Augmented Reality and Virtual Reality Market by Offering (Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography - Global Forecast to 2023

AR(拡張現実)及びVR(仮想現実)の世界市場予測(~2023年)

◆タイトル:Augmented Reality and Virtual Reality Market by Offering (Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography - Global Forecast to 2023
◆商品コード:SE-2288
◆調査・発行会社:MarketsandMarkets
◆発行日:2018年2月28日
◆ページ数:251
◆レポート形式:PDF / 英語
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◆調査対象地域:グローバル
◆産業分野:IT
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【レポートの概要】

MarketsandMarketsが発行した当調査レポートでは、AR(拡張現実)及びVR(仮想現実)の世界市場について調査・分析し、エグゼクティブサマリー、市場インサイト、市場概観/市場動向、バリューチェーン分析、提供方式別分析、デバイス種類別分析、用途別分析、地域別分析、AR(拡張現実)及びVR(仮想現実)の世界市場規模及び予測、市場動向、競争状況、関連企業分析などの情報をお届けいたします。

“Increasing demand for AR in healthcare and retail & e-commerce is the major driver for the augmented reality market”The augmented reality market was valued at USD 11.14 billion in 2018 and is expected to reach USD 60.55 billion by 2023, growing at a CAGR of 40.29% during the forecast period. The increasing demand for AR devices in healthcare, growing demand for AR in retail and e-commerce, and rising investment in the augmented reality market are the major drivers for the augmented reality market. The limited user interface (UI) affecting the navigation performance of AR applications, limited processing power, less storage, and restricted size of the memory card in mobile phones, and varied infrastructure quality of digital network will restrain the growth of AR.
“Increasing use of VR in gaming and entertainment is the major driver for the virtual reality market”
The virtual reality market was valued at USD 7.90 billion in 2018 and is expected to reach USD 34.08 billion by 2023, growing at a CAGR of 33.95% during the forecast period. The high penetration of HMDs in gaming and entertainment, huge investments in the VR market, advancement of technology and digitization, and availability of affordable VR devices are the major drivers of the VR market. The health concerns relating to low resolution and lack of movement and display latency and energy consumption affecting the overall performance of VR devices are the major restraints in the VR market.
“Augmented reality and virtual reality market for the head-mounted displays is expected to grow at a high rate during the forecast period”
The use of HMDs in the enterprises for instructions and training purposes is likely to boost the growth of HMDs in the AR market. AR smart glasses are expected to be mainly used HMDs in the augmented reality market. The major applications for VR HMDs have been gaming and entertainment, and are expected to dominate the market during the forecast period. The head-mounted devices from companies such as Sony, Oculus, HTC, Samsung, Google, TLC Alcatel, and Osterhout Design Group are already in use and have received an overwhelming response from the users.

“Augmented reality market for enterprise application is expected to witness high growth during the forecast period”
Augmented reality is used in enterprises for training personnel, providing information about the industrial facility, remodeling and redesigning, and industrial simulations. The enterprise applications would witness a high growth for HMDs in the near future. The use of HMDs in the manufacturing setups is the major driver for the growth of enterprise application in the augmented reality market.
“Virtual reality market for consumer application is expected to lead the market during the forecast period”
Virtual reality technology is used mainly for consumer applications such as gaming and entertainment. Virtual reality is used in various gaming types such as PC gaming, gaming consoles, Internet games, smartphones, and tablets. In all these game types, virtual reality is used to enhance a user’s gaming experience.
In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews have been conducted with key experts in the augmented reality and virtual reality industry. The breakup of the profiles of primary participants has been shown below:
• By Company Type: Tier 1 = 36%, Tier 2 = 44%, and Tier 3 = 20%
• By Designation: C-Level Executives = 17%, Directors = 44%, and Others = 39%
• By Region: North America = 35%, Europe = 32%, APAC = 21%, South America = 7%, Middle East & Africa = 5%.
The report also profiles the key players in the augmented reality and virtual reality market. These key players are Sony (Japan), Oculus (US), Samsung (South Korea), Google (US), HTC (Taiwan), PTC (US), Microsoft (US), Wikitude (Austria), DAQRI (US), Zugara, (US), Blippar (UK), Osterhout Design Group (US), Magic Leap (US), Upskill (US), Continental (Germany), Visteon (US), Eon Reality (US), and Vuzix (US).
Research Coverage
This research categorizes the augmented reality and virtual reality market on the basis of technology, device type, offering (hardware & software), application, and geography. The report also discusses major drivers, restraints, challenges, and opportunities for the market.
Reasons to Buy the Report
The report would help leaders/new entrants in this market in the following ways:
1. This report segments the augmented reality and virtual reality market comprehensively and provides the closest market size estimation for major industries across various regions.
2. The report would help stakeholders understand the pulse of the market and provide them with the information on drivers, restraints, challenges, and opportunities for the market.
3. This report would help stakeholders understand their competitors better and gain more insights to improve their position in the business. The competitive landscape section includes competitor ecosystem, product launches and developments, partnerships, fund raising, and acquisitions.

