Global Augmented Reality (AR) Market Forecast by Product (HMD, HUD, Tablet PC, Smartphone) for Gaming, Automotive, Medical, Advertisement, Defense, E-learning & GPS Applications (2011 - 2016)
Mixed reality has been around for decades but has hit the market just a few years back. Virtual reality and augmented reality are a part of mixed reality. There has been a lot of research and development in this field and a number of prototypes were made for the various products and applications. This application was a very niche market some time back but the companies have realized the need for a new technology and are now leveraging the same to the consumers. A number of products are commercially available as of today and the market will witness an immense growth in the products and applications for augmented reality.
The research report deals with the current trends in the augmented reality market as well as the expected future trends in the same. The product life cycle of the products that support augmented reality is discussed with their future trends. The target applications of augmented reality are explained with an analysis of the highest attractive market. The report is segmented on the basis of products, applications, technology, and geography.
As of today, only 0.1% of the users are using augmented reality (AR) products in the total market of products under study. It is estimated that in the coming five years, 1% of the population will be using this application; which is an exponential rise in the overall market. As the market will grow up, many categories of application will incorporate augmented reality features; particularly in retail, travel, and gaming application. The world will witness the use of these applications across all domains.
At present, North America and Europe are the major contributors in the augmented reality application market; but, in the coming five years, Japan, China, and South Korea will have a major chunk in the market share of augmented reality. Right now, the augmented reality application market is liberated by small companies with talented developer squad. As the augmented reality application market will grow, it is expected that established industry players will increase their involvement.
The growth of the augmented reality market is expected to be exponential with the revenue growth from $181.25 million in 2011 to $5,155.92 million by 2016, at a CAGR of 95.35% from 2011 to 2016. The most attractive of all the segments is the smartphones segment; followed by the tablets, and so on. The major players that provide software for augmented reality are Total Immersion (France), Metaio (Germany), Wikitude (Austria), Zugara (U.S.), and Layar (The Netherlands).
Scope of the report
This augmented reality market research report categorizes the global market on the basis of them being used in different products, applications, the technology being used to view the augmented image, and geographical analysis; forecasting revenue, and analyzing trends in the market.
On the basis of product
The product market is segmented into five broad categories; namely smartphones, tablet PCs, eye wear, head mounted displays, and head up displays.
On the basis of application
The application market is segmented into industrial applications and consumer applications. The industrial application is further classified into military, medical, and manufacturing and repair applications. The consumer applications are categorised into gaming applications, e-learning, GPS navigation, and online advertisement applications. The market trend for these applications is also entailed.
On the basis of technology
Two major types of technologies are discussed in the report; monitor based and near-to-eye-based technology. The near-to-eye-based technology is further segmented into video see through and optical see through. A comparative study of these technologies is discussed in the report.
On the basis of geography
- North America
- Europe
- Asia-Pacific
- ROW
Each section makes provisions for market data, market drivers, trends and opportunities, key players, and competitive outlook. It makes ways for market tables to enclose the sub-segments and micro-markets. In addition, the report provides more than 20 company profiles covering all the sub-segments.
