News Article | February 24, 2017
According to researcher the global augmented and Virtual Reality market is accounted for $2.67 billion in 2015 and is estimated to reach $66.68 billion by 2022, at a CAGR of 58.3%. The market is mostly motivated by software applications and hardware devices for 3D visualization. This particular technology is used in a wide range of applications such as entertainment, gaming and for training purposes in defence, medical and industrial sectors, these all factors are contributing to the market growth. The advancement in this technology is purely based on innovation in computing and digital network devices, which is the factor restraining the market growth. Head mounted Display (HMD) in device type segment is expected to be the largest market among those because of increasing gaming, entertainment and medical applications in vertical segment. North America in geography segment is estimated to be the largest revenue generating market because of main IT & technological base and Asia pacific is estimated to be the fastest emerging market. Some of the key players in market are Google Inc. Qualcomm Inc., Oculus VR, LLC, Magic Leap, Inc., Osterhout Design Group (ODG), Cyberglove Systems LLC., Samsung Electronics Co., Ltd., Microsoft Corporation, Blippar Inc., Meta Company, Qualcomm Inc., Vuzix Corporation, Infinity Augmented Reality Inc. and Metaio GmbH. Components Covered: • Augmented Reality and Virtual Reality Hardware Component o Sensors Magnetometer Proximity Sensor Gyroscope Global Positioning Systems Accelerometer o Displays o 3D Camera o Semiconductor Component Controller/Processor Integrated Circuits • Augmented Reality and Virtual Reality Software Component o Cloud-Based Services o Software Development Kits Applications Covered: • Consumer o Gaming • Commercial o Fashion o Advertisement • Aerospace & Defence • Medical • Industrial • Other Applications Device Types Covered: • Augmented Reality Devices o Handheld Device o Head-Mounted Displays o Head-Up Display (HUD) • Virtual Reality Devices o Projector & Display Wall o Head-Mounted Display (HMD) o Gesture Control Device Data Gloves Others Gesture control Devices Technologies covered: • Augmented Reality Technology o Markerless Augmented Reality Image Processing-Based Model-Based Tracking o Marker-Based Augmented Reality Active Marker Passive Marker • Virtual Reality Technology o Semi-Immersive & Fully-Immersive Technologies o Non-Immersive Technology Verticals covered: • Augmented Reality Applications o Commercial o Aerospace and Defense o Consumer o Medical o Other Augmented reality applications • Geospatial Mining o Medical o Aerospace and Defense o Consumer o Industrial o Commercial o Other Geospatial Applications What our report offers: - Market share assessments for the regional and country level segments - Market share analysis of the top industry players - Strategic recommendations for the new entrants - Market forecasts for a minimum of 8 years of all the mentioned segments, sub segments and the regional markets - Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations) - Strategic recommendations in key business segments based on the market estimations - Competitive landscaping mapping the key common trends - Company profiling with detailed strategies, financials, and recent developments - Supply chain trends mapping the latest technological advancements Make an enquiry before buying this Report @ https://www.wiseguyreports.com/enquiry/562761-augmented-and-virtual-reality-global-market-outlook-2015-2022 4 Porters Five Force Analysis 4.1 Bargaining power of suppliers 4.2 Bargaining power of buyers 4.3 Threat of substitutes 4.4 Threat of new entrants 4.5 Competitive rivalry 5 Global Augmented Reality and Virtual Reality Market, By Component 5.1 Introduction 5.2 Augmented Reality and Virtual Reality Hardware Component 5.2.1 Sensors 22.214.171.124 Magnetometer 126.96.36.199 Proximity Sensor 188.8.131.52 Gyroscope 184.108.40.206 Global Positioning Systems 220.127.116.11 Accelerometer 5.2.2 Displays 5.2.3 3D Camera 5.2.4 Semiconductor Component 18.104.22.168 Controller/Processor 22.214.171.124 Integrated Circuits 5.3 Augmented Reality and Virtual Reality Software Component 5.3.1 Cloud-Based Services 5.3.2 Software Development Kits 6 Global Augmented Reality and Virtual Reality Market, By Application 6.1 Introduction 6.2 Consumer 6.2.1 Gaming 6.3 Commercial 