【レポートの目次】

TABLE OF CONTENTS

1 INTRODUCTION 20
1.1 OBJECTIVES OF THE STUDY 20
1.2 DEFINITION 20
1.3 STUDY SCOPE 21
1.3.1 MARKETS COVERED 21
1.3.2 YEARS CONSIDERED FOR THE STUDY 22
1.4 CURRENCY 23
1.5 LIMITATIONS 23
1.6 STAKEHOLDERS 23
2 RESEARCH METHODOLOGY 24
2.1 RESEARCH DATA 24
2.1.1 SECONDARY DATA 26
2.1.1.1 Secondary sources 26
2.1.2 PRIMARY DATA 27
2.1.2.1 Primary interviews with experts 27
2.1.2.2 Breakdown of primaries 27
2.1.2.3 Key data from primary sources 28
2.1.3 SECONDARY AND PRIMARY RESEARCH 29
2.1.3.1 Key industry insights 30
2.2 MARKET SIZE ESTIMATION 30
2.2.1 BOTTOM-UP APPROACH 31
2.2.2 TOP-DOWN APPROACH 32
2.3 MARKET BREAKDOWN & DATA TRIANGULATION 33
2.4 RESEARCH ASSUMPTIONS 34
3 EXECUTIVE SUMMARY 35
4 PREMIUM INSIGHTS 42
4.1 AUGMENTED REALITY MARKET, 2017–2023 (USD BILLION) 42
4.2 VIRTUAL REALITY MARKET, 2017–2023 (USD BILLION) 42
4.3 VIRTUAL REALITY MARKET IN APAC 43
4.4 VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2017 AND 2023 (USD BILLION) 43
4.5 AUGMENTED REALITY MARKET ANALYSIS, BY COUNTRY (2018–2023) 44
4.6 AUGMENTED REALITY MARKET, BY APPLICATION (USD MILLION) 44
4.7 VR MARKET, BY DEVICE TYPE 45

5 MARKET OVERVIEW 46
5.1 INTRODUCTION 46
5.2 HISTORY AND EVOLUTION OF AR AND VR TECHNOLOGY 46
5.3 MARKET DYNAMICS: AR MARKET 47
5.3.1 DRIVERS 48
5.3.1.1 Increasing demand for AR devices in patient care management, and medical training and education 48
5.3.1.2 Trend of online shopping has increased the demand for AR in retail and e-commerce 48
5.3.1.3 Increased interest of tech giants in the AR market has resulted in an upsurge of investment 49
5.3.2 RESTRAINTS 49
5.3.2.1 Limited user interface (UI) affecting navigation performance of AR applications 49
5.3.2.2 Limited processing power, less storage, and restricted size of memory card in mobile phones 49
5.3.2.3 Varied infrastructure quality of digital network will restrain the growth of AR 50
5.3.3 OPPORTUNITIES 50
5.3.3.1 Increasing demand to portray digital information using AR in architecture 50
5.3.3.2 Opportunity in the enterprise industry with increased trend of smart manufacturing 50
5.3.3.3 High growth of the travel and tourism industry will boost the growth of the AR market 51
5.3.4 CHALLENGES 51
5.3.4.1 Overcoming social challenges to increase the adoption rate 51
5.3.4.2 Reconfiguration of applications for different platforms 51
5.4 MARKET DYNAMICS: VR MARKET 52
5.4.1 DRIVERS 53
5.4.1.1 Penetration of HMDs in the gaming and entertainment sector 53
5.4.1.2 Huge investments in the VR market 53
5.4.1.3 Advancement of technology and growing digitization 53
5.4.1.4 Availability of affordable VR devices 53
5.4.2 RESTRAINTS 54
5.4.2.1 Display latency and energy consumption affect the overall performance of VR devices 54
5.4.2.2 Health concerns relating to low resolution and lack of movement 54
5.4.3 OPPORTUNITIES 54
5.4.3.1 Penetration of HMDs in healthcare and architectural applications 54
5.4.3.2 Use of VR in aerospace & defense for training and simulation 55
5.4.4 CHALLENGES 55
5.4.4.1 Developing user-friendly VR systems 55
5.5 VALUE CHAIN ANALYSIS 55
6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 57
6.1 INTRODUCTION 58
6.2 AUGMENTED REALITY TECHNOLOGY 58
6.2.1 MARKER-BASED AUGMENTED REALITY 58
6.2.1.1 Passive marker 58
6.2.1.2 Active marker 58
6.2.2 MARKERLESS AUGMENTED REALITY 58
6.2.2.1 Model-based tracking 59
6.2.2.2 Image-based processing 59
6.3 VIRTUAL REALITY TECHNOLOGY 59
6.3.1 NONIMMERSIVE TECHNOLOGY 60
6.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 61
7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING 63
7.1 INTRODUCTION 64
7.1.1 HARDWARE 66
7.1.1.1 Sensors 69
7.1.1.1.1 Accelerometer 69
7.1.1.1.2 Gyroscope 69
7.1.1.1.3 Magnetometer 69
7.1.1.1.4 Proximity sensor 69
7.1.1.2 Semiconductor component 70
7.1.1.2.1 Controller and processor 70
7.1.1.2.2 Integrated circuits 70
7.1.1.3 Displays and projectors 70
7.1.1.4 Position trackers 70
7.1.1.5 Cameras 70
7.1.1.6 Others 71
7.2 SOFTWARE 71
7.2.1 INTRODUCTION 71
7.2.1.1 Software development kits 71
7.2.1.2 Cloud-based services 72
7.2.2 AR SOFTWARE 74
7.2.2.1 AR remote collaboration 74
7.2.2.2 Workflow optimization 74
7.2.2.3 Documentation 74
7.2.2.4 Visualization 75
7.2.2.5 3D modeling 75
7.2.2.6 Navigation 75
7.2.3 VR CONTENT CREATION 75

