DUBLIN, June 1, 2016 /PRNewswire/ --
Research and Markets has announced the addition of the "Augmented Reality and Virtual Reality Market by Device Type (HMD, HUD, Handheld Device, Gesture Tracking, Projector and Display Wall), Component (Sensor, Display, Camera, and Software), Vertical, and Geography - Global Forecast to 2022" report to their offering.
The global augmented reality market is expected to reach USD 117.40 Billion by 2022 at a CAGR of 75.72%
The market holds a great potential in retail and e-commerce sectors. Smartphones enabled with AR devices are expected to propel the growth of the augmented reality market in the future. The virtual reality market is expected to reach USD 33.90 Billion by 2022, at a CAGR of 57.84% during the forecast period. The growing market for head mounted displays in gaming and entertainment sectors is a driving factor for the dynamic growth of the VR market.
The growing demand of augmented reality technology in verticals such as consumer, commercial, and medical would help in the growth of the AR market. The AR market for consumer vertical is expected to hold the largest market share. AR applications provide digital information and 3D visualization of physical objects and hence are used in gaming and entertainment applications. The market for the commercial vertical is expected to grow at a high CAGR during the forecast period. The commercial vertical includes retail, marketing, and tourism among others. AR in this sector is used for advertising and marketing products.
In the virtual world, a user can navigate through simulated 3D images, interact with objects, and be immersed completely in that environment. Eventually, with the development of better software, hardware, and motion-control and tracking technologies, virtual reality technology would be enhanced further. Initially, VR was used in entertainment and aerospace & defense applications, now it is being used in gaming, industrial, medical, commercial, education, and many other applications.
The consumer vertical holds the largest market share. The consumer vertical includes gaming and entertainment applications. The augmented reality and virtual reality market for software components is expected to grow at a high rate. The software component comprises software developer kits (SDKs) that are used for various operating system platforms with HMDs. Hence the demand for software components is expected to increase.
Microsoft Corporation (U.S.), Google Inc. (U.S.), and Oculus VR (U.S.) are few major key players in the AR and VR market. They adopt various strategies such as acquisitions, partnerships, and collaborations to expand their product portfolio and increase their market share.
Key Topics Covered:
1 Introduction
2 Research Methodology
3 Executive Summary
4 Premium Insights
5 Market Overview
5.1 Introduction
5.2 Market Segmentation
5.2.1 Virtual Reality Market, By Technology
5.2.2 Augmented Reality Market, By Component
5.2.3 Virtual Reality Market, By Component
5.2.4 Augmented Reality Market, By Vertical
5.2.5 Virtual Reality Market, By Vertical
5.2.6 Augmented Reality and Virtual Reality Market, By Geography
5.3 Market Dynamics: Augmented Reality Market
5.3.1 Drivers
5.3.1.1 Increasing Demand for AR-Based Software Applications and Hardware Devices for 3D Visualization in Medical Sectors
5.3.1.2 Growing Interest of Large Tech Companies in Augmented Reality
5.3.1.3 Increase in the Demand for AR From E-Commerce and Retail Sectors
5.3.2 Restraints
5.3.2.1 Development of AR Technology Dependent on Innovations in Computing and Digital Network Systems
5.3.2.2 Limited User Interface Affecting the Navigation Performance of Augmented Reality Applications
5.3.2.3 Limited Processing Power, Less Storage, and Restricted Size of Storage Devices
5.3.3 Opportunities
5.3.3.1 Rising Investments in the Augmented Reality Market
5.3.3.2 Increasing Demand for AR Devices and Apps in Tourism and Medical Sectors
5.3.4 Challenges
5.3.4.1 Low Adoption Due to Privacy Issues and Complexities in the Design