TABLE OF CONTENTS
1 INTRODUCTION
1.1 KEY TAKE-AWAYS
1.2 REPORT DESCRIPTION
1.3 MARKETS COVERED
1.4 STAKEHOLDERS
1.5 RESEARCH METHODOLOGY
1.5.1 MARKET SIZE
1.5.2 KEY DATA POINTS FROM SECONDARY SOURCES
1.5.3 KEY DATA POINTS FROM PRIMARY SOURCES
1.5.4 ASSUMPTIONS MADE FOR THIS REPORT
1.5.5 LIST OF COMPANIES CONTACTED DURING THIS REPORT
2 EXECUTIVE SUMMARY
3 MARKET OVERVIEW
3.1 INTRODUCTION
3.2 MARKET DEFINITION
3.3 EVOLUTION OF AUGMENTED REALITY
3.4 AUGMENTED REALITY VS VIRTUAL REALITY
3.5 MARKET DYNAMICS
3.5.1 DRIVERS
3.5.1.1 Enhanced user experience
3.5.1.2 Boost in the demand of smartphones
3.5.1.3 Increasing growth of e-commerce
3.5.2 RESTRAINT
3.5.2.1 Image quality not at par
3.5.3 OPPORTUNITIES
3.5.3.1 Emerging applications
3.5.3.2 Increase in R&D initiatives
3.5.4 BURNING ISSUES
3.5.4.1 Lack of awareness of the concept
3.5.4.2 Technological barriers
3.5.5 WINNING IMPERATIVE
3.5.5.1 Partnering with major players
3.5.6 AUGMENTED REALITY APPLICATION ANALYSIS
3.5.7 LIFE CYCLE OF AUGMENTED REALITY ENABLED PRODUCTS
3.5.8 MARKET SHARE ANALYSIS
3.5.9 PATENT ANALYSIS
4 PRODUCT MARKET
4.1 OVERVIEW
4.1.1 SMARTPHONES
4.1.1.1 Drivers
4.1.1.1.1 Escalation in demand of smartphones
4.1.1.1.2 Growth in the number of mobile internet users
4.1.1.1.3 Superior network topology
4.1.2 TABLETS
4.1.3 EYEWEAR
4.1.4 HEAD MOUNTED DISPLAYS (HMDS)
4.1.5 HEAD UP DISPLAYS
5 APPLICATION MARKET
5.1 APPLICATIONS OVERVIEW
5.1.1 INDUSTRIAL APPLICATIONS
5.1.1.1 Defense
5.1.1.2 Medical
5.1.1.3 Manufacturing & repair
5.1.2 CONSUMER APPLICATIONS
5.1.2.1 Gaming
5.1.2.2 E-learning
5.1.2.3 GPS navigation
5.1.2.4 Online advertising
6 TECHNOLOGY MARKET
6.1 OVERVIEW
6.1.1 MONITOR-BASED TECHNOLOGY
6.1.2 NEAR-TO-EYE-BASED TECHNOLOGY
6.1.2.1 Video see-through
6.1.2.2 Optical see-through
6.1.3 COMPARISON OF TECHNOLOGIES
7 GEOGRAPHICAL ANALYSIS
7.1 OVERVIEW
7.1.1 NORTH AMERICA
7.1.2 EUROPE
7.1.3 APAC
7.1.4 ROW
8 COMPETITIVE LANDSCAPE
8.1 OVERVIEW
9 COMPANY PROFILES
9.1 ACROSSAIR
9.1.1 OVERVIEW
9.1.2 PRODUCTS & SERVICES
9.1.3 FINANCIALS
9.1.4 STRATEGY
9.1.5 DEVELOPMENTS
9.2 AR23D AGENCY
9.2.1 OVERVIEW
9.2.2 PRODUCTS & SERVICES
9.2.3 FINANCIALS
9.2.4 DEVELOPMENTS
9.3 ARTOOLWORKS INC
9.3.1 OVERVIEW
9.3.2 PRODUCTS & SERVICES
9.3.3 FINANCIALS
9.3.4 STRATEGY
9.3.5 DEVELOPMENTS
9.4 ARTIFICIAL LIFE INC
9.4.1 OVERVIEW
9.4.2 PRODUCTS & SERVICES
9.4.3 FINANCIALS
9.4.4 STRATEGY
9.4.5 DEVELOPMENTS
9.5 GETFUGU INC
9.5.1 OVERVIEW
9.5.2 PRODUCTS & SERVICES
9.5.3 FINANCIALS
9.5.4 STRATEGY
9.5.5 DEVELOPMENTS
9.6 GOLDRUN LLC
9.6.1 OVERVIEW
9.6.2 PRODUCTS & SERVICES
9.6.3 FINANCIALS
9.6.4 STRATEGY
9.6.5 DEVELOPMENTS
9.7 KOOABA AG
9.7.1 OVERVIEW
9.7.2 PRODUCTS & SERVICES
9.7.3 FINANCIALS
9.7.4 STRATEGY
9.7.5 DEVELOPMENTS
9.8 LAYAR B.V.
9.8.1 OVERVIEW
9.8.2 PRODUCTS & SERVICES
9.8.3 FINANCIALS
9.8.4 STRATEGY
9.8.5 DEVELOPMENTS
9.9 LITEYE SYSTEMS INC
9.9.1 OVERVIEW
9.9.2 PRODUCTS & SERVICES
9.9.3 FINANCIALS
9.9.4 STRATEGY
9.9.5 DEVELOPMENTS
9.10 METAIO GMBH
9.10.1 OVERVIEW
9.10.2 PRODUCTS & SERVICES
9.10.3 FINANCIALS
9.10.4 STRATEGY
9.10.5 DEVELOPMENTS
9.11 MICROVISION INC
9.11.1 OVERVIEW
9.11.2 PRODUCTS & SERVICES
9.11.3 FINANCIALS
9.11.4 STRATEGY
9.11.5 DEVELOPMENTS
9.12 OGMENTO INC
9.12.1 OVERVIEW
9.12.2 PRODUCTS & SERVICES
9.12.3 FINANCIALS
9.12.4 STRATEGY
9.12.5 DEVELOPMENTS
