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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・位置情報ベースのエンターテインメント・医療

Virtual Reality for Enterprise and Industrial Markets - Training and Simulation, Education, Virtual Prototyping/3D Modeling, Location-Based Entertainment 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 62 Pages; 46 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・位置情報ベースのエンターテインメント・医療 Virtual Reality for Enterprise and Industrial Markets - Training and Simulation, Education, Virtual Prototyping/3D Modeling, Location-Based Entertainment and Medical Therapy: Global Market Analysis and Forecasts
出版日: 2018年05月25日 ページ情報: 英文 62 Pages; 46 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・地域別の出荷数・収益の予測、主要関連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
  • 利用事例

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
  • レイテンシー技術とVR酔い対策
    • 前庭電気刺激 (GVS:Galvanic Vestibular Stimulation)
    • スクリーンティアリング
  • モーションキャプチャカメラ

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
    • Sensics
    • Facebook (Oculus)
    • HTC
    • Samsung
    • Google
  • 主な実現技術関連企業
    • Unity
    • Leap Motion
    • Tobii
  • エンタープライズアプリケーション
    • Firsthand Technology
    • Osso VR
    • Lifeliqe
    • VRStudios
    • THE VOID
    • IMAX
    • VR Coaster
    • Ballast
    • Zero Latency
    • WorldViz

第5章 市場予測

  • イントロダクション
  • 予測手法
  • 出荷数・収益
    • 製品タイプ別
    • 用途別
    • 地域別
      • 北米
      • 欧州
      • アジア太平洋
      • ラテンアメリカ
      • 中東・アフリカ
  • 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・情報ソース・調査手法・注記

目次
Product Code: VREI-18

While enterprise markets have made use of professional-grade virtual reality (VR) technology for some time, the recent debut of consumer-grade VR head-mounted displays (HMDs) from companies like Facebook/Oculus, HTC, and Samsung has raised the profile of VR immeasurably and, more importantly, sparked the potential for enterprise VR use cases leveraging consumer-grade VR solutions. In addition to the availability of low-cost consumer grade VR solutions, the adoption of VR among enterprises is motivated by the opportunity for increased productivity, improved results, and efficiency through the greater level of immersion that VR applications offer compared to more conventional means.

Even with the continuing growth, however, market adoption of enterprise VR use cases is moving slower than previously anticipated due to market acceptance lagging behind for the education and location-based entertainment use cases. Lagging market acceptance in these two use cases is due to a slower adoption of smartphone HMDs; in education because of the cost of hardware and access to smartphones, and in location-based entertainment because many venues desire higher immersion/quality VR experiences, which smartphone HMDs cannot deliver. Despite some retrenching in the market, however, there is momentum and accelerated activity, particularly for location-based entertainment and medical therapy use cases. Tractica forecasts that worldwide enterprise VR hardware and software revenue will increase from $1.0 billion in 2018 to $12.6 billion annually by 2025.

This Tractica report provides global market forecasts for the period from 2016 through 2025 for annual unit shipments and associated revenue for VR hardware and content in the enterprise sector. The analysis covers HMDs as well as software applications and content creation tools. Market sizing and forecast data is segmented by five major regions and five different application markets are examined including education, virtual prototyping/3D modeling, location-based entertainment, training and simulation, and medical therapy. The report also includes profiles of 18 key industry players in the enterprise VR market.

Key Questions Addressed:

  • How large is the market for enterprise 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 VR market?
  • Who are the leading providers of enterprise VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • VR headset 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 Observations/Key Trends
  • 3. Market Drivers and Barriers
  • 4. Key Industry Players
  • 5. Market Forecast Highlights
  • 6. Conclusions & Recommendations

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. Three-Dimensional User Interface
      • 1. Voice Interface Emerging?
    • 6. Market Barriers
      • 1. Consumer-Grade Hardware Cost, Requirements
      • 2. Consumer-Grade Quality of Experience
        • 1. Virtual Reality Sickness
        • 2. Restricted Field of View
        • 3. Tethering
        • 4. Lack of Natural User Input
      • 3. Trial and Error for Early Virtual Reality Applications
    • 7. Use Cases
      • 1. Education
        • 1. Lifeliqe
        • 2. Google
      • 2. Virtual Prototyping/Three-Dimensional Modeling
      • 3. Location-Based Entertainment
        • 1. Amusement Parks
        • 2. Entertainment Centers
      • 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
  • 3. Latency Technologies and Virtual Reality Sickness Prevention
    • 1. Galvanic Vestibular Stimulation
    • 2. Screen Tearing
      • 1. Oculus Asynchronous Timewarp and Spacewarp
  • 4. Motion Capture Cameras

