Future of Global Digital Reality Market, Forecast to 2021
Future of Global Digital Reality Market, Forecast to 2021
Emerging Applications of Augmented Reality/Virtual Reality Will Create Market Revenue of $55.01 Billion by 2021
31-Aug-2018
North America
Description
The immersive technology market, including augmented and virtual reality, is expected to see huge growth in the next 5 years. Technological advancements such as 5G and artificial intelligence will transform the augmented and virtual experiences in the future. 5G will bring improved mobile broadband along with advanced capacity, more uniform experience with steadily high data rates, and lower latency which will improve the screen and equipment quality of AR and VR devices. Some of the significant impacts of 5G across sectors could be enabling virtually crafted workplaces and fully interactive and emulating in-office work environments. Video streaming of AR and VR content in moving vehicles like cars and trucks is a possibility. Similarly, recent developments in deep learning will elevate real-time image and speech recognition, lessen the cost of local processing and storage, multiply network bandwidth, enabling richer data streams, and also enabling cloud availability. Artificial intelligence will thus, facilitate innovative kinds of VR as well as AR experiences and platforms in future for collaboration and interaction; thus, disrupting both enterprise and well as consumer sectors. The AR and VR market revenue is expected to reach $55.01 billion by 2021. Growth will mainly be derived by AR and VR applications in manufacturing and simulation modeling. Advancements in technology such as 5G, artificial intelligence, edge computing, and robotics are expected to transform the augmented and virtual reality experiences in the near future. This transformation will give rise to future opportunities in sectors such as media, gaming, telepresence, retail, medicine, and education. The hardware market of AR and VR will grow tremendously by 2021, mainly due to a 10-fold increase in AR and VR headset shipments by 2021. VR application in the manufacturing sector is projected to increase by 98.9% between 2017 and 2021. AR application in the education and training sector will see tremendous growth by 2021 due to rising investments in smart cities development and defense security applications. Another significant trend is the high-growth prospects of the Asia-Pacific region in AR and VR applications, mainly supported by the Chinese market, which is expected to grow at a rate of 80% between now and 2021. The application landscape will observe segments such as AR gaming, connected cars, live streaming, and pay-per-view events that are already being adopted now and the this is expected to offer a major revenue source in the AR and VR application market.
Research Highlights
This study will highlight the revenue analysis across types of devices, application areas, regional prospects, software, and hardware. This research service will also provide a peek into the future use cases of VR and AR technology and also help in identifying the future opportunities across AR and VR applications.
Table of Contents
Key Findings of the Study
Key Findings of the Study (Continued)
Introduction to AR, VR, and Mixed Reality
Virtual Reality and Augmented Reality—Taxonomy Essentials
Technologies Transforming Augmented and Virtual Reality Experiences
Implications of 5G on Augmented and Virtual Reality
Bandwidth Requirements for Augmented and Virtual Reality
Augmented Reality Impacting Different Personal Experiences
Augmented Reality Impacting Different Functions
Market Revenue—Augmented Reality Versus Virtual Reality
AR/VR Revenue Growth by Major Application Areas
Application Revenue—AR/VR Application Segmentation
AR/VR Market Analysis—Regional Potential
Mapping of Future Opportunities Across AR/VR Applications
Methodology for Application Map
Vendor Landscape
Research Scope
Research Background
Themes Explored In the Study
Definitions—Technologies and Experiences
Definitions—Technologies and Experiences (continued)
Introduction to AR, VR, and Mixed Reality
Virtual Reality and Augmented Reality—Taxonomy Essentials
End Device Taxonomy—Types of Headsets and Viewers
Technologies Transforming Augmented and Virtual Reality Experiences
Implications of Hologram on Augmented and Virtual Reality
Implications of Artificial Intelligence on Augmented and Virtual Reality
Implications of 5G on Augmented and Virtual Reality
Adoption Timeline of AR, VR and Mixed Reality
When Cameras are on, AR Will be a Predominant User Interface
Virtual Reality Versus Augmented Reality—A Current Snapshot
Virtual Reality Versus Augmented Reality—Characteristics and Challenges
Key Barriers to Adoption of VR and AR
Market Revenue—Augmented Reality Versus Virtual Reality Revenue
AR/VR Revenue Growth by Major Application Areas
AR/VR Hardware Market Growth
AR/VR Software Market Growth
Application Revenue—AR/VR Application Segmentation
AR/VR Market Analysis—Regional Potential
Application Area—Public Sector: Market Overview
Application Area—Public Sector: Case Study of EON Icube Solution for Emergency Management
Application Area—Public Sector: Case Study of Dassault Systemes 3DExperience City Supporting in Building a Smart City
Application Area—Public Sector: Case Study of Raytheon Virtual Reality Technology Used for the US Army Training
Application Area—Automotive: Market Overview
Emerging Application Areas in the Automotive Industry
Application Area—Automotive: Case Study of Continental AR HUD Enabling Wordless Information Exchange Between Vehicle and Driver
Application Area—Automotive: Case Study of How Volvo, Using Microsoft’s HoloLens, is Revolutionizing the Vehicle Design Process
Application Area—Education and Training: Market Overview
Application Area—Education and Training: Case Study of EON Reality
Application Area—Education and Training: Case Study of McDonald’s “Till Training Game” Developed by Kineo
Application Area—Education and Training: Case Study of Jaguar Land Rover Involving Mixed Reality for its Recruitment Process
Application Area—Manufacturing, Robotics, and Engineering Supply Chain: Market Overview
Application Area—Manufacturing: Case Study of General Motors Using Virtual Reality to Design Future Vehicles
Application Area—Manufacturing: Case Study of GE’s Plant Simulator Solutions Offering Real-time Controls
Application Area—Manufacturing, Robotics, and Engineering Supply Chain: Case Study of DHL Using AR for Warehousing Management
Application Area—Manufacturing: Case Study of Lockheed Martin Using AR Technology to Improve Assembly Job
Application Area—Manufacturing, Robotics, and Engineering: Case Study of Ford’s Immersion Lab
The Mainstreaming of Augmented Reality for B2B
Application Area—Healthcare: Market Overview
Application Area—HealthCare: Case Study of ImmersiveTouch
Application Area—HealthCare: Case Study of MindMotion PRO Offering Virtual Therapy
Application Area—HealthCare: Case Study of VRPhysio Offering Immersive Experience in Physical Fitness
Application Area—Retail and Hospitality: Market Overview
Application Area—Retail and Hospitality: Case Study of IKEA Offering Real-time Customized Rendering of Product Features
Application Area—Retail and Hospitality: Case Study of Best Western Plus Kelowna Hotel & Suites Offering VR Experiences to the Guests
Application Area—Retail and Hospitality: Case Study of Alibaba Group VR Shopping Experience
Application Area—Entertainment: Market Overview
Application Area—Entertainment: Case Study of Virtual Reality Enabled Theme Park at Dubai
Vendor Landscape
Mapping of Future Opportunities Across AR/VR Applications
Methodology for Application Map
Y-Axis Notes for the Application Map
Y-Axis Notes for the Application Map (continued)
Y-Axis Notes for the Application Map (continued)
Implications and Recommendations for Vertical Industries
Legal Disclaimer
List of Exhibits
List of Exhibits (continued)
List of Exhibits (continued)
No Index | No |
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Podcast | No |
Author | Malabika Mandal |
Industries | Cross Industries |
WIP Number | K22B-01-00-00-00 |
Is Prebook | No |
GPS Codes | 9A3B,9B07-C1 |