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市場調査レポート

企業・産業向けバーチャルリアリティ (VR) の世界市場の分析・予測:トレーニング&シミュレーション・教育・仮想プロトタイピング/3Dモデリング・アトラクション・医療用途

Virtual Reality for Enterprise and Industrial Markets - Training and Simulation, Education, Virtual Prototyping/3D Modeling, Attractions and Medical Therapy: Global Market Analysis and Forecasts

発行 Tractica 商品コード 338597
出版日 ページ情報 英文 76 Pages; 51 Tables, Charts & Figures
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企業・産業向けバーチャルリアリティ (VR) の世界市場の分析・予測:トレーニング&シミュレーション・教育・仮想プロトタイピング/3Dモデリング・アトラクション・医療用途 Virtual Reality for Enterprise and Industrial Markets - Training and Simulation, Education, Virtual Prototyping/3D Modeling, Attractions and Medical Therapy: Global Market Analysis and Forecasts
出版日: 2017年02月27日 ページ情報: 英文 76 Pages; 51 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大変お得な『年間契約型レポートパッケージ』もございます。専門アナリストのサポートも含まれますので是非あわせてご検討下さい。
概要

当レポートでは、世界の企業および産業向けバーチャルリアリティ (VR) 技術の市場を調査し、各種VR製品・技術の定義と概要、市場成長への各種影響因子の分析、利用事例、関連技術の種類と概要、主要技術の動向、製品タイプ・用途・地域別の収益予測、主要企業のプロファイルなどをまとめています。

第1章 エグゼクティブサマリー

第2章 市場分析

  • イントロダクション
  • 調査範囲
  • 各種製品タイプの定義
  • 市場概要
  • 市場動向
  • 市場成長推進因子
  • 市場の障壁
    • 消費者グレードにおけるコストと必要機器
    • 消費者グレードにおけるQoE
    • VR初期用途における試行錯誤
  • 利用事例
    • 教育
    • 仮想プロトタイピング/3Dモデリング
    • アトラクション
    • トレーニング&シミュレーション
    • 医療

第3章 技術分析

  • イントロダクション
  • トラッキング
    • 「Inside-Out」方式と「Outside-In」方式
    • アイトラッキング
    • ハンドトラッキングソリューション
    • ジェスチャーコントロール
  • 視野
  • レイテンシー技術とVR酔い対策
  • ディスプレイ技術
  • GPU
  • カメラ
  • ベスト&スーツ
  • 3Dオーディオ
  • アダプティブストリーミング
    • Bitmovin
    • Pixvana
  • 座位・移動エクスペリエンス
    • 無線接続技術
    • ローカルレンダリング

第4章 主要企業

  • イントロダクション
  • 主なヘッドマウントディスプレイ&プラットフォーム企業
    • NVIS
    • Cinoptics
    • Sensics
    • TRIVISIO Prototyping
    • Facebook (Oculus)
    • HTC
    • Sulon Technologies
  • 主な実現技術関連企業
    • Vicon Motion Systems
    • Leap Motion
    • uSens
    • Xilinx
    • Intel
  • エンタープライズアプリケーション
    • MindMaze
    • Firsthand Technology/DeepStream VR
    • Psious
    • Agora VR
    • Autodesk
    • Virtalis
    • VRStudios
    • The Void
    • IMAX
    • WorldViz

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
    • トップレベルハードウェア出荷数
    • 平均販売価格・コンテンツ収益
  • トップレベル年間出荷数・収益
  • エンタープライズ・産業向けVR市場:製品タイプ
  • エンタープライズ・産業向けVR市場:地域別
  • エンタープライズ・産業向けVR市場:用途別
  • 総論・提言

第6章 企業一覧

第7章 頭文字・略語一覧

第8章 目次

第9章 図表一覧

第10章 調査範囲・情報源・分析手法・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: VREI-17

Leveraging highly customized and expensive equipment, enterprise use of virtual reality (VR) has existed and improved for a number of years, particularly for military training, civil flight training and simulation, and some industrial 3D modeling. But now, thanks primarily to recent exponential advances in graphics component technology, cheaper, mass-produced consumer-grade VR is coming to market, with ramifications for both consumer and enterprise markets. Most of the world's leading technology companies, including Facebook, Google, and Microsoft, are staking out positions to become key players in what many see as the next significant computing platform.

