HOME Top Market Reports 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

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

By: marketsandmarkets.com
Publishing Date: March 2014
Report Code: SE 2288

 

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The augmented reality (AR) and virtual reality (VR) is experiencing a heavy penetration in the training and infotainment market. A major reason behind the heavy penetration is the wide spectrum of application areas for these technologies. Early in 1960s, virtual reality based machines started to be patented and were considered as the beginning of virtual reality. Virtual reality is the three dimensional interactive world produced by a computer. The term “augmented reality” was introduced as a variation of virtual reality; it is a form of technology used to enhance real time object by imposing virtual image over it. Augmented reality application was first used for the development of virtual advertisement on television then it expanded its applications in gaming and entertainment.

Augmented reality is still under progressive stage and focuses on wearable technology like goggles, contact lens, and so on which will be commonly used in future. Many research and developments are taking place in application areas such as healthcare, education, military, enterprise, and so on. The increase of demand in the virtual reality application in the healthcare industry shows a tremendous growth and it acts as a major driver for the market. The market growth has resulted in an exponential increase in the number of companies operating in the AR/VR domain. The companies which provide virtual reality and augmented reality tools to the developers are reinforcing their position due to the increase in the competition.

The total market is also segmented according to various technologies, components, application and, geography. The report includes quantitative data analysis for various technologies used in virtual reality and augmented reality. The types of virtual reality used are immersive VR, non immersive VR, projected VR, and CAVE (Chicago automatic virtual environment). The technologies used in augmented reality are marker based AR and mark-less based AR. The components used in virtual reality system are tracker, sensor, auditory interface, haptic interface, and 2D and 3D simulation software. Tracking system, sensor, and a display are the components used in augmented reality system. The virtual reality and augmented reality offers good opportunities in application areas such as healthcare, education, military, enterprise, and so on. The report 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 reality and virtual reality market segments. The market data point for each of the segment is categorized under the following verticals: technology, sensors and components, applications, and geography.

By technology:

The technology segment is divided by AR and VR technologies. For augmented reality, it is classified into three types: mobile device based, wearable type, and video spatial display type of technology. On the other hand, for the virtual reality, the segmentation is done based on the level of immersion. The virtual reality technology is classified into three types: non immersive, semi immersive, and fully immersive micro segments.

By components and sensors:

The component and sensor market for AR and VR are also covered in the report. Components such as: displays, gloves, head gears, processors, engines, and so on are taken into account. Sensors are required at the input side of the system. They are usually used to detect the position, location, and orientation of user. Thus, mostly position-related sensors such as accelerometer, gyroscope, and magnetometer are used. Image sensor is also required to capture the real world in the device.

By application:

The application chapter includes various applications such as: automotive, e-commerce and retail, marketing, medical, military and defense, and education. Among the mentioned applications, e-commerce and military are the ones seeing maximum penetration currently. However, other applications are expected to emerge rapidly by the year 2015.

By Geography:

The global report is split by four major regions. It includes North America, Europe, APAC, and ROW. The split gives an insight about the regional untapped potential and preference.

Table Of Contents
 
1 Introduction (Page No. - 22)
   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. - 36)

3 Cover Story (Page No. - 38)
   3.1 Ben Vaughan – Artoolworks
   3.2 Rahul Dutta - Trimensions
   3.3 Matthew Szymczyk – Zugara Inc
   3.4 Sudhanshu Kapoor – Metaio Gmbh

4 Market Overview (Page No. - 47)
   4.1 Introduction
   4.2 History & Evolution
   4.3 Market Segmentation
        4.3.1 Augmented Reality
               4.3.1.1 Types of AR 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. - 75)
   5.1 Introduction
   5.2 Augmented Reality
        5.2.1 Major Players offering AR
        5.2.2 Mobile Device Based Augmented System
        5.2.3 Wearable Augmented Reality Type
               5.2.3.1 Major Companies offering Wearable AR
        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 AR
                        5.2.5.1.2 Model Based AR
                        5.2.5.1.3 Image Processing Based AR
               5.2.5.2 Marker Based Augmented Reality
                        5.2.5.2.1 Passive Marker Augmented Reality
                        5.2.5.2.2 Active Marker AR
                        5.2.5.2.3 Major Companies Using Marker Based AR
   5.3 Virtual Reality Technologies
        5.3.1 Major Players
        5.3.2 Non-Immersive
        5.3.3 Semi Immersive
        5.3.4 Fully Immersive