8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 76
8.1 INTRODUCTION 77
8.2 AUGMENTED REALITY DEVICES 77
8.2.1 HEAD-MOUNTED DISPLAY 79
8.2.1.1 AR smart glasses 80
8.2.1.2 Smart helmets 80
8.2.2 HEAD-UP DISPLAY 81
8.2.3 HANDHELD DEVICE 82
8.3 VIRTUAL REALITY DEVICES 84
8.3.1 HEAD-MOUNTED DISPLAY 85
8.3.2 GESTURE-TRACKING DEVICE 87
8.3.2.1 Data gloves 87
8.3.2.2 Others 87
8.3.3 PROJECTOR & DISPLAY WALL 88
9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION 89
9.1 INTRODUCTION 90
9.2 AUGMENTED REALITY APPLICATIONS 90
9.2.1 CONSUMER 91
9.2.1.1 Gaming 94
9.2.1.2 Sports & entertainment 95
9.2.1.2.1 Entertainment applications 95
9.2.1.2.1.1 Museums (archaeology) 95
9.2.1.2.1.2 Theme parks 95
9.2.1.2.1.3 Art gallery & exhibitions 95
9.2.1.3 Use-cases in consumer 96
9.2.2 COMMERCIAL 96
9.2.2.1 Tourism & sightseeing 99
9.2.2.2 E-learning 99
9.2.2.3 Retail & e-commerce 99
9.2.2.3.1 Jewelry 100
9.2.2.3.2 Beauty & cosmetics 100
9.2.2.3.3 Apparel fitting 100
9.2.2.3.4 Furniture & lighting design 100
9.2.2.3.5 Grocery shopping 100
9.2.2.3.6 Footwear 101
9.2.2.4 Use-cases in commercial 101
9.2.3 ENTERPRISE 101
9.2.3.1 Use-cases in enterprise 104