9.13 QUALCOMM INCORPORATED
9.13.1 OVERVIEW
9.13.2 PRODUCTS & SERVICES
9.13.3 FINANCIALS
9.13.4 STRATEGY
9.13.5 DEVELOPMENTS
9.14 SYNDIANT
9.14.1 OVERVIEW
9.14.2 PRODUCTS & SERVICES
9.14.3 FINANCIALS
9.14.4 STRATEGY
9.14.5 DEVELOPMENTS
9.15 TANAGRAM INC
9.15.1 OVERVIEW
9.15.2 PRODUCTS & SERVICES
9.15.3 FINANCIALS
9.15.4 STRATEGY
9.15.5 DEVELOPMENTS
9.16 TOTAL IMMERSION
9.16.1 OVERVIEW
9.16.2 PRODUCTS & SERVICES
9.16.3 FINANCIALS
9.16.4 STRATEGY
9.16.5 DEVELOPMENTS
9.17 VERTIGORE
9.17.1 OVERVIEW
9.17.2 PRODUCTS & SERVICES
9.17.3 FINANCIALS
9.17.4 DEVELOPMENTS
9.18 VUZIX CORPORATION
9.18.1 OVERVIEW
9.18.2 PRODUCTS & SERVICES
9.18.3 FINANCIALS
9.18.4 STRATEGY
9.18.5 DEVELOPMENTS
9.19 WHISTLEBOX INC
9.19.1 OVERVIEW
9.19.2 PRODUCTS & SERVICES
9.19.3 FINANCIALS
9.19.4 STRATEGY
9.19.5 DEVELOPMENTS
9.2 WIKITUDE GMBH
9.20.1 OVERVIEW
9.20.2 PRODUCTS & SERVICES
9.20.3 FINANCIALS
9.20.4 STRATEGY
9.20.5 DEVELOPMENTS
9.21 ZENITUM INC
9.21.1 OVERVIEW
9.21.2 PRODUCTS & SERVICES
9.21.3 FINANCIALS
9.21.4 DEVELOPMENTS
9.22 ZUGARA INC
9.22.1 OVERVIEW
9.22.2 PRODUCTS & SERVICES
9.22.3 FINANCIALS
9.22.4 STRATEGY
9.22.5 DEVELOPMENTS
9.23 OTHERS
9.23.1 INNOVEGA INC
9.23.1.1 Overview
9.23.1.2 Products & Services
9.23.1.3 Financials
9.23.1.4 Strategy
9.23.2 KISHINO LIMITED
9.23.2.1 Overview
9.23.2.2 Products & Services
9.23.2.3 Financials
9.23.3 PLAYVIZ
9.23.3.1 Overview
9.23.3.2 Products & Services
9.23.3.3 Financials
APPENDIX
U.S. PATENTS
EUROPE PATENTS
JAPAN PATENTS
LIST OF TABLES
TABLE 1 AUGMENTED REALITY APPLICATION MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 2 STAGES OF EVOLUTION OF AUGMENTED REALITY
TABLE 3 COMPARATIVE STUDY BETWEEN AUGMENTED REALITY & VIRTUAL REALITY
TABLE 4 R&D INITIATIVES, 2008 - 2011
TABLE 5 MARKET SHARE IN AUGMENTED REALITY, BY TOP PLAYERS, 2010 (BY REVENUE)
TABLE 6 PATENT ANALYSIS, BY COMPANY, 2007 2011
TABLE 7 GLOBAL AUGMENTED REALITY APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 2016 ($MILLION)
TABLE 8 COMPARISON CHART OF SMARTPHONES IN 2003 & 2011
TABLE 9 MARKET SHARE OF SMARTPHONE SHIPMENT, BY SERVICE PROVIDERS, 2010 2011 (MILLION UNITS)
TABLE 10 SMARTPHONE MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 11 GLOBAL SMARTPHONE MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 12 AUGMENTED REALITY ENABLED SMARTPHONE MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 13 GLOBAL AUGMENTED REALITY ENABLED SMARTPHONE MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 14 PERCENTAGE OF MOBILE SUBSCRIBERS ACCESSING MOBILE WEB MONTHLY, 2011 & 2016
TABLE 15 TOP COUNTRIES WHERE 3G HANDSETS HAVE PENETRATED, 2011
TABLE 16 TABLET MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 17 TABLET MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 18 AUGMENTED REALITY ENABLED TABLET MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 19 AUGMENTED REALITY ENABLED TABLET MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 20 EYEWEAR MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 21 EYEWEAR MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 22 AUGMENTED REALITY ENABLED EYEWEAR MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 23 AUGMENTED REALITY ENABLED EYEWEAR MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 24 HMD MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 