6 Market Segmentation By Sensors & Components (Page No. - 98)
   6.1 introduction
   6.2 Sensors Overview
        6.2.1 Accelerometer
               6.2.1.1 Major Companies offering Accelerometer & Gesture Recognition 101
        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 AR 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 AR Input Devices
   6.5 Virtual Reality Sensors & Components
        6.5.1 VR Sensors
               6.5.1.1 Sensors For Semi Immersive VR
               6.5.1.2 Sensors For Fully Immersive VR
        6.5.2 VR Semiconductor Components
               6.5.2.1 Components For Semi Immersive VR
               6.5.2.2 Components For Fully Immersive VR
        6.5.3 VR 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. - 140)
   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. - 167)
   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 VR By Geography

9 Competitive Landscape (Page No. - 181)
   9.1 Overview
        9.1.1 Market Share Analysis
        9.1.2 AR: Market Share
        9.1.3 Virtual Reality: Market Share
   9.2 VR : Partnerships/Agreements/ Joint Ventures
   9.3 VR : Collaboration
   9.4 VR : New Products Launch

10 Company Profiles (Overview, Products and Services, Financials, Strategy & Development)* (Page No. - 194)
   10.1 Artoolworks Inc
   10.2 Augean Plc
   10.3 Augmented Pixels Co.
   10.4 Aurasma
   10.5 Blippar
   10.6 Catchoom
   10.7 EON Reality Inc.
   10.8 Innovega Inc
   10.9 Kishino Limited
   10.10 Kooaba Ag
   10.11 Laster Technologies
   10.12 Layar B. V.
   10.13 Metaio Gmbh
   10.14 Oculus VR Inc.
   10.15 Qualcomm Incorporated
   10.16 Seac02 S.R.L.
   10.17 Total Immersion
   10.18 Virtalis Ltd
   10.19 Vuzix Corporation
   10.2 Wikitude Gmbh
   10.21 Zugara Inc
   10.22 13th Lab

*Details on Overview, Products and Services, Financials, Strategy & Development Might Not Be Captured in Case of Unlisted Companies.