9.2.4 HEALTHCARE 104
9.2.4.1 Surgery 108
9.2.4.2 Fitness management 108
9.2.4.3 Patient care management 109
9.2.4.4 Pharmacy management 109
9.2.4.5 Medical training and education 109
9.2.4.6 Others 109
9.2.4.7 Use-cases in healthcare 110
9.2.5 AEROSPACE & DEFENSE 110
9.2.5.1 Use-cases in aerospace & defense 114
9.2.6 ENERGY 115
9.2.6.1 Use-cases in energy 118
9.2.7 AUTOMOTIVE 119
9.2.7.1 Use-cases in automotive 122
9.2.8 OTHERS 122
9.2.8.1 Agriculture 125
9.2.8.2 Construction 125
9.2.8.3 Transportation and logistics 125
9.2.8.4 Public safety 125
9.2.8.5 Telecom and IT/data centers 125
9.2.8.6 Use-cases in other applications 126
9.3 VIRTUAL REALITY APPLICATIONS 127
9.3.1 CONSUMER 128
9.3.1.1 Gaming and entertainment 132
9.3.1.1.1 Sports 132
9.3.1.2 Use-cases in consumer 133
9.3.2 COMMERCIAL 133
9.3.2.1 Retail 136
9.3.2.2 Education and training 137
9.3.2.3 Travel and tourism 137
9.3.2.4 Advertising 138
9.3.2.5 Use-cases in commercial 138
9.3.3 ENTERPRISE 138
9.3.3.1 Use-cases in enterprise 141
9.3.4 HEALTHCARE 142
9.3.4.1 Surgery 145
9.3.4.2 Patient care management 145
9.3.4.3 Fitness management 145
9.3.4.4 Pharmacy management 146
9.3.4.5 Medical training and education 146
9.3.4.6 Use-cases in healthcare 146

9.3.5 AEROSPACE & DEFENSE 146
9.3.5.1 Use-case in aerospace & defense 149
9.3.6 OTHERS 150
9.3.6.1 Automotive 153
9.3.6.2 Real estate (architecture and building design) 153
9.3.6.3 Geospatial mining 153
9.3.6.4 Use-cases in other applications 153
10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET,
GEOGRAPHICAL ANALYSIS 154
10.1 INTRODUCTION 155
10.2 NORTH AMERICA 158
10.2.1 US 163
10.2.2 CANADA 163
10.2.3 MEXICO 163
10.3 EUROPE 164
10.3.1 GERMANY 169
10.3.2 FRANCE 169
10.3.3 UK 170
10.3.4 REST OF EUROPE 170
10.4 APAC 171
10.4.1 CHINA 176
10.4.2 INDIA 176
10.4.3 JAPAN 176
10.4.4 SOUTH KOREA 177
10.4.5 REST OF APAC 177
10.5 ROW 178
10.5.1 MIDDLE EAST & AFRICA 180
10.5.2 SOUTH AMERICA 180
11 COMPETITIVE LANDSCAPE 181
11.1 INTRODUCTION 181
11.3 COMPETITIVE SCENARIO 184
11.3.1 PRODUCT LAUNCHES & DEVELOPMENTS 184
11.3.2 PARTNERSHIPS 185
11.3.3 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING 185
11.3.4 ACQUISITIONS AND EXPANSIONS 186

12 COMPANY PROFILES 187
12.1 INTRODUCTION 187
(Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
12.2 GOOGLE 188
12.3 MICROSOFT 191
12.4 OCULUS VR (FACEBOOK) 194
12.5 SONY 196
12.6 SAMSUNG ELECTRONICS 199
12.7 HTC 202
12.8 PTC 205
12.9 WIKITUDE GMBH 207
12.10 MAGIC LEAP 209
12.11 OSTERHOUT DESIGN GROUP 211
12.12 DAQRI 213
12.13 BLIPPAR 215
12.14 UPSKILL 217
12.15 CONTINENTAL 219
12.16 VISTEON 222
12.17 EON REALITY 224
12.18 VUZIX 227
12.19 ZUGARA 229
12.20 OTHER COMPANIES 230
12.20.1 NAVDY 230
12.20.2 CYBERGLOVE SYSTEMS 230
12.20.3 SENSICS 230
12.20.4 LEAP MOTION 231
12.20.5 SIXENSE ENTERTAINMENT 231
12.20.6 ATHEER 232
12.20.7 MARXENT LABS 232
12.20.8 META 233
12.20.9 INFINITY AUGMENTED REALITY 233
12.20.10 APPLE 233
12.20.11 INTEL 234

12.21 KEY INNOVATORS 234
12.21.1 NINTENDO 234
12.21.2 SNAP 234
12.21.3 NIANTIC 235
12.21.4 AUGMENT 235
12.21.5 INGLOBE TECHNOLOGIES 235
12.21.6 PSIOUS 236
12.21.7 MINDMAZE 236
12.21.8 FIRSTHAND TECHNOLOGY 237
12.21.9 WORLDVIZ 237
12.21.10 INDE 238
12.21.11 VIRTUIX 238
12.21.12 SURVIOS 238
12.21.13 MERGE LABS 239
12.21.14 SPACEVR 239
12.21.15 VIRTUALLY LIVE 239
*Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.
13 APPENDIX 240
13.1 INSIGHTS OF INDUSTRY EXPERTS 240
13.2 DISCUSSION GUIDE 241
13.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 244
13.4 INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE 246
13.5 AVAILABLE CUSTOMIZATIONS 248
13.6 RELATED REPORTS 248
13.7 AUTHOR DETAILS 249