This cheaper, more readily accessible consumer-grade VR equipment is opening up new enterprise use cases, some of which have vast addressable markets. Tractica estimates that the addressable market for the five largest areas where enterprise VR will grow will be worth over $1 trillion in 2017. A broad range of players, both new and established, are aggressively working to develop applications leveraging this new consumer-grade VR ecosystem, aiming squarely at the enterprise market. Tractica forecasts that the market for enterprise VR hardware and content will grow from $592.3 million in 2016 to $9.2 billion by 2021, representing a compound annual growth rate (CAGR) of 59.6%.

This Tractica report provides global market forecasts for the period from 2014 through 2021 for annual unit shipments and associated revenues for VR hardware and content in the enterprise and industrial sectors. The analysis covers HMDs, along with other VR equipment such as motion capture cameras, displays and projectors, and hand tracking devices, as well as software applications and content creation tools. Data is segmented by five major world regions and five different application markets including training and simulation, education, virtual prototyping/3D modelling, attractions, and medical therapy. The report also includes in-depth profiles of 22 key industry players in the enterprise VR market.

Key Questions Addressed:

  • How large is the market for enterprise and industrial VR hardware and content?
  • How will the market be segmented by product type, application/use case, and world region?
  • How will this market grow in the coming years and what factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the enterprise and industrial VR market?
  • Who are the leading providers of enterprise and industrial VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • VR headset manufacturers
  • VR accessory manufacturers
  • Mobile device manufacturers
  • Semiconductor and component companies
  • Software and application developers
  • Systems integrators
  • Enterprise and industrial VR end-user organizations
  • Investor community

Table of Contents

1. Executive Summary

  • 1. Introduction
  • 2. Market Drivers and Barriers
  • 3. Market Observations/Key Trends
  • 4. Key Industry Players
  • 5. Market Forecast Highlights

2. Market Issues

  • 1. Introduction
  • 2. Scope of Study
  • 3. Product Type Definitions
  • 4. Market Overview
  • 5. Market Trends
  • 6. Market Drivers
    • 1. Virtual Reality Awareness from Consumer Virtual Reality
    • 2. Low-Cost Consumer-Grade Virtual Reality for Enterprise
    • 3. Increased Productivity, Greater Results, Efficiency
    • 4. Large Market Potential for Simpler Virtual Reality Experiences
    • 5. Virtual Reality Video
    • 6. Three-Dimensional User Interface
  • 7. Market Barriers
    • 1. Consumer-Grade Cost and Requisite Equipment
    • 2. Consumer-Grade Quality of Experience
      • 1. Virtual Reality Sickness
      • 2. Restricted Field of View
      • 3. Tethering
      • 4. Lack of Natural User Input
      • 5. Streaming Challenges
      • 6. Corrective Eyewear
    • 3. Trial and Error for Early Virtual Reality Applications
  • 8. Use Cases
    • 1. Education
    • 2. Virtual Prototyping/Three-Dimensional Modeling
    • 3. Attractions
    • 4. Training and Simulation
    • 5. Medical Therapy

3. Technology Issues

  • 1. Introduction
  • 2. Tracking
    • 1. Inside-Out and Outside-In
      • 1. Simultaneous Location and Mapping and Computer Vision
    • 2. Eye Tracking
    • 3. Hand Tracking Solutions
    • 4. Gesture Control
  • 3. Field of View
  • 4. Latency Technologies and Virtual Reality Sickness Prevention
    • 1. Galvanic Vestibular Stimulation
    • 2. Frame Tearing
      • 1. Oculus Asynchronous Timewarp and Spacewarp
      • 2. VIVE Asynchronous Reprojection
    • 3. Field of View Restrictors
  • 5. Display Technology
  • 6. Graphics Processing Units
  • 7. Cameras
  • 8. Vests and Suits
  • 9. Three-Dimensional Audio
  • 10. Adaptive Streaming
    • 1. Bitmovin
    • 2. Pixvana
  • 11. Seated versus Moving Experiences
    • 1. Wireless Connectivity Technologies
    • 2. Local Rendering