6.3.1 Fashion 6.3.2 Advertisement 6.4 Aerospace & Defence 6.5 Medical 6.6 Industrial 6.7 Other Applications 7 Global Augmented Reality and Virtual Reality Market, By Device Type 7.1 Introduction 7.2 Augmented Reality Devices 7.2.1 Handheld Device 7.2.2 Head-Mounted Displays 7.2.3 Head-Up Display (HUD) 7.3 Virtual Reality Devices 7.3.1 Projector & Display Wall 7.3.2 Head-Mounted Display (HMD) 7.3.3 Gesture Control Device 126.96.36.199 Data Gloves 188.8.131.52 Others Gesture control Devices 9 Global Augmented Reality and Virtual Reality Market, By Vertical 9.1 Introduction 9.2 Augmented Reality Applications 9.2.1 Commercial 184.108.40.206 Tourism 220.127.116.11 E-Commerce & Marketing Applications 18.104.22.168.1 Beauty (Cosmetics) 22.214.171.124.2 Jewel Toning 126.96.36.199.3 Apparel Fitting 188.8.131.52.4 Furniture and Lighting Design 184.108.40.206.5 Grocery Shopping 220.127.116.11.6 Footwear 18.104.22.168.7 Real Estate 22.214.171.124.8 Commercial Vertical Overall Review 126.96.36.199 E-Learning 9.2.2 Aerospace and Defense 9.2.3 Consumer 188.8.131.52 Gaming 184.108.40.206 Sports and Entertainment 220.127.116.11.1 Entertainment Applications 18.104.22.168.1.1 Museums (Archeology) 22.214.171.124.1.2 Art Gallery and Exhibitions 126.96.36.199.1.3 Theme Parks 188.8.131.52.1.4 Consumer Vertical Overall Review 9.2.4 Medical 9.2.4 Medical Vertical 184.108.40.206 Fitness Management 220.127.116.11 Medical Segment Overall Review 18.104.22.168 Medical Training 22.214.171.124 Pharmacy Management 126.96.36.199 Surgery 9.2.5 Other Augmented reality applications 188.8.131.52 Geospatial Mining 184.108.40.206 Enterprise Solutions 220.127.116.11 Automotive 18.104.22.168 Architecture and Building Design 9.3 Geospatial Mining 9.3.1 Medical 9.3.2 Aerospace and Defense 9.3.3 Consumer 22.214.171.124 Gaming 9.3.4 Industrial 9.3.5 Commercial 126.96.36.199 Fashion 188.8.131.52 Advertisement 9.3.6 Other Geospatial Applications 10 Global Augmented Reality and Virtual Reality Market, By Geography 10.1 North America 10.1.1 US 10.1.2 Canada 10.1.3 Mexico 10.2 Europe 10.2.1 Germany 10.2.2 France 10.2.3 Italy 10.2.4 UK 10.2.5 Spain 10.2.6 Rest of Europe 10.3 Asia Pacific 10.3.1 Japan 10.3.2 China 10.3.3 India 10.3.4 Australia 10.3.5 New Zealand 10.3.6 Rest of Asia Pacific 10.4 Rest of the World 10.4.1 Middle East 10.4.2 Brazil 10.4.3 Argentina 10.4.4 South Africa 10.4.5 Egypt 11 Key Developments 11.1 Agreements, Partnerships, Collaborations and Joint Ventures 11.2 Acquisitions & Mergers 11.3 New Product Launch 11.4 Expansions 11.5 Other Key Strategies Contact Info: Name: NORAH TRENT Email: email@example.com Organization: WiseGuy Research Consultant Pvt Ltd Address: WISE GUY RESEARCH CONSULTANTS PVT LTD Office No. 528, Amanora Chambers Magarpatta Road, Hadapsar Pune - 411028 Maharashtra, India Ph: +91 841 198 5042 firstname.lastname@example.org Phone: +1-646-845-9349 (US) +44 208 133 9349 (UK) For more information, please visit https://www.wiseguyreports.com/sample-request/562761-augmented-and-virtual-reality-global-market-outlook-2015-2022
News Article | November 6, 2016
— Worldwide Augmented Reality (AR) markets are poised to achieve significant growth with the use of smartphone apps and headsets or glasses that are platforms to project digital information as images onto a game image or a work situation. AR is in the early stages of an explosive growth cycle. The Pokemon Go phenomenon raid adoption raised awareness and expectation for the vision of augmented reality AR and digital enhancement of the surroundings. Digital enhancement as AR is just human explanation of our existing surroundings. Digital enhancement provides human explanations of the innate natural world and of the machines we use to perform work. AR digital enhancement provides explanations and process predictions. Google pointed the way, as it so often does, to the AR opportunity with Google glass which failed, but spawned a large number of projects that have succeeded. All the AR vendors will reap the benefits of the Google original Google Glass huge AR marketing investment. Augmented reality AR is set to become an indispensable part of people’s lives. AR is poised to take off as part of the much heralded Internet of things (IoT). “These game based and industrial end-to-end process IoT augmented reality modular AR markets are anticipated to reach $7 trillion by 2027, growing in some cases at the same pace we have