Here are relevant reports on : augmented-reality-ar-virtual-reality-vr-market
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AI in Military Training and Simulation Market by Technology (Machine Learning, Virtual Reality, Augmented Reality, Predictive Analytics), By Application (Combat Training, Flight Simulation, Tactical Training, CBRN Simulation, Other Applications), By End User (Armed Forces, Defense Contractors, Military Training Institutes, Other Sectors) and Region - Global Forecast to 2030
The major players in the global AI in Military Training and Simulation Market
- Published: March 2026
- Price: $ 4950
- TOC Available:
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Time-of-Flight (ToF) Sensor Market by Resolution (QQVGA, HQVGA, QVGA, & VGA), Application (Augmented Reality & Virtual Reality, LIDAR, Machine Vision, 3D Imaging & Scanning, and Robotics & Drone), Product Type, Vertical and Geography - Global Forecast to 2025
The Time-of-Flight (ToF) Sensor Market is expected to grow from USD 2.8 billion in 2020 to USD 6.9 billion by 2025, at a CAGR of 20.0% during the forecast period. Key players in the time-of-flight (ToF) sensor market are Texas Instruments (US), STMicroelectronics NV (Switzerland), Infineon Technologies AG (Germany), Panasonic Corporation (Japan), Teledyne Technologies Incorporated (US), Keyence Corporation (Japan), pmd Technologies AG (Germany), Sharp Corporation (Japan), Sony Corporation (Japan), and Melexis NV (Belgium). These players are increasingly adopting growth strategies such as product launches and developments, partnerships, collaborations, agreements, and acquisitions to develop and introduce new technologies and products in the market.
- Published: February 2020
- Price: $ 4950
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Mixed Reality Market by Components (Hardware and Software), Application (Industrial, Aerospace & Defense, Medical, Architecture, Consumer, and Others), By Device (Head-Mounted Display-Wired and Wireless) & Geography - Global Forecast to 2020
The mixed reality technology combines the virtual world of computer generated imagery with the real-world environment. It offers more realism than conventional virtual reality and enables the user to interact with designs in real-time. It offers digital prototypes with real-world environments to validate the design assumptions and/or identify potential concerns. The mixed reality systems also help incorporate the required designs faster, reduce prototype iterations, and enable companies to get their products to reach the market sooner. The global mixed reality market is estimated to be valued at USD 453.4 Million by 2020, at a CAGR of 75.2% between 2016 and 2020.
- Published: September 2015
- Price: $ 4950
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Edtech and Smart Classrooms Market by Solution (Projection & Display Systems, Adaptive & Personalized Learning, Assessment & Grading Tools, AR & VR & Simulations), End User (K-12, Higher Education, Vocational Training Centers) - Global Forecast to 2030
The edtech and smart classrooms market is estimated to be worth USD 197.3 billion in 2025 and is projected to reach USD 353.1 billion by 2030 at a CAGR of 12.3% from 2025 to 2030. The report profiles key players, such as Pearson (UK), Cisco (US), Anthology (US), IBM (US), McGraw Hill Education (US), Google (US), Microsoft (US), Oracle (US), PowerSchool (US), Instructure (US), 2U (US), Ellucian (US), Turnitin (US), Kahoot (Norway), Smart Technologies (Canada), IXL Learning (US), D2L (Canada), Workday (US), Discovery Education (US), Promethean (US), Byju’s (India), Yuanfudao (China), VipKid (US), 17Zuoye (China), Seesaw (US), Nearpod (US), Age of Learning (US), and Brightbytes (US).
- Published: August 2025
- Price: $ 4950
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Location-based Entertainment Market by Systems (AR/VR, Projection Mapping, Interactive Gaming), Software (Content Management, Experience Design, Analytics & Monitoring), Application (Immersive Rides, Cinematic Experiences) - Global Forecast to 2029
The location-based entertainment (LBE) market is projected USD 15.33 billion by 2029 at a compound annual growth rate (CAGR) of 22.9% from 2024 to 2029. The major vendors covered in the Location-Based entertainment market are Microsoft (US), Google (US), Meta (US), NVIDIA (US), Unity Technologies (US), Sony Interactive Experiences (US), Samsung (South Korea), Barco Electronic System (Belgium), Panasonic (Japan), Huawei Technologies (China), HQ Software (Estonia), HTC Vive (Taiwan), Niantic (US), Vicon Motion Systems (UK), Optitrack (US), Springboard VR (US), 4Experience (Poland), Hologate (Germany), Ultraleap (UK), Magic Leap (US), Shape Immersive (Canada), Camon (Argentina), Kat VR (China), Virtuix (US), Pico (US), Illumix (US), Sandbox VR (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their footprint in the Location-Based entertainment market.
