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Augmented Reality & Virtual Reality Market Global Forecast to 2018

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New Market Research Report Augmented Reality & Virtual Reality Market by Technology Types, Sensors (Accelerometer, Gyroscope, Haptics), Components (Camera, Controller, Gloves, HMD), Applications (Automotive, Education, Medical, Gaming, Military) & by Geography – Global Forecast and Analysis to 2013 – 2018 added to ReportsnReports.com

The report has a detailed list of key findings like: global augmented reality and virtual reality market statistics with detailed classifications and splits by revenue and volume, analysis of the global AR and VR market with a special focus on high growth technologies, analysis of market dynamics, market life cycle analysis, analysis and forecast of the major geographical markets to give an overall view on AR and VR market, technical and market-oriented perspectives with techno-market oriented roadmaps, detailed pricing and cost analysis, competitive intelligence, key player strategies, and other qualitative and quantitative analysis.

The report includes quantitative data analysis for various technologies used in virtual and augmented reality. The types of virtual reality used are immersive VR, non immersive VR, projected VR, and CAVE (Chicago automatic virtual environment). In addition to quantitative analysis, the report also includes: value chain analysis, porter five force analysis of augmented and virtual reality market, and price trend analysis.

The major companies of AR&VR market are profiled under the company profile chapter. This chapter analyse company’s strategy to grow in the market, new products launches taking place, acquisition and merger news, and partnerships and contracts signed from 2010 onwards. The companies which provide virtual reality and augmented reality tools to the developers are reinforcing their position due to an increase in the competition.

Complete report available @ http://www.reportsnreports.com/reports/266529-augmented-reality-virtual-reality-market-by-technology-mobile-spatial-ar-semi-fully-immersive-vr-by-sensors-components-accelerometer-data-glove-hmd-ics-by-applications-medical-military-gaming-by-geography-2013-2018-.html

The Augmented reality and virtual reality (AR&VR) is going through a significant adoption in the training and infotainment sectors. The main motivation behind the significant adoption is the versatile range usage for these technologies (AR&VR).

The report is based on the extensive research. This research study involves the usage of extensive secondary sources; directories, and databases such as: Hoovers, Bloomberg, Business-week, Factiva, and One-Source, and so on to identify and collect information which is useful for technical, market-oriented, and commercial study of this global market. The primary sources are mainly the industry experts from core and were interviewed to obtain and verify critical qualitative and quantitative information as well as assess the future prospects.

 

The major stakeholders of the RV&VR market considered in this report are Semiconductor Component Vendors, Content developers, Advertising agencies, Mobile/Portable device manufacturers, Distributors and Retailers,     Research organizations, Universities, Technology Standards Organizations, Forums, Alliances and Associations.

The report also includes segmentation and analysis of the market by types, components, and application which gives an in-depth understanding of the emerging AR and VR market.

The entire report is broadly divided into augmented and virtual reality market segments. The market data point out each of the segment which is categorized under the following verticals that is: technology, sensors and components, applications, and geography.

The technology segment includes several sub segments such as: mobile device based AR Applications, non-immersive, semi immersive, wearable type, video spatial display, and fully immersive micro segments. The components and sensors include displays, gloves, head gears, processors, engines, and so on. The application of AV&RV market include automotive, e-commerce and retail, marketing, medical, military and defense, and education. In addition to this, Geography segment include major regions such as North America, Europe, APAC, and ROW. The split gives an insight about the regional untapped potential and preference.

 

Inquire For Discount (US $4650)@ http://www.reportsnreports.com/contacts/discount.aspx?name=266529

 

Table Of Contents

1 Introduction
1.1 Key Take-Aways
1.2 Report Description
1.3 Markets Covered
1.4 Companies Covered in The Report
1.5 Stakeholders
1.6 Research Methodology
1.6.1 Market Size Estimation
1.6.2 Market Crackdown & Data Triangulation
1.6.3 Key Data Points Taken From  Secondary Sources
1.6.4 Key Data Points Taken From Primary Sources
1.7 Report Assumptions

2 Executive Summary

3 Cover Story
3.1Ben Vaughan – Artoolworks
3.2Rahul Dutta – Trimensions
3.3Matthew Szymczyk – Zugara Inc
3.4Sudhanshu Kapoor – Metaio Gmbh