seen from Pokemon Go augmented reality. Pokémon Go grew to a massive 45 million daily active users per day after two months in the market, with the market reaching $250 million for the vendor Niantic by September 2016 after two months starting from zero.” Order a Copy of Report at http://www.marketreportshub.com/purchase?rpid=4290. Phenomenal growth is anticipated to come from implementation of step-by-step procedure virtual reality modules that are used to manage systems. Every business executive in the world wants to have an IT structure agile enough to manage phenomenal growth, should that be necessary, the aim is to construct augmented reality modules that address the issues brought by the Internet of Things (IoT). IoT takes the data from sensors, superimposes analytics on collected data, turns the data into information, and streams alerts back to users that need to take action. Augmented reality enhances our sense of reality, it further explains what is going on around us, it does not support illusion, it supports getting in touch with what is real, what is really out there. Pokemon Go is so much fun because it gives us little animals, little characters to play with in our exact location, it enhances the experience of our neighborhoods. It has large beautiful birds that flap their wings and look magnificent. The Pokemon GO characters are placed in our world, they are not crazy, they are not illusions that replace an unhappy experience of reality, or entertain with inappropriate violence, as you would find in a virtual reality game, they are friends that appear in our local life, show up in local locations where they can be caught and looked at. They become part of real life, a vital expression of reality. Thus to say the implementations of digital imaging superimposed on reality is augmented reality misses the point, they are images that help us participate more fully in the reality around us. The augment the experience of reality, they do not change the reality itself as VR does. The Augmented Reality (AR) market size at USD $659.7 million in 2015 is anticipated to reach $80.8 billion by 2022. The market goes from $659.7 million in 2015 to $2.6 billion in 2016, an astoundingly rapid growth for a market that really is not yet well defined. The increasing scope of applications across different industries, manufacturing, medical, retail, game, and automotive, all industries really, is expected to drive demand over the forecast period to these unprecedented levels, reaching into the trillion dollar market arenas soon. AR technology is in the nascent stage with a huge growth potential, and has attracted large investments contributing to the industry growth. Selected Market Participants are ACEP / Try Live, Apple Augmented Reality (AR), APX Labs, Atheer, Augmate, Augmedix, Blippar, Layar, CastAR, Daqri, Esri, Essence, Facebook / Oculus, General Electric, Google, HP Aurasma, HP Autonomy, HTC, IBM Watson Augmented Reality, Infinity Augmented Reality, Intel / Recon Instruments, Kopin, Magic Leap, MDA, Merrick & Company, Microsoft, Niantic, Osterhaut Group (ODG), Pristine, PTC Acquires Vuforia, Qualcomm, Samsung, SAP, Septentrio, Seiko Epson, Shenzhen Vigor Electronic Co., Sigma-Aldrich, Sony Interactive Entertainment, Thermo Fisher Scientific / Life Technologies, Total Immersion, Valve Technologies, Vuzix / Intel Investment, Waygo, Wikitude, Yahoo, Yahoo / Mavens, Yahoo / Tumblr, ARLab SDKs, DroidAR Open-Source Framework, Metaio SDK, Vuforia SDK, Wikitude AR SDK SAMPLE COPY for this Report AVAILABLE. About Us Market Reports Hub is your one-stop online shop for syndicated industry research reports on 25+ categories and their sub-sectors. It brings to you to the latest in market research across multiple industries and geographies from leading research publishers across the globe. For more information, please visit http://www.marketreportshub.com/augmented-reality-ar-market-wintergreen-research.html
News Article | November 25, 2016