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 AR Revenue Split, By Types, 2011 – 2018 (%)
Table 8 Global Dedicated Devices Augmented Reality Market By Types, 2011 – 2018 ($Million)
Table 9 Global Dedicated Devices AR Market Shipments By Types, 2011 – 2018 (Million Units)
Table 10 Global Dedicated Devices AR Market Asp, 2011 – 2018 ($)
Table 11 Global Mobile Devices AR Market Split, By Applications, 2011 – 2018 (%)
Table 12 Global Wearable Devices AR Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 13 Global Wearable Devices AR Market Volumes, By Applications, 2011 – 2018 (Million Unit)
Table 14 Global Spatial AR Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 15 Global Spatial AR Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 16 Global AR Market, By Marker Type, 2011 – 2018 ($Million)
Table 17 Global Virtual Reality Market By Technology Type, 2011 – 2018 (%)
Table 18 Global Market By Technology Type, 2011 – 2018 (‘000 Units)
Table 19 Global Market For Immersive Systems, 2011 – 2018 ($Million)
Table 20 Global 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 Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 24 Global Fully Immersive Virtual Reality Market Revenue, By Applications, 2011 – 2018 ($Million)
Table 25 Global Fully Immersive Market Volumes, By Applications, 2011 – 2018 (‘000 Unit)
Table 26 Global Sensor & Component Market For AR , 2011 – 2018 ($Million)
Table 27 Global Sensor Market Revenue For AR, 2011 – 2018 ($Million)
Table 28 Global Mobile Phones Sensor Market Revenue, 2011 – 2018 ($Million)
Table 29 Global Tablets Sensor Market Revenue, 2011 – 2018 ($Million)
Table 30 Global Mobile Devices Sensor Revenue For AR Application, 2011 – 2018
Table 31 Global Accelerometer Market For Mobile Devices AR , 2011 – 2018
Table 32 Global Gyroscope Market For Mobile Devices AR , 2011 – 2018
Table 33 Global Magnetometer Market For Mobile Devices AR , 2011 – 2018
Table 34 Global Image Sensor Market For Mobile Devices AR , 2011 – 2018
Table 35 Global Sensor Market Revenue For Wearable Devices Based AR , 2011 – 2018 ($Million)
Table 36 Global Sensor Market Revenue For Spatial AR , 2011 – 2018 ($Million)
Table 37 Global Semiconductor Component Revenue For Augmented Reality, 2011 - 2018 ($Million)
Table 38 Global Semiconductor Component Asp For AR , 2011 - 2018 ($)
Table 39 Global Semiconductor Component Revenue For Wearable Devices Based AR , 2011 - 2018 ($Million)
Table 40 Global Semiconductor Component Revenue For Spatial AR, 2011 - 2018 ($Million)
Table 41 Global Display Market Revenue For AR Application, 2011 – 2018 ($Million)
Table 42 Global See Through Display Market Revenue For AR Application, 2011 – 2018 ($Million)
Table 43 Global Near to Eye Display Market Revenue For AR Application, 2011 – 2018 ($Million)
Table 44 Global Near to Eye Display Market Volumes For AR Application, 2011 – 2018 (‘000 Unit)
Table 45 Global Near to Eye Display Market Asp For AR Application, 2011 – 2018 ($)
Table 46 Global AR Input Devices Market Revenue, 2011 – 2018 ($Million)
Table 47 Global AR Input Devices Asp, 2011 – 2018 ($)
Table 48 Global Sensor & Components Market For Virtual Reality, 2011 - 2018 ($Million)
Table 49 Global Sensors Market Revenue For VR, 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 VR, 2011 - 2018 ($Thousand)
Table 52 Global Semiconductor Component Market Revenue For VR, 2011 - 2018 ($Million)
Table 53 Global Semiconductor Component Market Revenue For Semi Immersive VR, 2011 - 2018 ($Million)
Table 54 Global Semiconductor Component Market Revenue For Fully Immersive VR, 2011 - 2018 ($Thousand)
Table 55 Global Devices Market Revenue For Semi Immersive VR, 2011 - 2018 ($Million)
Table 56 Global Devices Market Revenue For Fully Immersive VR, 2011 - 2018 ($Million)
Table 57 Global Augmented Reality and Virtual Reality Market For Dedicated Devices, 2011 – 2018 ($Million)
Table 58 Global Market For Dedicated Devices, 2011 – 2018 (‘000 Units)
Table 59 Global Dedicated Devices AR Market Revenue, By Application, 2011 – 2018 ($Million)
Table 60 Global Dedicated Devices AR 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 AR, 2011 – 2018
Table 63 Global Dedicated Devices Medical Market For AR, 2011 – 2018
Table 64 Global Dedicated Devices Military Market For AR, 2011 – 2018
Table 65 Global Dedicated Devices Military Market For AR, 2011 – 2018
Table 66 Global Dedicated Devices VR Market Revenue, By Application, 2011 – 2018 ($Million)
Table 67 Global Dedicated Devices VR Market Volumes, By Application, 2011 – 2018 (‘000 Unit)
Table 68 Global E-Commerce Application Market For VR, 2011 – 2018
Table 69 Global Education Application Market For VR, 2011 – 2018
Table 70 Global Industrial Application Market For VR, 2011 – 2018
Table 71 Global Military Application Market For VR, 2011 – 2018
Table 72 Global Gaming Application Market For VR, 2011 – 2018
Table 73 Global Medical Application Market For VR, 2011 – 2018
Table 74 North America: Dedicated Augmented Reality & Immersive Virtual Reality Market, 2011 – 2018
Table 75 Europe: Dedicated Augmented Reality & Immersive VR Market, 2011 – 2018
Table 76 APAC: Dedicated Augmented Reality & Immersive VR Market, 2011 – 2018
Table 77 ROW: Dedicated Augmented Reality & Immersive VR Market, 2011 – 2018
Table 78 Global Dedicated Devices Augmented Reality Market Revenue, By Geography, 2011 - 2018 ($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 VR: Company Market Share, 2013
Table 84 VR: Partnerships/Agreements/ Joint Ventures, 2010 – 2013
Table 85 VR: Collaboration, 2010 - 2013
Table 86 VR: New Products Launch, 2010 – 2013
Table 87 Products & Services of Augmented Pixels