4 Market Overview
4.1 Introduction
4.2 History & Evolution
4.3 Market Segmentation
4.3.1 Augmented Reality
4.3.1.1 Types of Augmented Reality Technology
4.3.1.2 Components of Augmented Reality System
4.3.1.3 Augmented Reality Displays
4.3.2 Virtual Reality
4.4 Value Chain Analysis
4.5 Market Dynamics
4.5.1 Drivers
4.5.1.1 Increased Demand in Healthcare
4.5.1.2 Rising Prevalence of Computer Technology and Internet Connectivity.
4.5.1.3 Boost in Demand For Smartphones
4.5.2 Restraints
4.5.2.1 Image Latency
4.5.2.2 Privacy and Awareness
4.5.2.3 Requirement of Hardware
4.5.3 Opportunities
4.5.3.1 Emerging Applications
4.5.3.2 Increase in R&D Initiatives
4.5.4 Burning Issues
4.5.4.1 Lack of Awareness of The Concept
4.5.4.2 Technological Barriers
4.5.5 Winning Imperative
4.5.5.1 Partnering With Major Players
4.6 Porter’s Five Forces Model
4.6.1 Threat From New Entrants
4.6.2 Threat From Substitutes
4.6.3 Bargaining Power of Suppliers
4.6.4 Bargaining Power of Buyers
4.6.5 Degree of Competition

5 Market Segmentation By Technology
5.1 Introduction
5.2 Augmented Reality
5.2.1 Major Players offering Augmented Reality
5.2.2 Mobile Device Based Augmented System
5.2.3 Wearable Augmented Reality Type
5.2.3.1 Major Companies offering Wearable  Augmented Reality
5.2.4 Spatial Augmented Reality
5.2.5 Vision Based Augmented Reality
5.2.5.1 Marker-Less Augmented Reality
5.2.5.1.1 Major Companies Using Marker-Less Augmented Reality
5.2.5.1.2 Model Based Augmented Reality
5.2.5.1.3 Image Processing Based Augmented Reality
5.2.5.2 Marker Based Augmented Reality
5.2.5.2.1 Passive Marker Augmented Reality
5.2.5.2.2 Active Marker Augmented Reality
5.2.5.2.3 Major Companies Using Marker Based Augmented Reality
5.3 Virtual Reality Technologies
5.3.1 Major Players in Virtual Reality
5.3.2 Non-Immersive
5.3.3 Semi Immersive
5.3.4 Fully Immersive

6 Market Segmentation By Sensors & Components
6.1 Introduction
6.2 Sensors Overview
6.2.1 Accelerometer
6.2.1.1 Major Companies offering Accelerometer & Gesture Recognition
6.2.2 Magnetometer
6.2.2.1 Major Companies offering Magnetometer
6.2.3 Gyroscopes
6.2.3.1 Major Companies offering Gyroscopes
6.2.4 Image Sensors
6.2.4.1 Major Companies offering Image Sensors
6.2.4.2 Complementary Metal Oxide  Semiconductors (Cmos)
6.2.4.3 Ccd (Charge Coupled Device)
6.2.5 Global Positioning System (GPS)
6.2.5.1 Major Companies offering GPS System
6.3 Semiconductor Components Overview
6.3.1 Controller/Processor
6.3.2 Memory Ic
6.3.3 Power Management Unit
6.3.4 GPS Receiver
6.4 Augmented Reality Sensors & Components
6.4.1 Augmented Reality Sensors
6.4.1.1 Mobile Devices Sensors
6.4.1.1.1 Accelerometer
6.4.1.1.2 Gyroscope
6.4.1.1.3 Magnetometer
6.4.1.1.4 Image Sensor
6.4.1.2 Wearable Devices Sensors
6.4.1.3 Spatial Augmented Reality Sensors
6.4.2 Augmented Reality Semiconductor Components
6.4.2.1 Wearable Devices Components
6.4.2.2 Spatial Augmented Reality Components
6.4.3 Augmented Reality Displays
6.4.3.1 See Through Display
6.4.3.2 Near To Eye Display
6.4.4 Augmented Reality Input Devices
6.5 Virtual Reality Sensors & Components
6.5.1 Virtual Reality Sensors
6.5.1.1 Sensors For Semi Immersive VR
6.5.1.2 Sensors For Fully Immersive VR
6.5.2 Virtual Reality Semiconductor Components
6.5.2.1 Components For Semi Immersive VR
6.5.2.2 Components For Fully Immersive VR
6.5.3 Virtual Reality Devices
6.5.3.1 Devices For Semi Immersive VR
6.5.3.2 Devices Fir Fully Immersive VR