According to Sratistics MRC the global augmented and Virtual Reality market is accounted for $2.67 billion in 2015 and is estimated to reach $66.68 billion by 2022, at a CAGR of 58.3%. The market is mostly motivated by software applications and hardware devices for 3D visualization. This particular technology is used in a wide range of applications such as entertainment, gaming and for training purposes in defence, medical and industrial sectors, these all factors are contributing to the market growth. The advancement in this technology is purely based on innovation in computing and digital network devices, which is the factor restraining the market growth. Head mounted Display (HMD) in device type segment is expected to be the largest market among those because of increasing gaming, entertainment and medical applications in vertical segment. North America in geography segment is estimated to be the largest revenue generating market because of main IT & technological base and Asia pacific is estimated to be the fastest emerging market. Some of the key players in market are Google Inc. Qualcomm Inc., Oculus VR, LLC, Magic Leap, Inc., Osterhout Design Group (ODG), Cyberglove Systems LLC., Samsung Electronics Co., Ltd., Microsoft Corporation, Blippar Inc., Meta Company, Qualcomm Inc., Vuzix Corporation, Infinity Augmented Reality Inc. and Metaio GmbH. Regions Covered: • North America o US o Canada o Mexico • Europe o Germany o France o Italy o UK o Spain o Rest of Europe • Asia Pacific o Japan o China o India o Australia o New Zealand o Rest of Asia Pacific • Rest of the World o Middle East o Brazil o Argentina o South Africa o Egypt What our report offers: - Market share assessments for the regional and country level segments - Market share analysis of the top industry players - Strategic recommendations for the new entrants - Market forecasts for a minimum of 8 years of all the mentioned segments, sub segments and the regional markets - Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations) - Strategic recommendations in key business segments based on the market estimations - Competitive landscaping mapping the key common trends - Company profiling with detailed strategies, financials, and recent developments - Supply chain trends mapping the latest technological advancements
News Article | November 9, 2016
Augmented reality is an emerging technology that permits the overlay of computer graphics on the real world. It includes scanning the physical, real-world environment and enhancing/augmenting it by adding virtual computer-generated information. End-users can make use of this technology through applications developed for mobile devices. It involves blending digital content with the physical world. Augmented reality is being extensively used for marketing and advertising by enterprises. Although the adoption of this technology is low in APAC, it is expected to increase during the forecast period. Research analysts forecast the mobile augmented reality market for marketing and advertising in APAC to grow at a CAGR of 135.35% over the period 2014-2019. Covered in this report This report covers the present scenario and the growth prospects of the mobile augmented reality market for marketing and advertising in APAC for the period 2015-2019. It presents the vendor landscape and a corresponding detailed analysis of the major vendors in the market. The report covers the overall ecosystem of the market, including augmented reality engine, augmented reality software applications, and augmented reality hardware. For more information or any query mail at [email protected] Mobile Augmented Reality Market for Marketing and Advertising in APAC 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market. PART 01: Executive summary Highlights PART 02: Scope of the report PART 03: Market research methodology Research methodology Economic indicators PART 04: Introduction Key market highlights PART 05: Market overview History Present scenario Future perspective AR hardware PART 06: Technology life cycle PART 07: Market landscape Value chain Market size and forecast PART 08: Market drivers PART 09: Market challenges PART 10: Impact of drivers and challenges PART 11: Market trends PART 12: Vendor landscape Competitive scenario PART 13: Key vendor analysis Augmented Pixels Aurasma Blippar Catchoom Metaio NGRAIN Qualcomm Total Immersion Wikitude Zappar For more information or any query mail at [email protected] Wise Guy Reports is part of the Wise Guy Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe. Wise Guy Reports features an exhaustive list of market research reports from hundreds of publishers worldwide. We boast a database spanning virtually every market category and an even more comprehensive collection of market research reports under these categories and sub-categories.