4. Key Industry Players

  • 1. Introduction
  • 2. Key Head-Mounted Display and Platform Players
    • 1. Sensics
    • 2. Facebook (Oculus)
      • 1. Evolving Head-Mounted Displays and Virtual Reality Experience
    • 3. HTC
    • 4. Samsung
    • 5. Google
  • 3. Key Enabling Technology Players
    • 1. Unity
    • 2. Leap Motion
    • 3. Tobii
  • 4. Enterprise Applications
    • 1. Firsthand Technology
    • 2. Osso VR
    • 3. Lifeliqe
    • 4. VRStudios
    • 5. THE VOID
    • 6. IMAX
    • 7. VR Coaster
    • 8. Ballast
    • 9. Zero Latency
    • 10. WorldViz

5. Market Forecasts

  • 1. Introduction
  • 2. Forecast Methodology
  • 3. Unit Shipments and Revenue
  • 4. Enterprise Virtual Reality Market by Product Type
  • 5. Enterprise Virtual Reality Market by Geographic Region
    • 1. Regional Head-Mounted Display Shipments
    • 2. Regional Head-Mounted Display Revenue
    • 3. Regional Software Revenue
  • 6. Global Enterprise Virtual Reality Market Revenue by Application
  • 7. Regional Enterprise Virtual Reality Market Revenue by Application
    • 1. North America
    • 2. Europe
    • 3. Asia Pacific
    • 4. Latin America
    • 5. Middle East & Africa
  • 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

  • Enterprise Virtual Reality Hardware and Software Revenue by Segment, World Markets: 2018-2025
  • Enterprise Virtual Reality Hardware Unit Shipments by Product Type, World Markets: 2018-2025
  • Enterprise Virtual Reality Hardware Revenue by Product Type, World Markets: 2018-2025
  • Enterprise Head-Mounted Display Unit Shipments by Region, World Markets: 2018-2025
  • Enterprise Head-Mounted Display Revenue by Region, World Markets: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Region, World Markets: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, World Markets: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, World Markets: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, North America: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, North America: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Europe: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Europe: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Asia Pacific: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Asia Pacific: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Latin America: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Latin America: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Middle East & Africa: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Middle East & Africa: 2018-2025

Figures

  • Lifeliqe Lesson with an Elementary School Student
  • Robot VR Ride, Everland Resort, Korea
  • East Valley of Science and Fantasy, Guizhou, China
  • VR Gear for VR Zone Shinjuku
  • Dr. James Mullins with FLAIM Trainer Fire Training System, VIVE Suite, CES 2017
  • Osso VR Orthopedic Surgical Training
  • Screenshot of COOL!, Firsthand Technology's Chronic Pain Relief Game
  • THE VOID's Ghostbusters Dimension
  • VR Coaster
  • Virtual Meeting, Collaboration in Virtual Reality Using Vizible

Tables

  • Virtual Reality Hardware and Software Revenue by Segment, World Markets: 2016-2025
  • Virtual Reality Hardware Unit Shipments by Product Type, World Markets: 2016-2025
  • Virtual Reality Hardware Revenue by Product Type, World Markets: 2016-2025
  • Virtual Reality Revenue by Use Case, World Markets: 2016-2025
  • Head-Mounted Display Unit Shipments by Region, World Markets: 2016-2025
  • Head-Mounted Display Revenue by Region, World Markets: 2016-2025
  • Virtual Reality Software Revenue by Region, World Markets: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, North America: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Europe: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Asia Pacific: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Latin America: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Middle East & Africa: 2016-2025
  • Virtual Reality Software Revenue by Use Case, North America: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Europe: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Asia Pacific: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Latin America: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Middle East & Africa: 2016-2025
  • Additional Industry Participants
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