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

世界の拡張現実(AR)及び仮想現実(VR)市場動向及び予測(2013 – 2018)

◆タイトル: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
◆商品コード:SE 2288
◆調査・発行会社:MarketsandMarkets
◆発行日:2014年3月
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【レポートの概要】

本調査レポートでは、"世界の拡張現実(AR)及び仮想現実(VR)市場動向及び予測(2013 – 2018)"について調査・分析し、イントロダクション、エグゼクティブサマリー、市場概観、バリューチェーン分析、市場の動態、市場規模及び予測、競争状況、市場シェア分析、主要企業(ベンダー)分析等の情報をお届けいたします。

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 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.

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.

【レポートの目次】

Table Of Contents

1 Introduction (Page No. – 21)
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 (Page No. – 35)

3 Cover Story (Page No. – 37)
3.1Ben Vaughan – Artoolworks
3.2Rahul Dutta – Trimensions
3.3Matthew Szymczyk – Zugara Inc
3.4Sudhanshu Kapoor – Metaio Gmbh

4 Market Overview (Page No. – 46)
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 (Page No. – 73)
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 (Page No. – 96)
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 (Page No. – 138)
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 (Page No. – 165)
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 (Page No. – 179)
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 (Page No. – 193)
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

List of Tables (87 Tables)

Table 1 AR and VR Market, Major Companies, 2013
Table 2 General Assumptions, Terminology & Application Key Notes
Table 3 Global Augmented Reality & Virtual Reality Volumes, 2011 – 2013
Table 4 Sensor Key Manufacturer and Suppliers, 2013
Table 5 Display Key Manufacturer and Suppliers, 2013
Table 6 Augmented and Virtual Reality Software Developers, 2013
Table 7 Global Augmented Reality Revenue Split, By Types, 2011 – 2018 (%)
Table 8 Global Dedicated Devices Augmented Reality Market By Types, 2011 – 2018 ($Million)
Table 9 Global Dedicated Devices Augmented Reality Market Shipments By Types, 2011 – 2018 (Million Units)
Table 10 Global Dedicated Devices Augmented Reality Market Asp, 2011 – 2018 ($)
Table 11 Global Mobile Devices Augmented Reality Market Split, By Applications, 2011 – 2018 (%)
Table 12 Global Wearable Devices Augmented Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 13 Global Wearable Devices Augmented Reality Market Volumes, By Applications, 2011 – 2018 (Million Unit)
Table 14 Global Spatial Augmented Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 15 Global Spatial Augmented Reality Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 16 Global Augmented Reality Market, By Marker Type, 2011 – 2018 ($Million)
Table 17 Global Virtual Reality Market By Technology Type, 2011 – 2018 (%)
Table 18 Global Virtual Reality Market By Technology Type, 2011 – 2018 (‘000 Units)
Table 19 Global Virtual Reality Market For Immersive Systems, 2011 – 2018 ($Million)
Table 20 Global Virtual Reality Asp For Immersive Systems, 2011 – 2018 ($)
Table 21 Global Non Immersive Virtual Reality Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 22 Global Semi Immersive Virtual Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 23 Global Semi Immersive Virtual Reality Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 24 Global Fully Immersive Virtual Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 25 Global Fully Immersive Virtual Reality Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 26 Global Sensor & Component Market For Augmented Reality, 2011 – 2018 ($Million)
Table 27 Global Sensor Market Revenue For Augmented Reality, 2011 – 2018 ($Million)
Table 28 Global Mobile Phones Sensor Market Revenue, 2011 – 2018 ($Million)
Table 29 Global Tablets Sensor Market Revenue, 2011 – 2018 ($Million)
Table 30 Global Mobile Devices Sensor Revenue For Augmented Reality Application, 2011 – 2018
Table 31 Global Accelerometer Market For Mobile Devices Augmented Reality, 2011 – 2018
Table 32 Global Gyroscope Market For Mobile Devices Augmented Reality, 2011 – 2018
Table 33 Global Magnetometer Market For Mobile Devices Augmented Reality, 2011 – 2018
Table 34 Global Image Sensor Market For Mobile Devices Augmented Reality, 2011 – 2018
Table 35 Global Sensor Market Revenue For Wearable Devices Based Augmented Reality, 2011 – 2018 ($Million)
Table 36 Global Sensor Market Revenue For Spatial Augmented Reality, 2011 – 2018 ($Million)
Table 37 Global Semiconductor Component Revenue For Augmented Reality, 2011 - 2018 ($Million)
Table 38 Global Semiconductor Component Asp For Augmented Reality, 2011 - 2018 ($)
Table 39 Global Semiconductor Component Revenue For Wearable Devices Based Augmented Reality, 2011 - 2018 ($Million)
Table 40 Global Semiconductor Component Revenue For Spatial Augmented Reality, 2011 - 2018 ($Million)
Table 41 Global Display Market Revenue For Augmented Reality Application, 2011 – 2018 ($Million)
Table 42 Global See Through Display Market Revenue For Augmented Reality Application, 2011 – 2018 ($Million)
Table 43 Global Near To Eye Display Market Revenue For Augmented Reality Application, 2011 – 2018 ($Million)
Table 44 Global Near To Eye Display Market Volumes For Augmented Reality Application, 2011 – 2018 (‘000 Unit)
Table 45 Global Near To Eye Display Market Asp For Augmented Reality Application, 2011 – 2018 ($)
Table 46 Global Augmented Reality Input Devices Market Revenue, 2011 – 2018 ($Million)
Table 47 Global Augmented Reality Input Devices Asp, 2011 – 2018 ($)
Table 48 Global Sensor & Components Market For Virtual Reality, 2011 - 2018 ($Million)
Table 49 Global Sensors Market Revenue For Virtual Reality, 2011 - 2018 ($Million)
Table 50 Global Sensors Market Revenue For Semi Immersive Virtual Reality, 2011 - 2018 ($Million)
Table 51 Global Sensors Market Revenue For Fully Immersive Virtual Reality, 2011 - 2018 ($Thousand)
Table 52 Global Semiconductor Component Market Revenue For Virtual Reality, 2011 - 2018 ($Million)
Table 53 Global Semiconductor Component Market Revenue For Semi Immersive Virtual Reality, 2011 - 2018 ($Million)
Table 54 Global Semiconductor Component Market Revenue For Fully Immersive Virtual Reality, 2011 - 2018 ($Thousand)
Table 55 Global Devices Market Revenue For Semi Immersive Virtual Reality, 2011 - 2018 ($Million)
Table 56 Global Devices Market Revenue For Fully Immersive Virtual Reality, 2011 - 2018 ($Million)
Table 57 Global Augmented Reality and Virtual Reality Market For Dedicated Devices, 2011 – 2018 ($Million)
Table 58 Global Augmented Reality and Virtual Reality Market For Dedicated Devices, 2011 – 2018 (‘000 Units)
Table 59 Global Dedicated Devices Augmented Reality Market Revenue, By Application, 2011 – 2018 ($Million)
Table 60 Global Dedicated Devices Augmented Reality Market Volumes, By Application, 2011 – 2018 (‘000 Unit)
Table 61 Global Industrial Application Market For Augmented Reality, 2011 – 2018
Table 62 Global Dedicated Devices Gaming Market For Augmented Reality, 2011 – 2018
Table 63 Global Dedicated Devices Medical Market For Augmented Reality, 2011 – 2018
Table 64 Global Dedicated Devices Military Market For Augmented Reality, 2011 – 2018
Table 65 Global Dedicated Devices Military Market For Augmented Reality, 2011 – 2018
Table 66 Global Dedicated Devices Virtual Reality Market Revenue, By Application, 2011 – 2018 ($Million)
Table 67 Global Dedicated Devices Virtual Reality Market Volumes, By Application, 2011 – 2018 (‘000 Unit)
Table 68 Global E-Commerce Application Market For Virtual Reality, 2011 – 2018
Table 69 Global Education Application Market For Virtual Reality, 2011 – 2018
Table 70 Global Industrial Application Market For Virtual Reality, 2011 – 2018
Table 71 Global Military Application Market For Virtual Reality, 2011 – 2018
Table 72 Global Gaming Application Market For Virtual Reality, 2011 – 2018
Table 73 Global Medical Application Market For Virtual Reality, 2011 – 2018
Table 74 North America: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 75 Europe: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 76 APAC: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 77 ROW: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 78 Global Dedicated Devices Augmented Reality Market Revenue, By Geography, 2011 - 2018 ($Million)
Table 79 Global Dedicated Devices Augmented Reality Volumes, By Geography, 2011 - 2018 (Million Unit)
Table 80 Global Immersive Virtual Reality Market Revenue, By Geography, 2011 - 2018 ($Million)
Table 81 Global Immersive Virtual Reality Market Revenue, By Geography, 2011 - 2018 (‘000 Unit)
Table 82 Augmenter Reality: Company Market Share, 2013
Table 83 Virtual Reality: Company Market Share, 2013
Table 84 Virtual Reality: Partnerships/Agreements/ Joint Ventures, 2010 – 2013
Table 85 Virtual Reality: Collaboration 2010 - 2013
Table 86 Virtual Reality: New Products Launch, 2010 – 2013
Table 87 PRODUCTS & SERVICES OF AUGMENTED PIXELS


