9. Table of Charts and Figures

10. Scope of Study, Sources and Methodology, Notes

Charts

  • Consumer Mobile AR Users, Downloads, World Markets: 2016-2022
  • Consumer Mobile AR Revenue, World Markets: 2016-2022
  • Enterprise Mobile AR Users, Downloads, World Markets: 2016-2022
  • Enterprise Mobile AR Revenue, World Markets: 2016-2022
  • Consumer Mobile AR Users, Downloads, World Markets: 2016-2022
  • Consumer Mobile AR Revenue, World Markets: 2016-2022
  • Consumer Mobile AR Users by Use Case, World Markets: 2016-2022
  • Consumer Mobile AR Revenue by Use Case, World Markets: 2016-2022
  • Consumer Mobile AR Users by Use Case, North America: 2016-2022
  • Consumer Mobile AR Revenue by Use Case, North America: 2016-2022
  • Consumer Mobile AR Users by Use Case, Europe: 2016-2022
  • Consumer Mobile AR Revenue by Use Case, Europe: 2016-2022
  • Consumer Mobile AR Users by Use Case, Asia Pacific: 2016-2022
  • Consumer Mobile AR Revenue by Use Case, Asia Pacific: 2016-2022
  • Consumer Mobile AR Users by Use Case, Latin America: 2016-2022
  • Consumer Mobile AR Revenue by Use Case, Latin America: 2016-2022
  • Consumer Mobile AR Users by Use Case, Middle East & Africa: 2016-2022
  • Consumer Mobile AR Revenue by Use Case, Middle East & Africa: 2016-2022
  • Enterprise Mobile AR Users, Downloads, World Markets: 2016-2022
  • Enterprise Mobile AR Revenue, World Markets: 2016-2022
  • Enterprise Mobile AR Users by Use Case, World Markets: 2016-2022
  • Enterprise Mobile AR Revenue by Use Case, World Markets: 2016-2022
  • Enterprise Mobile AR Users by Use Case, North America: 2016-2022
  • Enterprise Mobile AR Revenue by Use Case, North America: 2016-2022
  • Enterprise Mobile AR Users by Use Case, Europe: 2016-2022
  • Enterprise Mobile AR Revenue by Use Case, Europe: 2016-2022
  • Enterprise Mobile AR Users by Use Case, Asia Pacific: 2016-2022
  • Enterprise Mobile AR Revenue by Use Case, Asia Pacific: 2016-2022
  • Enterprise Mobile AR Users by Use Case, Latin America: 2016-2022
  • Enterprise Mobile AR Revenue by Use Case, Latin America: 2016-2022
  • Enterprise Mobile AR Users by Use Case, Middle East & Africa: 2016-2022
  • Enterprise Mobile AR Revenue by Use Case, Middle East & Africa: 2016-2022

Tables

  • Consolidated Consumer & Enterprise Mobile AR Users, Downloads, Revenue: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, World Markets: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, World Markets: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Social Media, World Markets: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Games & Entertainment, World Markets: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, E-Commerce, World Markets: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Mapping/Indoor Navigation, World Markets: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Visual Search, World Markets: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Toys, World Markets: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, North America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Social Media, North America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Games & Entertainment, North America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, E-Commerce, North America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Mapping/Indoor Navigation, North America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Visual Search, North America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Toys, North America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Europe: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Social Media, Europe: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Games & Entertainment, Europe: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, ECommerce, Europe: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Mapping/Indoor Navigation, Europe: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Visual Search, Europe: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Toys, Europe: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Asia Pacific: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Social Media, Asia Pacific: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Games & Entertainment, Asia Pacific: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, E-Commerce, Asia Pacific: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Mapping/Indoor Navigation, Asia Pacific: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Visual Search, Asia Pacific: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Toys, Asia Pacific: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Latin America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Social Media, Latin America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Games & Entertainment, Latin America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, E-Commerce, Latin America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Mapping/Indoor Navigation, Latin America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Visual Search, Latin America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Toys, Latin America: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Middle East & Africa: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Social Media, Middle East & Africa: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Games & Entertainment, Middle East & Africa: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, E-Commerce, Middle East & Africa: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Mapping/Indoor Navigation, Middle East & Africa: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Visual Search, Middle East & Africa: 2016-2022
  • Consumer Mobile AR Users, Downloads, Revenue, Toys, Middle East & Africa: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Plant Maintenance, World Markets: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Field Service, World Markets: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, B2B Sales Tool, World Markets: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Education, World Markets: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, North America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Plant Maintenance, North America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Field Service, North America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, B2B Sales Tool, North America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Education, North America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Europe: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Plant Maintenance, Europe: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Field Service, Europe: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, B2B Sales Tool, Europe: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Education, Europe: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Asia Pacific: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Plant Maintenance, Asia Pacific: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Field Service, Asia Pacific: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, B2B Sales Tool, Asia Pacific: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Education, Asia Pacific: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Latin America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Plant Maintenance, Latin America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Field Service, Latin America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, B2B Sales Tool, Latin America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Education, Latin America: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Middle East & Africa: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Plant Maintenance, Middle East & Africa: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Field Service, Middle East & Africa: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, B2B Sales Tool, Middle East & Africa: 2016-2022
  • Enterprise Mobile AR Users, Downloads, Revenue, Education, Middle East & Africa: 2016-2022

Figures

  • The Reality-Virtuality Continuum
  • Snap's Sponsored Lenses
  • Father.io
  • Detroit Institute of Arts Augmented Reality Tour, Powered by GuidiGo on Tango
  • Alibaba's Catch a Tmall Cat
  • Blippar's Visual Search
  • MekaMon
  • HappyGiant and Tippett Studios' HoloGrid: Monster Battle
  • ModiFace-Powered Sephora Virtual Artist App
  • A Generic Classification of Three-Dimensional Sensing Technologies
  • Basic Principles of Time-of-Flight Cameras
  • Aireal Digital Mold
  • Baidu Augmented Reality in Baidu Maps App
  • Occipital's Structure Sensor
  • QQ's Passing the Torch
  • Additional Industry Participants
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