LIST OF TABLES

TABLE 1 VR MARKET, BY TECHNOLOGY, 2015–2023 (USD MILLION) 60
TABLE 2 VR MARKET FOR NONIMMERSIVE TECHNOLOGY, BY OFFERING,
2015–2023 (USD MILLION) 60
TABLE 3 VR MARKET FOR SEMI AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2015–2023 (USD MILLION) 62
TABLE 4 AR MARKET, BY OFFERING, 2015–2023 (USD MILLION) 64
TABLE 5 VR MARKET, BY OFFERING, 2015–2023 (USD MILLION) 65
TABLE 6 AR MARKET, HARDWARE, 2015–2023 (USD MILLION) 67
TABLE 7 VR MARKET, HARDWARE, 2015–2023 (USD MILLION) 68
TABLE 8 AR MARKET FOR SOFTWARE, BY APPLICATION, 2015–2023 (USD MILLION) 73
TABLE 9 VR MARKET FOR SOFTWARE, BY APPLICATION, 2015–2023 (USD MILLION) 74
TABLE 10 AUGMENTED REALITY MARKET, DEVICE TYPE, 2015–2023 (USD MILLION) 77
TABLE 11 AUGMENTED REALITY MARKET, DEVICE TYPE, 2015–2023 (THOUSAND UNITS) 78
TABLE 12 AUGMENTED REALITY MARKET FOR HMDS, BY APPLICATION,
2015–2023 (USD MILLION) 79
TABLE 13 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2015–2023 (USD MILLION) 81
TABLE 14 AUGMENTED REALITY MARKET FOR HANDHELD DEVICES, BY APPLICATION,
2015–2023 (USD THOUSAND) 83
TABLE 15 VIRTUAL REALITY MARKET, DEVICE TYPE, 2015–2023 (USD MILLION) 84
TABLE 16 VIRTUAL REALITY MARKET, DEVICE TYPE, 2015–2023, (THOUSAND UNITS) 85
TABLE 17 VIRTUAL REALITY HMD MARKET, BY APPLICATION, 2015–2023 (USD MILLION) 86
TABLE 18 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2015–2023 (USD MILLION) 87
TABLE 19 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2015–2023 (USD MILLION) 88
TABLE 20 AUGMENTED REALITY MARKET, BY APPLICATION, 2015–2023 (USD MILLION) 91
TABLE 21 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD THOUSAND) 92
TABLE 22 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS, BY REGION, 2015–2023 (USD MILLION) 92
TABLE 23 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 93
TABLE 24 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS IN EUROPE, BY COUNTRY, 2015–2023 (USD MILLION) 93
TABLE 25 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 94
TABLE 26 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 94
TABLE 27 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD THOUSAND) 96
TABLE 28 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION, 2015–2023 (USD MILLION) 97
TABLE 29 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 97
TABLE 30 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 98
TABLE 31 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS IN APAC,
BY COUNTRY, 2015–2023 (USD MILLION) 98
TABLE 32 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATIONS IN ROW,
BY REGION, 2015–2023 (USD MILLION) 99
TABLE 33 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD THOUSAND) 101
TABLE 34 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION, 2015–2023 (USD MILLION) 102
TABLE 35 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 102
TABLE 36 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 103
TABLE 37 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS IN APAC,
BY COUNTRY, 2015–2023 (USD MILLION) 103
TABLE 38 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATIONS IN ROW,
BY REGION, 2015–2023 (USD MILLION) 104
TABLE 39 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD THOUSAND) 105
TABLE 40 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION, 2015–2023 (USD MILLION) 106
TABLE 41 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 106
TABLE 42 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 107
TABLE 43 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS IN APAC,
BY COUNTRY, 2015–2023 (USD MILLION) 107
TABLE 44 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATIONS IN ROW,
BY REGION, 2015–2023 (USD MILLION) 108
TABLE 45 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY DEVICE TYPE, 2015–2023 (USD THOUSAND) 111
TABLE 46 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY REGION, 2015–2023 (USD MILLION) 112
TABLE 47 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 112
TABLE 48 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN EUROPE, BY COUNTRY, 2015–2023 (USD MILLION) 113
TABLE 49 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 113
TABLE 50 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 114
TABLE 51 AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD THOUSAND) 115
TABLE 52 AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS, BY REGION,
2015–2023 (USD MILLION) 116
TABLE 53 AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 116
TABLE 54 AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS IN EUROPE, BY COUNTRY, 2015–2023 (USD MILLION) 117
TABLE 55 AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 117
TABLE 56 AUGMENTED REALITY MARKET FOR ENERGY APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 118
TABLE 57 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD THOUSAND) 119
TABLE 58 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS, BY REGION, 2015–2023 (USD MILLION) 120
TABLE 59 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 120
TABLE 60 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 121
TABLE 61 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS IN APAC,
BY COUNTRY, 2015–2023 (USD MILLION) 121
TABLE 62 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATIONS IN ROW,
BY REGION, 2015–2023 (USD MILLION) 122
TABLE 63 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD THOUSAND) 122
TABLE 64 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2015–2023 (USD MILLION) 123