List of Figures (42 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 AR
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: VR
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 AR Market, 2011 – 2018 (%)
Figure 28 Global Mobile Devices Gaming Application Share of AR Market, 2011 – 2018 (%)
Figure 29 Global Mobile Devices Education Applicatopn Share of AR Market, 2011 – 2018 (%)
Figure 30 Market Segmentation By Geography
Figure 31 Augean: Company Snapshot
Figure 32 Blippar: Products & Services
Figure 33 Catchoom: Products (Special)
Figure 34 EON Reality: Product Portfolio, 2012
Figure 35 Laster Technologies: Product Classification
Figure 36 Metaio Gmbh: SWOT Analysis, 2013
Figure 37 Seac02 S.R.L.: Product Portfolio
Figure 38 Total Immersion: Global Presence, 2012
Figure 39 Total Immersion: SWOT Analysis, 2013
Figure 40 Virtalis Ltd: Product Catalogue
Figure 41 Vuzix: Product Portfolio, 2012
Figure 42 Vuzix Corporation: SWOT Analysis, 2013

New technologies are evolving to make an effectual contribution to thriving segments like mobile computing, gaming, military, healthcare, and so on. Virtual reality technology was already in existence since decades and AR technology emerged as a variant of VR. AR technology overlaps the computed generated data and images on to the real world view and it offers a new experience to users. The use of AR technology completely changes the concept and drives AR technology far beyond the abilities and opportunities of different applications.

The report provides key strategic contribution on the augmented reality market with comprehensive forecasts for revenue creation across technology, hardware, and applications connected to this market. Many kinds of information available through AR applications which includes commentaries, advice, physical conditions, distance, x-ray, map, diagram, and views which let the users have in thoughts and to run on to different applications. Review of the most recent business models which is being put into practice by leading AR firms and analysis of existing applications are included in this report. This report has included the drivers and challenges involved in the market.

The global augmented and virtual reality market segmentation revolves around four major verticals; technology, sensors, applications and geography. Each of these is further segmented into individual sub-segments. The industry vertical segment covers major applications such as aerospace, designing, automobile, consumer electronics, medical, military, and education.

The global market analyze includes the datasets for augmented reality and virtual reality applications systems. Nevertheless, the report gives a technology-wise comparison of global market. Industries and research institutions are investing in AR technology with substantial benefits and its potential in mind.

Global Augmented Reality & Virtual Reality Volumes, 2011 – 2013

Augmented Reality & Virtual Reality Market

Source: MarketsandMarkets Analysis

The table above shows the volumes for the augmented and virtual reality systems. The volumes for mobile device based AR system are shown separately since it includes the shipments of all augmented reality enabled smartphones and tablets. In 2011, VR volumes were 70,000 units and it is expected to grow to xxx units by 2018.

Major companies in this market are Total Immersion (U.S.), Qualcomm Inc. (U.S.), Metaio GmbH (Germany), Oculus VR, Inc. (U.S.), Vuzix Corporation (U.S.), and Eon Reality, Inc. (U.S.).

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