7 Market Segmentation By Applications
7.1 Introduction
7.2 Augmented Reality Applications
7.2.1 E-Commerce & Marketing
7.2.2 Industrial Applications
7.2.3 Gaming
7.2.4 Medical
7.2.5 Military
7.2.6 Education
7.3 Virtual Reality Applications
7.3.1 E-Commerce
7.3.2 Education
7.3.3 Industrial Training
7.3.4 Military
7.3.4.1 Flight Simulation
7.3.4.2 Battlefield Simulation
7.3.5 Gaming
7.3.6 Medical
7.3.6.1 Human Simulation
7.3.6.2 Virtual Reality Diagnostics
7.3.6.3 Virtual Robotic Surgery

8 Market Segmentation By Geography
8.1 Introduction
8.2 North America
8.2.1 Major Companies in North America
8.3 Europe
8.3.1 Major Companies in Europe
8.4 APAC
8.4.1 Major Companies in APAC
8.5 ROW
8.5.1 Major Companies in ROW
8.6 Augmented Reality By Geography
8.7 Virtual Reality By Geography

9 Competitive Landscape
9.1 Overview
9.1.1 Market Share Analysis
9.1.2 Augmented Reality: Market Share
9.1.3 Virtual Reality: Market Share
9.2 Virtual Reality: Partnerships/Agreements/Joint Ventures
9.3 Virtual Reality: Collaboration
9.4 Virtual Reality: New Products Launch

10 Company Profiles
10.1 Acrossair
10.1.1 Overview
10.1.2 Product & Services
10.1.3 Financials
10.1.4 Strategy
10.1.5 Developments
10.2 Artoolworks Inc
10.2.1 Overview
10.2.2 Products & Services
10.2.3 Financials
10.2.4 Strategy
10.2.5 Developments
10.3 Artificial Life Inc
10.3.1 Overview
10.3.2 Products & Services
10.3.3 Financials
10.3.4 Strategy
10.3.5 Developments
10.4 Eon Reality Inc.
10.4.1 Overview
10.4.2 Product & Services
10.4.3 Financials
10.4.4 Strategy
10.4.5 Developments
10.5 Innovega Inc
10.5.1 Overview
10.5.2 Products & Services
10.5.3 Financials
10.5.4 Strategy
10.5.5 Developments
10.6 Kishino Limited
10.6.1 Overview
10.6.2 Products & Services
10.6.3 Financials
10.6.4 Strategy
10.6.5 Developments
10.7 Kooaba Ag
10.7.1 Overview
10.7.2 Products & Services
10.7.3 Financials
10.7.4 Strategy
10.7.5 Developments
10.8 Laster Technologies
10.8.1 Overview
10.8.2 Products & Services
10.8.3 Financials
10.8.4 Strategy
10.8.5 Developments
10.9 Layar B. V.
10.9.1 Overview
10.9.2 Products & Services
10.9.3 Financials
10.9.4 Strategy
10.9.5 Developments
10.10 Metaio Gmbh
10.10.1 Overview
10.10.2 Products & Services
10.10.3 Financials
10.10.4 Strategy
10.10.5 Developments
10.11 Oculus VR Inc.
10.11.1 Overview
10.11.2 Products & Services
10.11.3 Financials
10.11.4 Strategy
10.11.5 Developments
10.12 Qualcomm Incorporated
10.12.1 Overview
10.12.2 Products & Services
10.12.3 Financials
10.12.4 Strategy
10.12.5 Developments
10.13 Seac02 S.R.L.
10.13.1 Overview
10.13.2 Products & Services
10.13.3 Financials
10.13.4 Strategy
10.13.5 Developments
10.14 Total Immersion
10.14.1 Overview
10.14.2 Products & Services
10.14.3 Financials
10.14.4 Strategy
10.14.5 Developments
10.15 Virtalis Ltd
10.15.1 Overview
10.15.2 Products & Services
10.15.3 Financials
10.15.4 Strategy
10.15.5 Developments
10.16 Vuzix Corporation
10.16.1 Overview
10.16.2 Products & Services
10.16.3 Financial
10.16.4 Strategy
10.16.5 Products and Developments
10.17 Whistlebox Inc
10.17.1 Overview
10.17.2 Products & Services
10.17.3 Financials
10.17.4 Strategy
10.17.5 Developments
10.18 Wikitude Gmbh
10.18.1 Overview
10.18.2 Products & Services
10.18.3 Financials
10.18.4 Strategy
10.18.5 Developments
10.19 Zenitum Inc
10.19.1 Overview
10.19.2 Products & Services
10.19.3 Financials
10.19.4 Strategy
10.19.5 Developments
10.20 Zugara Inc
10.20.1 Overview
10.20.2 Products & Services
10.20.3 Financials
10.20.4 Strategy
10.20.5 Developments

*Details on Marketsandmarkets View, Overview, Products & Services, Financials and Strategy & Analyst Insights Might Not Be Captured in Case of Unlisted Companies

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