- Published: February 2025
- Price: $ 4950
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Vision Processing Unit Market by End-Use Application (Smartphones, ADAS, Camera, Drones, AR/VR Products), Vertical (Consumer Electronics, Automotive, Security and Surveillance), Fabrication Process and Geography – Global Forecast to 2025-2035
The global vision processing unit market was valued at USD 2.67 billion in 2025 and is estimated to reach USD 11.03 billion by 2035, at a CAGR of 17.1% between 2025 and 2035.. Key players in the VPU market include Samsung (South Korea), Movidius (US), Cadence (US), CEVA (US), NXP (The Netherlands), HiSilicon Technologies (China), Google (US), MediaTek (Taiwan).
- Published: March 2026
- Price: $ 4950
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Connected Worker Market by Wearable, Handheld, Industrial IoT Sensor & Edge Device, Communication & Connectivity, and Robotics & Automation Device, Technology (AR & VR, AI & ML, IIoT, Edge Computing), Application and Vertical - Global forecast to 2030
The global connected worker market is expected to grow from USD 8.62 billion in 2025 to USD 20.18 billion by 2030, at a compound annual growth rate (CAGR) of 18.5% during the forecast period. The Key Players Honeywell International Inc (US), Microsoft (US), Siemens (Germany), Schneider Electric (France), PTC (US), Zebra Technologies Corp. (US), Hexagon AB (Sweden), SymphonyAI (US), Innovapptive (US), ProGlove (Germany), and Redzone (US).
- Published: October 2025
- Price: $ 4950
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Future of Robotics Market Cobots, Humanoid & Soft Robots, Swarm Robotics, by Technology (Artificial Intelligence, Digital Twin, AR/VR, Cloud Computing), Industry (Automotive, Smart Cities, Space Exploration, Logistics, Agriculture) – Global Forecast to 2030
Industrial Robotics, collaborative robots, and humanoid robots are expected to lead the future of robotics. Industrial Robotics Market is expected to reach ~USD 35 billion by 2030 from ~USD 17 billion in 2024, growing at a CAGR of ~14%. Collaborative Robot Market is expected to reach ~USD 12 billion in 2030 from ~USD 2 billion, growing at a CAGR of ~35%. Humanoid Robots Market is expected to reach ~ USD 18 billion by 2030 from ~USD 2 billion in 2024, growing at a CAGR of ~40%.The future of robotics is set to revolutionize industries and everyday life, driven by rapid technological advancements. As robots become more intelligent and efficient, they will play a central role in increasing productivity, improving safety, and enhancing precision across various sectors.
- Published: January 2025
- Price: $ 4950
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Metaverse in Education Market by Component (Hardware (AR devices, VR devices, MR devices, and interactive displays and projectors), Software, Professional Services), End User (Academic and Corporate) and Region - Global Forecast to 2028
The Metaverse in education market size is projected to reach USD 19.3 billion by 2028 at a Compound Annual Growth Rate (CAGR) of 37.7% during the forecast period. Some of the significant Metaverse in education vendors are Meta Platforms, Inc. (US), Microsoft Corporation (US), Adobe Inc. (US), HP Inc. (Australia), Unity Software Inc. (US), Samsung Electronics (South Korea), Lenovo (China), Roblox Corporation (US), Epic Games (US), and Baidu, Inc. (China).
- Published: May 2023
- Price: $ 4950
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Industrial Wearables Market by Device Type (AR Glasses, VR Headsets, Smartwatches, Smart Bands), Industry (Automotive, Aerospace, Manufacturing, Oil & Gas, Power & Energy), Component, and Region - Global Forecast to 2025-2036
The global industrial wearables market was valued at USD 8.24 billion in 2025 and is estimated to reach USD 51.50 billion by 2036, at a CAGR of 16.5% between 2025 and 2036. Microsoft Corporation (US), Google (US), Seiko Epson Corporation (Japan), Vuzix (US), Magic Leap, Inc. (US), Apple Inc. (US), Fujitsu Ltd. (Japan), Honeywell International Inc. (US), Oculus VR (US), Samsung Electronics Co., Ltd. (South Korea), AsusTek Computer Inc. (Taiwan), Fitbit, Inc. (US), Fossil Group, Inc. (US), HTC Corporation (Taiwan), Olympus Corporation (Japan), Optinvent (France), RealWear (US), ThirdEye (US), Workerbase (Germany), and Zepcam (Netherlands) are among a few major players in the industrial wearables market.
- Published: March 2026
- Price: $ 4950
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