25 HMD MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 26 AUGMENTED REALITY ENABLED HMD MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 27 AUGMENTED REALITY ENABLED HMD MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 28 HEAD UP DISPLAY MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 29 HEAD UP DISPLAY MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 30 AUGMENTED REALITY ENABLED HEAD UP DISPLAY MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 31 AUGMENTED REALITY ENABLED HEAD UP DISPLAY MARKET REVENUE, BY APPLICATIONS, 2011 2016 ($MILLION)
TABLE 32 AUGMENTED REALITY MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 33 GLOBAL AUGMENTED REALITY MARKET REVENUE, BY INDUSTRIAL APPLICATIONS, 2010 2016 ($MILLION)
TABLE 34 AUGMENTED REALITY INDUSTRIAL APPLICATIONS, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 35 DEFENSE APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 36 DEFENSE APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 2016 ($MILLION)
TABLE 37 MEDICAL APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 38 MANUFACTURING & REPAIR MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 39 GLOBAL AUGMENTED REALITY MARKET REVENUE, BY CONSUMER APPLICATIONS, 2010 2016 ($MILLION)
TABLE 40 AUGMENTED REALITY CONSUMER APPLICATIONS, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 41 GLOBAL GAMING APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 2016 ($MILLION)
TABLE 42 AUGMENTED REALITY GAMING APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 43 E-LEANING APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 44 E-LEARNING APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 2016 ($MILLION)
TABLE 45 GPS NAVIGATION MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 46 GPS NAVIGATION MARKET REVENUE, BY PRODUCTS, 2010 2016 ($MILLION)
TABLE 47 ONLINE ADVERTISING APPLICATIONS MARKET REVENUE, BY GEOGRAPHY, 2010 2016 ($MILLION)
TABLE 48 ONLINE ADVERTISING APPLICATIONS MARKET REVENUE, BY PRODUCTS, 2010 2016 ($MILLION)
TABLE 49 AUGMENTED REALITY MARKET REVENUE, BY TECHNOLOGY, 2010 2016 ($MILLION)
TABLE 50 MONITOR-BASED TECHNOLOGY MARKET REVENUE, BY PRODUCTS, 2010 2016 ($MILLION)
TABLE 51 NEAR-TO-EYE-BASED TECHNOLOGY MARKET REVENUE, BY PRODUCTS, 2010 2016 ($MILLION)
TABLE 52 NORTH AMERICA: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 53 EUROPE: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 54 APAC: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 55 ROW: AUGMENTED REALITY APPLICATION MARKET REVENUE, BY APPLICATIONS, 2010 2016 ($MILLION)
TABLE 56 MERGERS & ACQUISITIONS, 2009
TABLE 57 COLLABORATIONS/PARTNERSHIPS/AGREEMENTS/JOINT VENTURES, 2009 - 2011
TABLE 58 NEW PRODUCTS LAUNCH, 2009 2011
LIST OF FIGURES
FIGURE 1 OVERVIEW OF AUGMENTED REALITY MARKET
FIGURE 2 PROGRESS OF AUGMENTED REALITY
FIGURE 3 AUGMENTED REALITY & VIRTUAL REALITY
FIGURE 4 IMPACT ANALYSIS OF DRIVERS
FIGURE 5 E-COMMERCE SALES GROWTH, 2010 2016 ($MILLION)
FIGURE 6 IMPACT ANALYSIS OF RESTRAINT
FIGURE 7 TARGET APPLICATIONS FOR AUGMENTED REALITY
FIGURE 8 LIFE CYCLE OF AUGMENTED REALITY ENABLED PRODUCTS
FIGURE 9 PATENT ANALYSIS, BY GEOGRAPHY, 2007 2011
FIGURE 10 PATENT ANALYSIS, BY COUNTRIES, 2007 2011
FIGURE 11 OVERVIEW OF AUGMENTED REALITY, BY PRODUCTS