News Article | March 31, 2016
The concept, known as augmented reality, looks like something out of a science-fiction movie. Think Tony Stark, the comic-book character who scans information-filled holograms beamed in front of his "Iron Man" mask, or John Anderton, the character that Tom Cruise played while flipping through digital screens floating in the air in "Minority Report." It hasn't yet advanced as far as virtual reality, which is getting attention with this week's release of the much-hyped Oculus Rift headset from Facebook. But augmented reality has the potential to touch far more people because it's designed as a seamless supplement to everyday living instead of an escape into the artificial dimensions conjured by VR, which so far revolves around video games and 360-degree video clips. "Augmented reality is going to have a lot more practical applications simply because there are a lot more people out there who interact with things in the real world," says Greg Kipper, who studied the technology's potential in his book, "Augmented Reality: An Emerging Technologies Guide to AR." With augmented reality, the three-dimensional holograms seen through a headset are meant to be a helpful or amusing companion to the real world. When you walk through a grocery aisle, you might see a list of ingredients for making an Italian dish appear on a virtual screen before your eyes. Or an image of the solar system might start orbiting around you as you read an astronomy book. Don a VR headset, though, and you're surroundings are blocked off. You are cast into a different world, as a dinosaur charges through a jungle, or you're on the precipice of a 100-story skyscraper looking perilously at the street below. It has a lot in common with an amusement park ride, including the tendency to cause nausea or dizziness if you wear a VR headset too long. While startups like Meta, Magic Leap and Atheer have been making the most visible progress in augmented reality so far, technology heavyweights are also eyeing it. Microsoft has just started shipping a $3,000 version of its augmented reality headset, HoloLens, to a limited audience of computer programmers, while Alphabet Inc.'s Google has been a key investor in the $1.3 billion that Magic Leap has raised during the past two years. Apple Inc. signaled its interest last year when it bought a startup called Metaio, spurring speculation that the iPhone maker is exploring ways to infuse the project in its future products. Meta, a Silicon Valley startup with about 100 employees, is scheduled to ship its second-generation headset this summer. It's being sold as part of a $949 kit tailored for programmers to design more three-dimensional, interactive applications for the new headset. If Meta CEO Meron Gribetz realizes his vision, his company will spawn a new form of computing that will be just as revolutionary as the graphical interface that enabled personal computers to be controlled with a mouse and the touch-screen technology that helped turn smartphones into indispensable utilities. He describes Meta's technology as "an extension of your mind because it is built on the principles of your mind." Instead of staring at display screens while pecking at clunky keyboards, Gribetz foresees people navigating through an array of holographic screens suspended in front of their faces and controlled with the touch of their hands. Virtual keyboards will appear for data entry. People will be able to reach into their holographic screen, pull out a drawing of the human anatomy and remove the skeleton to study. Or they might look inside a shoe they are thinking of buying. Phone calls will become obsolete as everyone in a conversation appears as holograms that can exchange documents and data. "Virtual reality is cool, but it's just a stepping stone to augmented reality," says Gribetz, 30. "We are going to build something that is 100 times easier to use than the Macintosh and 100 times more powerful." Meta plans to use its own workers as lab rats. By next March, Gribetz plans to removes all computer screens from the company's offices in Redwood City, California. Instead, employees will use virtual screens that are seen and touched through Meta 2 headsets. Magic Leap, a startup based in Dania Beach, Florida, has created an even bigger buzz given its ties to Google, whose CEO Sundar Pichai sits on its board. In addition, Chinese e-commerce powerhouse Alibaba Group was among the investors in a $793.5 million round of fundraising completed in February. But Magic Leap has also raised intrigue with flashy videos providing brief glimpses at what it's working on. One clip shows a whale leaping out of a gymnasium floor and then splashing down before disappearing. In another scene, a pair of hands open to show a miniature elephant leaping into the air. The company has said little else about what its plans are other than its technology will make people feel like they are wizards starring in their own Harry Potter movie. "We are giving people a paintbrush to paint all the world," Magic Leap CEO Rony Abovitz said during a rare appearance at a technology conference last year. Kipper believes tantalizing images and promises like the ones coming from Meta and Magic Leap make it more likely that people will be disappointed when they first experience augmented reality. He predicts a major breakthrough is still five to 10 years away. "When you first see an augmented reality demonstration, you say, 'Hey, this is great," and then when you actually get it, you realize it's not quite what you saw in the video," Kipper says. "Everyone in the race pushing for augmented reality is sort of in a dead heat, taking millimeter steps forward."
