Technology Trends in Immersive Computing (TechVision)
Technology Trends in Immersive Computing (TechVision)
Insight into immersive technologies and applications that help transform experiences into digital reality
01-Aug-2016
Global
Description
Virtual reality (VR) is an interactive three-dimensional (3D) environment that is computer generated. Immersion into VR is an individual’s perception of having a physical presence in the non-physical world or the virtual world. New technologies and applications are evolving in this space to make an effective contribution to proliferating sectors such as entertainment and gaming, manufacturing, amongst others.
The objective of this research is to identify the key applications, understand development trends, and offer a roadmap for ecosystem participants in the immersive computing space. In brief, this research service provides the following:
A brief snapshot of the capabilities of immersive computing
Immersive computing technology value chain
The drivers and challenges of immersive computing implementation
Overview of the patent landscape and market potential
Key initiatives and adoption across regions
Needs of immersive computing across industries
Analysis of immersive computing technology development trends.
Innovative participants delivering immersive computing solutions for different industries
A sneak preview of the potential scenarios and emerging opportunities for stakeholders
An integrated technology roadmap – Competencies to be developed to meet market needs
Table of Contents
1.1 Research Scope
1.2 Key Findings
1.3 Research Methodology
2.1 Immersive Computing – A Brief Snapshot
2.2 Market Size Expected to Grow by 7X from CY 2014
2.3 Rise in Funding Initiatives
2.4 Education, Training and Entertainment Applications to have High Impact
2.5 Technology Value Chain for Immersive Computing
2.5 Technology Value Chain for Immersive Computing (continued)
3.1 Technology Segment and its Components
3.2 VR Modules – A Snapshot
3.3 VR Modules – Development Trends for Software Segment
3.4 VR Modules– Development Trends for Hardware Segment
4.1 Drivers and Restraints for Software Segment
4.2 Key Drivers for Software Segment
4.3 Key Restraints for Software Segment
4.4 Drivers and Restraints for Hardware Segment
4.5 Key Drivers for Hardware Segment
4.6 Key Restraints for Hardware Segment
5.1 Patent Trends by Year (2012-2015) – Interest Growing amongst Developers
5.2 Patent Trends by Countries – U.S.A remains a Key Contributor
5.3 Regional Adoption Trends – North America Dominates
6.1 Technology Capability – Hardware
6.2 Technology Capability – Software
6.3 Technology Capability – Unmet Opportunities
6.4 Innovations in Virtual Reality
6.5 Technology Roadmap – Virtual Reality
6.5 Technology Roadmap – Virtual Reality (Continued)
6.5 Technology Roadmap – Virtual Reality (Continued)
6.5 Technology Roadmap – Virtual Reality (Continued)
7.1 Analyst Insights
8.1 Key Contacts
8.2 Legal Disclaimer
9.1 The Frost & Sullivan Story
9.2 Value Proposition: Future of Your Company & Career
9.3 Global Perspective
9.4 Industry Convergence
9.5 360º Research Perspective
9.6 Implementation Excellence
9.7 Our Blue Ocean Strategy
Popular Topics
No Index | No |
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Podcast | No |
Author | Harvin Singh |
Industries | Information Technology |
WIP Number | D6CF-01-00-00-00 |
Keyword 1 | Immersive computing technology |
Keyword 2 | Immersive Computing Trends |
Keyword 3 | Technology Trends in Immersive Computing |
Is Prebook | No |