TABLE 65 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2015–2023 (USD MILLION) 123
TABLE 66 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 123
TABLE 67 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 124
TABLE 68 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 124
TABLE 69 VIRTUAL REALITY MARKET, BY APPLICATION, 2015–2023 (USD MILLION) 128
TABLE 70 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD MILLION) 129
TABLE 71 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS, BY REGION,
2015–2023 (USD MILLION) 129
TABLE 72 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2015–2023 (USD MILLION) 130
TABLE 73 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 130
TABLE 74 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 131
TABLE 75 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 131
TABLE 76 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD MILLION) 133
TABLE 77 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS, BY REGION,
2015–2023 (USD MILLION) 134
TABLE 78 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 134
TABLE 79 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 135
TABLE 80 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN APAC,
BY COUNTRY, 2015–2023 (USD MILLION) 135
TABLE 81 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 136
TABLE 82 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD MILLION) 138
TABLE 83 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS, BY REGION,
2015–2023 (USD MILLION) 139
TABLE 84 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 139
TABLE 85 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 140
TABLE 86 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 140
TABLE 87 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 141
TABLE 88 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD MILLION) 142
TABLE 89 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS, BY REGION,
2015–2023 (USD MILLION) 143
TABLE 90 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 143
TABLE 91 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN EUROPE,
BY COUNTRY, 2015–2023 (USD MILLION) 144
TABLE 92 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN APAC,
BY COUNTRY, 2015–2023 (USD MILLION) 144
TABLE 93 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 145
TABLE 94 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS, BY DEVICE TYPE, 2015–2023 (USD MILLION) 147
TABLE 95 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS,
BY REGION, 2015–2023 (USD MILLION) 147
TABLE 96 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN
NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 148
TABLE 97 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN EUROPE, BY COUNTRY, 2015–2023 (USD MILLION) 148
TABLE 98 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 149
TABLE 99 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATIONS IN ROW, BY REGION, 2015–2023 (USD MILLION) 149
TABLE 100 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE,
2015–2023 (USD MILLION) 150
TABLE 101 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2015–2023 (USD MILLION) 150
TABLE 102 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2015–2023 (USD MILLION) 151
TABLE 103 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2015–2023 (USD MILLION) 151
TABLE 104 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 152
TABLE 105 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION,
2015–2023 (USD MILLION) 152
TABLE 106 AR MARKET, BY REGION, 2015–2023 (USD MILLION) 156
TABLE 107 VR MARKET, BY REGION, 2015–2023 (USD MILLION) 157
TABLE 108 AR MARKET IN NORTH AMERICA, BY APPLICATION, 2015–2023 (USD MILLION) 161
TABLE 109 VR MARKET IN NORTH AMERICA, BY APPLICATION, 2015–2023 (USD MILLION) 161
TABLE 110 AR MARKET IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 162
TABLE 111 VR MARKET IN NORTH AMERICA, BY COUNTRY, 2015–2023 (USD MILLION) 162
TABLE 112 AR MARKET IN EUROPE, BY APPLICATION, 2015–2023 (USD MILLION) 167
TABLE 113 VR MARKET IN EUROPE, BY APPLICATION, 2015–2023 (USD MILLION) 167
TABLE 114 AR MARKET IN EUROPE, BY COUNTRY, 2015–2023 (USD MILLION) 168
TABLE 115 VR MARKET IN EUROPE, BY COUNTRY, 2015–2023 (USD MILLION) 168
TABLE 116 AR MARKET IN APAC, BY APPLICATION, 2015–2023 (USD MILLION) 174
TABLE 117 VR MARKET IN APAC, BY APPLICATION, 2015–2023 (USD MILLION) 174
TABLE 118 AR MARKET IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 175
TABLE 119 VR MARKET IN APAC, BY COUNTRY, 2015–2023 (USD MILLION) 175
TABLE 120 AR MARKET IN ROW, BY APPLICATION, 2015–2023 (USD MILLION) 178
TABLE 121 VR MARKET IN ROW, BY APPLICATION, 2015–2023 (USD MILLION) 179
TABLE 122 AR MARKET IN ROW, BY REGION, 2015–2023 (USD MILLION) 179
TABLE 123 VR MARKET IN ROW, BY REGION, 2015–2023 (USD MILLION) 179
TABLE 124 RANKING OF THE TOP 5 PLAYERS IN THE AUGMENTED REALITY MARKET 182
TABLE 125 RANKING OF THE TOP 5 PLAYERS IN THE VIRTUAL REALITY MARKET 183
TABLE 126 PRODUCT LAUNCHES & DEVELOPMENTS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2017 & 2018 184
TABLE 127 PARTNERSHIPS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET,
2016 & 2017 185
TABLE 128 AGREEMENTS. COLLABORATIONS, AND CAPITAL FUNDING: AUGMENTED REALITY AND VIRTUAL REALITY, 2014–2017 185
TABLE 129 ACQUISITIONS AND EXPANSIONS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2014–2017 186


LIST OF FIGURES

FIGURE 1 MARKET SEGMENTATION 21
FIGURE 2 AR MARKET: RESEARCH DESIGN 24
FIGURE 3 VR MARKET: RESEARCH DESIGN 25
FIGURE 4 BOTTOM-UP APPROACH TO ARRIVE AT THE MARKET SIZE 31
FIGURE 5 TOP-DOWN APPROACH TO ARRIVE AT THE MARKET SIZE 32
FIGURE 6 DATA TRIANGULATION METHODOLOGY 33
FIGURE 7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2015–2023 (USD BILLION) 36
FIGURE 8 AUGMENTED REALITY MARKET, BY OFFERING, 2017 VS. 2023 37
FIGURE 9 ENTERPRISE APPLICATION EXPECTED TO WITNESS THE HIGHEST GROWTH IN AUGMENTED REALITY MARKET BETWEEN 2018 AND 2023 37
FIGURE 10 CONSUMER APPLICATION EXPECTED TO LEAD THE VIRTUAL REALITY MARKET BETWEEN 2018 AND 2023 38
FIGURE 11 NORTH AMERICA HELD THE LARGEST SHARE OF THE AUGMENTED REALITY MARKET IN 2017 39
FIGURE 12 APAC EXPECTED TO HOLD THE LARGEST SHARE OF THE VIRTUAL REALITY MARKET BY 2023 40
FIGURE 13 NORTH AMERICA HELD THE LARGEST SIZE OF THE AR AND VR MARKET FOR CONSUMER APPLICATIONS IN 2017 41
FIGURE 14 ATTRACTIVE MARKET OPPORTUNITIES FOR AUGMENTED REALITY MARKET 42
FIGURE 15 ATTRACTIVE MARKET OPPORTUNITIES FOR VIRTUAL REALITY MARKET 42
FIGURE 16 CHINA EXPECTED TO HOLD THE LARGEST SHARE OF THE VIRTUAL REALITY MARKET IN APAC BY 2023 43
FIGURE 17 CHINA EXPECTED TO GROW AT THE HIGHEST CAGR IN THE VIRTUAL REALITY MARKET BY 2023 43
FIGURE 18 AUGMENTED REALITY MARKET IN CHINA EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD 44
FIGURE 19 CONSUMER APPLICATION EXPECTED TO DOMINATE THE AUGMENTED REALITY MARKET DURING THE FORECAST PERIOD 44
FIGURE 20 HEAD-MOUNTED DISPLAYS EXPECTED TO DOMINATE THE VR MARKET BY 2023 45
FIGURE 21 EVOLUTION OF THE AR AND VR TECHNOLOGY 46
FIGURE 22 DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS WILL DRIVE THE GROWTH OF THE AR MARKET 47
FIGURE 23 DEMAND FOR VR APPLICATIONS IN THE GAMING AND ENTERTAINMENT SECTOR WILL DRIVE THE GROWTH OF THE VR MARKET 52
FIGURE 24 VALUE CHAIN ANALYSIS (2017): MAJOR VALUES ARE ADDED DURING RESEARCH AND PRODUCT DEVELOPMENT, AND MANUFACTURING STAGES 55
FIGURE 25 ELEMENTS OF AR AND VR ECOSYSTEM 56
FIGURE 26 SEMI- AND FULLY IMMERSIVE TECHNOLOGIES DOMINATE THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD 59
FIGURE 27 AR MARKET FOR HARDWARE EXPECTED TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD 64
FIGURE 28 VR MARKET FOR SOFTWARE EXPECTED TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD 65
FIGURE 29 DISPLAYS AND PROJECTORS DOMINATE THE AR MARKET DURING THE FORECAST PERIOD 66
FIGURE 30 VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD 68
FIGURE 31 CONSUMER APPLICATION EXPECTED TO HOLD THE LARGEST SIZE OF THE AR MARKET FOR SOFTWARE DURING THE FORECAST PERIOD 72
FIGURE 32 VR SOFTWARE MARKET FOR ENTERPRISE APPLICATION EXPECTED TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD 73
FIGURE 33 AUGMENTED REALITY MARKET FOR HEAD-UP DISPLAYS EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD 77
FIGURE 34 HEAD-MOUNTED DISPLAYS EXPECTED TO LEAD THE AUGMENTED REALITY MARKET IN UNIT SHIPMENTS DURING THE FORECAST PERIOD (THOUSAND UNITS) 78
FIGURE 35 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES EXPECTED
TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD IN TERMS OF MARKET SIZE 84
FIGURE 36 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES EXPECTED TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD IN TERMS OF MARKET SHIPMENTS 85
FIGURE 37 AR MARKET FOR ENTERPRISE APPLICATIONS EXPECTED TO GROW AT THE HIGHEST CAGR BETWEEN 2018 AND 2023 90
FIGURE 38 VR MARKET FOR ENTERPRISE APPLICATIONS EXPECTED TO GROW AT THE HIGHEST CAGR BETWEEN 2018 AND 2023 127
FIGURE 39 GEOGRAPHIC SNAPSHOT: AR AND VR MARKET IN APAC TO WITNESS THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD 155
FIGURE 40 US EXPECTED TO HOLD THE LARGEST SIZE OF THE AR MARKET BETWEEN 2017 AND 2023 156
FIGURE 41 US EXPECTED TO HOLD THE LARGEST SIZE OF THE VR MARKET BETWEEN
2017 AND 2023 157
FIGURE 42 NORTH AMERICA: SNAPSHOT OF AUGMENTED REALITY MARKET 159
FIGURE 43 NORTH AMERICA: SNAPSHOT OF VIRTUAL REALITY MARKET 160
FIGURE 44 EUROPE: SNAPSHOT OF AR MARKET 165
FIGURE 45 EUROPE: SNAPSHOT OF VR MARKET 166
FIGURE 46 APAC: SNAPSHOT OF AR MARKET 172
FIGURE 47 APAC: SNAPSHOT OF VR MARKET 173
FIGURE 48 COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGIES BETWEEN 2014 AND 2018 181
FIGURE 49 GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS 187
FIGURE 50 GOOGLE: COMPANY SNAPSHOT 188
FIGURE 51 MICROSOFT: COMPANY SNAPSHOT 191
FIGURE 52 SONY: COMPANY SNAPSHOT 196
FIGURE 53 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT 199
FIGURE 54 HTC: COMPANY SNAPSHOT 202
FIGURE 55 PTC: COMPANY SNAPSHOT 205
FIGURE 56 CONTINENTAL: COMPANY SNAPSHOT 219
FIGURE 57 VISTEON: COMPANY SNAPSHOT 222
FIGURE 58 VUZIX: COMPANY SNAPSHOT 227


【レポートのキーワード】

AR(拡張現実)、VR(仮想現実)、HMD、HUD、携帯端末

★調査レポート[AR(拡張現実)及びVR(仮想現実)の世界市場予測(~2023年)] ( Augmented Reality and Virtual Reality Market by Offering (Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography - Global Forecast to 2023 / SE-2288) 販売に関する免責事項
[AR(拡張現実)及びVR(仮想現実)の世界市場予測(~2023年)] ( Augmented Reality and Virtual Reality Market by Offering (Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography - Global Forecast to 2023 / SE-2288) についてEメールでお問い合わせ


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