News Article | November 17, 2016
Apple's big 10-year anniversary iPhone could have augmented reality built right into the native iOS Camera app, according to a report by Business Insider. If true, Apple would be taking on Google in the AR department; that company released its first phone with a depth-sensing camera, the Lenovo Phab 2 Pro, this past June. Apple CEO Tim Cook sees a big future for AR, the same technology that plopped the monsters of Pokemon Go on the real-life street in front of you. Apple has acquired AR app start-ups like Flyby Media and Metaio, so we've had an idea that we'd see Apple take a swing at AR, but it hasn't been clear exactly how. With AR in the camera app, the iPhone could recognize people or objects when you point the camera in their direction. Apple already does something a little like this with iOS 10's facial-recognition software, using it to sort photos based on who's in them. Apple could also incorporate filters right into the camera app, similar to what's found in Snapchat. Reports surfaced this week that Apple is considering its own glasses wearable, and bringing AR to iPhone cameras could be that first step, along the lines of Google Glass and Snapchat Spectacles. The the report suggests that Apple glasses wouldn't come until 2018 at the earliest. Apple did not immediately respond to CNET's request for comment.
News Article | December 9, 2016
Wiseguyreports.Com Adds “Smart Augmented Reality Glasses -Market Demand, Growth, Opportunities and analysis of Top Key Player Forecast to 2021” To Its Research Database The Global Smart Augmented Reality Glasses Consumption 2016 Market Research Report is a professional and in-depth study on the current state of the Smart Augmented Reality Glasses market. First, the report provides a basic overview of the Smart Augmented Reality Glasses industry including definitions, classifications, applications and industry chain structure. And development policies and plans are discussed as well as manufacturing processes and cost structures. Secondly, the report states the global Smart Augmented Reality Glasses market size (volume and value), and the segment markets by regions, types, applications and companies are also discussed. Third, the Smart Augmented Reality Glasses market analysis is provided for major regions including USA, Europe, China and Japan, and other regions can be added. For each region, market size and end users are analyzed as well as segment markets by types, applications and companies. Then, the report focuses on global major leading industry players with information such as company profiles, product picture and specifications, sales, market share and contact information. What’s more, the Smart Augmented Reality Glasses industry development trends and marketing channels are analyzed. Finally, the feasibility of new investment projects is assessed, and overall research conclusions are offered. In a word, the report provides major statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market. 