FIGURE 12 SMARTPHONES VS AUGMENTED REALITY ENABLED SMARTPHONES, 2011 VS 2016
FIGURE 13 GLOBAL SMARTPHONES SHIPMENT, 2011 2016 (MILLION UNITS)
FIGURE 14 TABLET VS AUGMENTED REALITY ENABLED TABLET MARKET, 2011 & 2016
FIGURE 15 EYEWEAR VS AUGMENTED REALITY ENABLED EYEWEAR, 2011 & 2016
FIGURE 16 HMD VS AUGMENTED REALITY ENABLED HMD
FIGURE 17 SCHEMATIC REPRESENTATION OF A HEAD MOUNTED DISPLAY
FIGURE 18 OVERVIEW OF AUGMENTED REALITY, BY APPLICATIONS
FIGURE 19 OVERVIEW OF AUGMENTED REALITY, BY TECHNOLOGY
FIGURE 20 MONITOR-BASED AUGMENTED REALITY
FIGURE 21 VIDEO SEE-THROUGH AUGMENTED REALITY
FIGURE 22 OPTICAL SEE-THROUGH AUGMENTED REALITY
FIGURE 23 COMPARITIVE STUDY OF TECHNOLOGIES
FIGURE 24 COMPARISON OF AUGMENTED REALITY APPLICATIONS MARKET, BY GEOGRAPHY, 2011 VS 2016
FIGURE 25 NORTH AMERICA: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 2016 ($MILLION)
FIGURE 26 EUROPE: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 2016 ($MILLION)
FIGURE 27 APAC: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 2016 ($MILLION)
FIGURE 28 ROW: AUGMENTED REALITY APPLICATION MARKET REVENUE, 2010 2016 ($MILLION)
FIGURE 29 KEY GROWTH STRATEGIES, 2009 2011
Augmented reality is an overlap between the virtual and the real world. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented), by a computer. As a result, the technology functions by enhancing ones current perception of reality. An image is augmented when some visual graphics or texts are superimposed into the actual real world view to enhance the user experience in the real environment. The extra information that is provided with the help of augmented reality creates an experience for the user to understand the concept better and acquire more information from the same. Computer generated graphics 2-dimensional and 3-dimensional are merged with the imagery of the real world and this provides a superior experience to the user in the real world.
The augmented reality applications can be deployed with the help of smartphones, tablets, kiosks, and web-based applications. One needs to download an application on the mobile phone and run it or download software for web-based applications as well as kiosks. The only requirement is that the product in which the application is being downloaded should be camera enabled. Augmented reality is an experience in itself and the most important aspect to make this experience worthwhile is when a feedback is received by the user.
The augmented reality market is segmented on the basis of technology, products, and applications. The market on the basis of products is segmented into five different types of products that use augmented reality in them. They are; smartphones, eye wear, tablets, head mounted displays, and head up displays. The application market is further segmented into industrial applications and commercial applications. The industrial applications cover defense, medical, and manufacturing and repair. The consumer applications cover the gaming market, e-learning, GPS, and online advertisement.
The major companies that design and develop the software for augmented reality are Total Immersion (France), Metaio GmbH (Germany), Layar (Netherlands), Wikitude (Austria) and many more.

Source: MarketsandMarkets