List of Figures (39 Figures)

Figure 1 AR and VR Market Segmentation, 2013
Figure 2 Market Research Methodology
Figure 3 Market Size Estimation
Figure 4 Market Crackdown & Data Triangulation
Figure 5 Evolution of Virtual Reality and Augmented Reality
Figure 6 Progress of Virtual Reality and Augmented Reality
Figure 7 Types: Augmented Reality
Figure 8 Components: Augmented Reality System
Figure 9 Augmented Reality Displays
Figure 10 Types: Virtual Reality Systems
Figure 11 Components: Virtual Reality Systems
Figure 12 Applications: Virtual Reality
Figure 13 Value Chain of Augmented and Virtual Reality Systems, 2013
Figure 14 Augmented Reality & Virtual Reality: Impact Analysis of Market Dynamics, 2013 – 2018
Figure 15 Porter’s Five For Analysis of AR & VR Market, 2012
Figure 16 AR & VR Market: Threats From New Entrants, 2012
Figure 17 AR & VR Market: Threats From Substitutes, 2012
Figure 18 AR & VR Market: Bargaining Power of Suppliers, 2012
Figure 19 AR & VR Market: Bargaining Power of Buyers, 2012
Figure 20 AR & VR Market: Degree of Competition, 2012
Figure 21 Vision Based Tracking
Figure 22 Marker Based Augmented Reality Technology
Figure 23 Sensors in Augmented Reality and Virtual Reality System
Figure 24 GPS Operation
Figure 25 Global Penetration of Augmented Reality in Mobile Devices, 2011 – 2018 (%)
Figure 26 Adoption of Augmented Reality in Mobile Devices, 2011 – 2022
Figure 27 Global E-Commerce & Marketing Application Market Share of Augmented Reality Market, 2011 – 2018 (%)
Figure 28 Global Mobile Devices Gaming Application Share of Augmented Reality Market, 2011 – 2018 (%)
Figure 29 Global Mobile Devices Education Applicatopn Share of Augmented Reality Market, 2011 – 2018 (%)
Figure 30 Market Segmentation By Geography
Figure 31 Eon Reality: Product Portfolio, 2012
Figure 32 Laster Technologies: Product Classification
Figure 33 Metaio Gmbh: Swot Analysis, 2013
Figure 34 Seac02 S.R.L.: Product Portfolio
Figure 35 Total Immersion: Global Presence, 2012
Figure 36 Total Immersion: Swot Analysis, 2013
Figure 37 Virtalis Ltd: Product Catalogue
Figure 38 Vuzix: Product Portfolio, 2012
Figure 39 Vuzix Corporation: Swot Analysis, 2013
FIGURE 40 VIRTALIS LTD: PRODUCT CATALOGUE
FIGURE 41 VUZIX: PRODUCT PORTFOLIO, 2012
FIGURE 42 VUZIX CORPORATION: SWOT ANALYSIS, 2013

★調査レポート[世界の拡張現実(AR)及び仮想現実(VR)市場動向及び予測(2013 – 2018)] ( 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 / SE 2288) 販売に関する免責事項
[世界の拡張現実(AR)及び仮想現実(VR)市場動向及び予測(2013 – 2018)] ( 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 / SE 2288) についてEメールでお問い合わせ


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