1 Industry Overview of Smart Augmented Reality Glasses 1.1 Definition and Specifications of Smart Augmented Reality Glasses 1.1.1 Definition of Smart Augmented Reality Glasses 1.1.2 Specifications of Smart Augmented Reality Glasses 1.2 Classification of Smart Augmented Reality Glasses 1.3 Applications of Smart Augmented Reality Glasses 1.4 Industry Chain Structure of Smart Augmented Reality Glasses 1.5 Industry Overview and Major Regions Status of Smart Augmented Reality Glasses 1.5.1 Industry Overview of Smart Augmented Reality Glasses 1.5.2 Global Major Regions Status of Smart Augmented Reality Glasses 1.6 Industry Policy Analysis of Smart Augmented Reality Glasses 1.7 Industry News Analysis of Smart Augmented Reality Glasses 2 Manufacturing Cost Structure Analysis of Smart Augmented Reality Glasses 2.1 Raw Material Suppliers and Price Analysis of Smart Augmented Reality Glasses 2.2 Equipment Suppliers and Price Analysis of Smart Augmented Reality Glasses 2.3 Labor Cost Analysis of Smart Augmented Reality Glasses 2.4 Other Costs Analysis of Smart Augmented Reality Glasses 2.5 Manufacturing Cost Structure Analysis of Smart Augmented Reality Glasses 2.6 Manufacturing Process Analysis of Smart Augmented Reality Glasses 3 3 Global Market Size (Volume and Value), Sales and Sale Price Analysis of Smart Augmented Reality Glasses 3.1 Global Market Size (Volume and Value) and Growth Rate of Smart Augmented Reality Glasses 2011-2016 3.2 Global Market Size (Volume and Value) of Smart Augmented Reality Glasses by Regions 2011-2016 3.3 Global Market Size (Volume and Value) of Smart Augmented Reality Glasses by Types 2011-2016 3.4 Global Market Size (Volume and Value) of Smart Augmented Reality Glasses by Applications 2011-2016 3.5 Global Sales Volume and Sales Revenue of Smart Augmented Reality Glasses by Companies 2011-2016 3.6 Global Sale Price of Smart Augmented Reality Glasses by Regions 2011-2016 3.7 Global Sale Price of Smart Augmented Reality Glasses by Types 2011-2016 3.8 Global Sale Price of Smart Augmented Reality Glasses by Applications 2011-2016 3.9 Global Sale Price of Smart Augmented Reality Glasses by Companies 2011-2016 4 USA Market Size (Volume and Value), Sales, Sale Price and End Users Analysis of Smart Augmented Reality Glasses 4.1 USA Market Size (Volume and Value) and Growth Rate of Smart Augmented Reality Glasses 2011-2016 4.2 USA Market Size (Volume and Value) of Smart Augmented Reality Glasses by Types 2011-2016 4.3 USA Market Size (Volume and Value) of Smart Augmented Reality Glasses by Applications 2011-2016 4.4 USA Sales Volume and Sales Revenue of Smart Augmented Reality Glasses by Companies 2011-2016 4.5 USA Sale Price of Smart Augmented Reality Glasses by Types 2011-2016 4.6 USA Sale Price of Smart Augmented Reality Glasses by Applications 2011-2016 4.7 USA Sale Price of Smart Augmented Reality Glasses by Companies 2011-2016 4.8 USA Regional Supply, Import, Export and Consumption of Smart Augmented Reality Glasses 2011-2016 4.9 USA End Users with Contact Information and Consumption Volume of Smart Augmented Reality Glasses by Applications 8 Major Manufacturers Analysis of Smart Augmented Reality Glasses 8.1 Microsoft 8.1.1 Company Profile 8.1.2 Product Picture and Specifications 184.108.40.206 Type I 220.127.116.11 Type II 18.104.22.168 Type III 8.1.3 Capacity, Production, Price, Cost, Gross and Revenue 8.1.4 Contact Information 8.2 Seiko Epson 8.2.1 Company Profile 8.2.2 Product Picture and Specifications 22.214.171.124 Type I 126.96.36.199 Type II 188.8.131.52 Type III 8.2.3 Capacity, Production, Price, Cost, Gross and Revenue 8.2.4 Contact Information 8.3 Google 8.3.1 Company Profile 8.3.2 Product Picture and Specifications 184.108.40.206 Type I 220.127.116.11 Type II 18.104.22.168 Type III 8.3.3 Capacity, Production, Price, Cost, Gross and Revenue 8.3.4 Contact Information 8.4 Augmate 8.4.1 Company Profile 8.4.2 Product Picture and Specifications 22.214.171.124 Type I 126.96.36.199 Type II 188.8.131.52 Type III 8.4.3 Capacity, Production, Price, Cost, