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市場調査レポート

企業用・産業用のVR (仮想現実) 市場:学術、研究開発 (R&D)、マーケティング・広告、医療、小売、旅行・観光、訓練・シミュレーション、仮想試作・3Dモデリング

Virtual Reality for Enterprise and Industrial Markets: Academia and R&D, Marketing and Advertising, Medical, Retail, Travel and Tourism, Training and Simulation, Virtual Prototyping and 3D Modeling

発行 Tractica 商品コード 338597
出版日 ページ情報 英文 73 Pages; 42 Tables, Charts & Figures
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企業用・産業用のVR (仮想現実) 市場:学術、研究開発 (R&D)、マーケティング・広告、医療、小売、旅行・観光、訓練・シミュレーション、仮想試作・3Dモデリング Virtual Reality for Enterprise and Industrial Markets: Academia and R&D, Marketing and Advertising, Medical, Retail, Travel and Tourism, Training and Simulation, Virtual Prototyping and 3D Modeling
出版日: 2015年09月01日 ページ情報: 英文 73 Pages; 42 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

仮想現実 (バーチャルリアリティ、VR) は1950〜60年代の誕生以来、企業・産業向けとしてニッチな存在ながらも存続し続けてきました。しかし、近年になって大手企業の投資・参入が相次いだり、頭部搭載型ディスプレイ (HMD) が登場したりして、VRは様々な産業へと広がろうとしています。特に、マーケティング・広告や、自動車・航空・建築といった分野で積極的な活用が見込まれています。また、コスト削減やリスク低下といった利点も期待されています。他方、平均販売価格がまだ高いことや、人々がまだVRに慣れていないことが、当面の成長抑制要因となっています。

当レポートでは、世界の企業向け・産業向け仮想技術 (以下VR) の現状と将来の市場動向について分析し、VRの概要や主な活用分野、現在までの市場動向と今後の見通し、技術別・地域別・業種別の詳細動向、今後の技術開発・市場成長の方向性などについて調査・推計しております。

第1章 エグゼクティブ・サマリー

  • イントロダクション
  • 市場の主な動向
  • 市場予測:概要

第2章 市場の課題

  • イントロダクション
  • 分析範囲
  • 製品の種類:定義
  • 企業用・産業用アプリケーション
    • 学術・研究開発 (R&D)
    • マーケティング・広告
    • 医療
    • 小売
    • 旅行・観光
    • 訓練・シミュレーション
    • 仮想試作/3Dモデリング
    • その他
  • 地域区分
  • 主な成長促進要因
    • 一般用VR (仮想現実) の登場
    • 平均販売価格 (ASP) の下落
    • 効率性向上・コスト削減の意志
    • より効率的なマーケティング・ツール
    • Mixed Reality (混在型リアリティ)
    • インターネットの接続性 (コネクティビティ)
  • 市場成長の阻害要因
    • 景気後退と緊縮財政
    • 専用訓練の必要性
    • VRのデモンストレーションの難しさ
    • コンテンツの不足
    • ユーザーの自然なインプット
    • エルゴノミクス、快適性、衛生感
    • 技術規格の欠如
  • ビジネスモデル

第3章 技術的課題

  • イントロダクション
  • トラッキング (追跡)
  • ハードウェア・コンポーネント
    • カメラ
    • ディスプレイ技術
    • GPU (グラフィック処理装置)
    • 視線追従装置
    • 入力装置
      • 手指トラッキング・ソリューション
      • 移動用デバイス
      • ベスト (胴衣) とスーツ
      • ハプティクス (触覚科学)
  • ワイヤレス・コネクティビティ技術
  • 局所的な歪み
  • 局所的なレンダリング
  • センサーの正確性
  • 視野
  • 現実的なグラフィック
  • 3D音声
  • その他の感覚

第4章 業界の主要企業

  • イントロダクション
  • 設計企業
    • Brightline Interactive
    • Cubicle Ninjas
    • Rewind FX
  • HMDメーカー
    • MindMaze
    • NVIS
    • Cinoptics
    • Sensics
    • TRIVISIO Prototyping
    • Facebook (Oculus VR)
  • ソフトウェア開発企業
    • Augmented Pixels
    • EON Reality
    • Unity Technologies
    • Virtalis
    • VRStudios
    • WorldViz
  • その他
    • Cyberith
    • Vicon Motion Systems

第5章 市場予測

  • イントロダクション
  • データ収集と将来予測:概要
  • 予測手法
    • トップレベル・ハードウェアの出荷台数とVRコンテンツ売上高
    • 平均販売価格とコンテンツ収益
  • トップレベルの年間出荷台数および収益額
  • 企業用・産業用VR市場:製品の種類別
  • 企業用・産業用VR市場:地域別
  • 企業用・産業用VR市場:用途別の収益額
  • 結論と提言

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 分析範囲・情報源・分析手法・注記

目次
Product Code: VREI-15

Virtual reality has existed in niche enterprise and industrial segments since its origins in the 1950s and 1960s. VR plays an important role in combat training for the military, for example, while advanced visualization techniques are extremely powerful tools for research purposes. Healthcare has also made use of the technology for quite some time. Nevertheless, Facebook's acquisition of Oculus VR, along with the development of rival head-mounted displays (HMDs) from companies like HTC and Sony, has raised the profile of VR immeasurably and a wide array of industries look set to be touched by advancements in this space.

Marketing and advertising is one example. Getting users to experience a brand via a new medium lingers longer in the mind and can help a company to really establish its product in the minds of target audiences. The automotive, aviation, and architecture industries are all set to use more and more 3D models in place of physical prototypes. Doing so reduces cost and risk and allows changes to be made easily. Barriers remain, but are being overcome. Average selling prices are coming under pressure with the emergence of consumer-grade equipment that can be used in many settings. Getting people to experience VR remains a challenge, however, and changing long-held beliefs about processes will take time.

This Tractica report provides global market forecasts for the period from 2014 through 2020 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, hand tracking devices, and locomotion devices, as well as software applications and content creation tools. Data is segmented by five major regions (North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa) and eight different application markets are examined (academia and research & development, marketing and advertising, medical, retail, travel and tourism, training and simulation, virtual prototyping/3D modelling and others).

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, 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?

Table of Contents

1. Executive Summary

  • 1.1. Introduction
  • 1.2. Key Market Trends
  • 1.3. Market Forecast Highlights

2. Market Issues

  • 2.1. Introduction
  • 2.2. Scope of Study
  • 2.3. Product Type Definitions
  • 2.4. Enterprise and Industrial Applications
    • 2.4.1. Academia and Research & Development
    • 2.4.2. Marketing and Advertising
    • 2.4.3. Medical
    • 2.4.4. Retail
    • 2.4.5. Travel and Tourism
    • 2.4.6. Training and Simulation
    • 2.4.7. Virtual Prototyping/3D Modelling
    • 2.4.8. Others
  • 2.5. Geographic Segmentation
  • 2.6. Key Drivers of Growth
    • 2.6.1. Emergence of Consumer VR
    • 2.6.2. Falling ASPs
    • 2.6.3. Desire to Increase Efficiency and Decrease Costs
    • 2.6.4. More Effective Marketing Tool
    • 2.6.5. Mixed Reality
    • 2.6.6. Improved Processing Power
    • 2.6.7. Internet Connectivity
  • 2.7. Inhibitors of Market Growth
    • 2.7.1. Economic Depression and Austerity
    • 2.7.2. Need for Specialized Training
    • 2.7.3. Difficulty in Demonstrating VR
    • 2.7.4. Lack of Content
    • 2.7.5. Natural User Input
    • 2.7.6. Ergonomics, Comfort, and Hygiene
    • 2.7.7. Lack of Standards
  • 2.8. Business Models

3. Technology Issues

  • 3.1. Introduction
  • 3.2. Tracking
  • 3.3. Hardware Components
    • 3.3.1. Cameras
    • 3.3.2. Display Technology
    • 3.3.3. Graphics Processing Units
    • 3.3.4. Eye Tracking
    • 3.3.5. Input Devices
      • 3.3.5.1. Hand and Finger Tracking Solutions
      • 3.3.5.2. Locomotion Devices
      • 3.3.5.3. Vests and Suits
      • 3.3.5.4. Haptics
  • 3.4. Wireless Connectivity Technologies
  • 3.5. Local Warping
  • 3.6. Local Rendering
  • 3.7. Sensor Accuracy
  • 3.8. Field of View
  • 3.9. Realistic Graphics
  • 3.10. 3D Audio
  • 3.11. Other Senses

4. Key Industry Players

  • 4.1. Introduction
  • 4.2. Design Agencies
    • 4.2.1. Brightline Interactive
    • 4.2.2. Cubicle Ninjas
    • 4.2.3. Rewind FX
  • 4.3. HMD Manufacturers
    • 4.3.1. MindMaze
    • 4.3.2. NVIS
    • 4.3.3. Cinoptics
    • 4.3.4. Sensics
    • 4.3.5. TRIVISIO Prototyping
    • 4.3.6. Facebook (Oculus VR)
  • 4.4. Software Developers
    • 4.4.1. Augmented Pixels
    • 4.4.2. EON Reality
    • 4.4.3. Unity Technologies
    • 4.4.4. Virtalis
    • 4.4.5. VRStudios
    • 4.4.6. WorldViz
  • 4.5. Others
    • 4.5.1. Cyberith
    • 4.5.2. Vicon Motion Systems

5. Market Forecasts

  • 5.1. Introduction
  • 5.2. Data Collection and Forecast Overview
  • 5.3. Forecast Methodology
    • 5.3.1. Top-Level Hardware Shipments and VR Content Sales
    • 5.3.2. Average Selling Prices and Content Revenues
  • 5.4. Top-Level Annual Unit Shipments and Revenues
  • 5.5. Enterprise and Industrial VR Market by Product Type
  • 5.6. Enterprise and Industrial VR Market by Geographic Region
  • 5.7. Enterprise and Industrial VR Market Revenues by Application
  • 5.8. 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

  • Annual VR Hardware and Content/Content Creation Tools Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Segment, World Markets: 2014-2020
  • Annual VR Hardware and Content/Content Creation Tools Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2020
  • Annual HMD Revenue by Region, World Markets: 2014-2020
  • Annual Unit Shipments of Other VR Equipment by Region, World Markets: 2014-2020
  • Annual Revenue for Other VR Equipment by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Region, World Markets: 2014-2020
  • Annual VR Equipment Revenue by Application, North America: 2014-2020
  • Annual VR Equipment Revenue by Application, Europe: 2014-2020
  • Annual VR Equipment Revenue by Application, Asia Pacific: 2014-2020
  • Annual VR Equipment Revenue by Application, Latin America: 2014-2020
  • Annual VR Equipment Revenue by Application, Middle East & Africa: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, North America: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Europe: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Asia Pacific: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Latin America: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Middle East & Africa: 2014-2020

List of Figures

  • Samsung Gear VR on a Qantas A380 Aircraft
  • Dexmo F2 from Dexta Robotics

List of Tables

  • Annual VR Hardware Unit Shipments by Segment, World Markets: 2014-2020
  • Annual VR Hardware and Content Revenue by Segment, World Markets: 2014-2020
  • Annual VR Hardware Unit Shipments by Product Type, World Markets: 2014-2020
  • Annual VR Hardware Revenue by Product Type, World Markets: 2014-2020
  • Annual HMD Unit Shipments by Region, World Markets: 2014-2020
  • Annual HMD Revenue by Region, World Markets: 2014-2020
  • Annual Unit Shipments of Other VR Equipment by Region, World Markets: 2014-2020
  • Annual Revenue for Other VR Equipment by Region, World Markets: 2014-2020
  • Annual VR Content Revenue by Region, World Markets: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, North America: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, Europe: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, Asia Pacific: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, Latin America: 2014-2020
  • Annual VR Equipment Unit Shipments and Revenue by Application, Middle East & Africa: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, North America: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Europe: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Asia Pacific: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Latin America: 2014-2020
  • Annual VR Content/Content Creation Tools Revenue by Application, Middle East & Africa: 2014-2020
  • Additional Industry Participants
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