5.3.4.2 Reconfiguration of AR Applications for Different Platforms
5.4 Market Dynamics: Virtual Reality Market
5.4.1 Drivers
5.4.1.1 Penetration of Head-Mounted Displays (HMDs) in Gaming and Entertainment Sectors
5.4.1.2 Affordable Prices of Displays and Other Hardware Components in HMDs
5.4.2 Restraints
5.4.2.1 Display Latency and Energy Consumption Affect the Overall Performance of Virtual Reality Devices
5.4.2.2 Low Resolution and Related Health Concerns
5.4.3 Opportunities
5.4.3.1 Increasing Investment Pouring in the Virtual Reality Market
5.4.3.2 Opportunities in Medical and Healthcare for the Penetration of Head-Mounted Displays
5.4.3.3 Opportunities in Architecture and Design
5.4.4 Challenges
5.4.4.1 Developing User-Friendly Virtual Reality and Tracking Systems
6 Industry Trends
7 Augmented Reality and Virtual Reality Market, By Technology
7.1 Introduction
7.2 Augmented Reality Technology
7.2.1 Marker-Based Augmented Reality
7.2.1.1 Passive Marker
7.2.1.2 Active Marker
7.2.2 Markerless Augmented Reality
7.2.2.1 Model-Based Tracking
7.2.2.2 Image Processing-Based
7.3 Virtual Reality Technology
7.3.1 Non-Immersive Technology
7.3.2 Semi-Immersive & Fully-Immersive Technologies
8 Augmented Reality and Virtual Reality Market, By Device Type
8.1 Introduction
8.2 Augmented Reality Devices
8.2.1 Head-Mounted Displays
8.2.2 Head-Up Display (HUD)
8.2.3 Handheld Device
8.3 Virtual Reality Devices
8.3.1 Head-Mounted Display (HMD)
8.3.2 Gesture Control Device
8.3.2.1 Data Gloves
8.3.2.2 Others
8.3.3 Projector & Display Wall
9 Augmented Reality and Virtual Reality Market, By Component
9.1 Introduction
9.2 Augmented Reality and Virtual Reality Component
9.2.1 Augmented Reality Component Market
9.2.2 Virtual Reality Component Market
9.2.3 Augmented Reality and Virtual Reality Hardware Component
9.2.3.1 3D Camera
9.2.3.2 Sensors
9.2.3.2.1 Accelerometer
9.2.3.2.2 Gyroscope
9.2.3.2.3 Magnetometer
9.2.3.2.4 Global Positioning Systems
9.2.3.2.5 Proximity Sensor
9.2.3.3 Semiconductor Component
9.2.3.3.1 Controller/Processor
9.2.3.3.2 Integrated Circuits
9.2.3.4 Displays
9.2.4 Augmented Reality and Virtual Reality Software Component
9.2.4.1 Software Development Kits
9.2.4.2 Cloud-Based Services
10 Augmented Reality and Virtual Reality Market, By Vertical
10.1 Introduction
10.2 Augmented Reality Applications
10.2.1 Aerospace and Defense
10.2.2 Consumer
10.2.2.1 Gaming
10.2.2.2 Sports and Entertainment
10.2.2.2.1 Entertainment Applications
10.2.2.2.1.1 Museums (Archeology)
10.2.2.2.1.2 Theme Parks
10.2.2.2.1.3 Art Gallery and Exhibitions
10.2.2.2.1.4 Consumer Vertical Overall Review
10.2.3 Medical
10.2.3.1 Medical Vertical
10.2.3.1.1 Surgery
10.2.3.1.2 Fitness Management
10.2.3.1.3 Pharmacy Management
10.2.3.1.4 Medical Training
10.2.3.1.5 Medical Segment Overall Review
10.2.4 Commercial
10.2.4.1 Tourism
10.2.4.2 E-Learning
10.2.4.3 E-Commerce & Marketing Applications
10.2.4.3.1 Beauty (Cosmetics)
10.2.4.3.2 Jewel Toning
10.2.4.3.3 Apparel Fitting
10.2.4.3.4 Furniture and Lighting Design
10.2.4.3.5 Grocery Shopping
10.2.4.3.6 Footwear
10.2.4.3.7 Real Estate
10.2.4.3.8 Commercial Vertical Overall Review
10.2.5 Others
10.2.5.1 Automotive
10.2.5.2 Architecture and Building Design
10.2.5.3 Enterprise Solutions
10.2.5.4 Geospatial Mining
10.3 Virtual Reality Applications
10.3.1 Consumer
10.3.1.1 Gaming
10.3.2 Commercial
10.3.2.1 Fashion
10.3.2.2 Advertisement
10.3.3 Aerospace and Defense
10.3.4 Medical
10.3.5 Industrial
10.3.6 Others
11 Augmented Reality and Virtual Reality Market, By Geography
12 Competitive Landscape
13 Company Profiles
- Blippar Inc.
- Cyberglove Systems LLC.
- Daqri LLC
- EON Reality, Inc.
- Google Inc.
- Infinity Augmented Reality Inc.
- Magic Leap, Inc.
- Meta Company
- Metaio GmbH
- Microsoft Corporation
- Oculus VR, LLC
- Osterhout Design Group (ODG)
- Qualcomm Inc.
- Samsung Electronics Co., Ltd.
- Vuzix Corporation
For more information visit http://www.researchandmarkets.com/research/s4tkwk/augmented_reality
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