4. Key Industry Players

  • 1. Introduction
  • 2. Key Head-Mounted Display and Platform Players
    • 1. NVIS
    • 2. Cinoptics
    • 3. Sensics
    • 4. TRIVISIO Prototyping
    • 5. Facebook (Oculus)
      • 1. Evolving Head-Mounted Displays and Virtual Reality Experience
    • 6. HTC
    • 7. Sulon Technologies
  • 3. Key Enabling Technology Players
    • 1. Vicon Motion Systems
    • 2. Leap Motion
    • 3. uSens
    • 4. Xilinx
    • 5. Intel
  • 4. Enterprise Applications
    • 1. MindMaze
    • 2. Firsthand Technology/DeepStream VR
    • 3. Psious
    • 4. Agora VR
    • 5. Autodesk
    • 6. Virtalis
    • 7. VRStudios
    • 8. The Void
    • 9. IMAX
    • 10. WorldViz

5. Market Forecasts

  • 1. Introduction
  • 2. Data Collection
  • 3. Forecast Methodology
    • 1. Top-Level Hardware Shipments
    • 2. Average Selling Prices and Content Revenue
  • 4. Top-Level Annual Unit Shipments and Revenue
  • 5. Enterprise and Industrial Virtual Reality Market by Product Type
  • 6. Enterprise and Industrial Virtual Reality Market by Geographic Region
  • 7. Enterprise and Industrial Virtual Reality Market Revenue by Application
  • 8. 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

List of Charts, Figures, and Tables

Charts

  • Annual Enterprise VR Hardware and Content/Content Creation Tools Revenue by Segment, World Markets: 2015-2021
  • Annual VR Hardware Unit Shipments by Segment, World Markets: 2015-2021
  • Annual Enterprise VR Hardware and Content/Content Creation Tools Revenue by Segment, World Markets: 2015-2021
  • Annual Enterprise VR Hardware Unit Shipments by Product Type, World Markets: 2015-2021
  • Annual Enterprise VR Hardware Revenue by Product Type, World Markets: 2015-2021
  • Annual Enterprise HMD Unit Shipments by Region, World Markets: 2015-2021
  • Annual Enterprise HMD Revenue by Region, World Markets: 2015-2021
  • Annual Enterprise VR Content Revenue by Region, World Markets: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, North America: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, Europe: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, Asia Pacific: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, Latin America: 2015-2021
  • Annual Enterprise VR Equipment Revenue by Application, Middle East & Africa: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, North America: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, Europe: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, Asia Pacific: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, Latin America: 2015-2021
  • Annual Enterprise VR Content/Content Creation Tools Revenue by Application, Middle East & Africa: 2015-2021

Figures

  • Figure Screenshot GoPro VR Video, Tahiti Surfing
  • Lifeliqe Lesson with an Elementary School Student
  • 3D World Arena, Hyper Reality Park in Udine, Italy
  • Dr. James Mullins Shows the IISRI FLAIMTRAINER Haptically-Enabled Hot Fire Training System
  • OssoVR Orthopedic Surgical Training
  • Field of View Adaptive Streaming
  • Hang Glider VR Experience at CEATEC Japan, October 2016
  • Intel Project Alloy HMD
  • Screenshot of COOL, DeepStream VR's Chronic Pain Relief Game
  • The Void's Ghostbusters Dimension
  • Skofield Screenshot Showing Two Users Meeting, Collaborating in VR

Tables

  • Annual VR Hardware Unit Shipments by Segment, World Markets: 2014-2021
  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application: 2014-2021
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual HMD Revenue by Region, World Markets: 2014-2021
  • Annual Unit Shipments of Other VR Equipment by Region, World Markets: 2014-2021
  • Annual Revenue for Other VR Equipment by Region, World Markets: 2014-2021
  • Annual VR Content Revenue by Region, World Markets: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, North America: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, Europe: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, Asia Pacific: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, Latin America: 2014-2021
  • Annual VR Equipment Unit Shipments and Revenue by Application, Middle East & Africa: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, North America: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, Europe: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, Asia Pacific: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, Latin America: 2014-2021
  • Annual VR Content/Content Creation Tools Revenue by Application, Middle East & Africa: 2014-2021
  • Consumer 360° Cameras
  • Additional Industry Participants
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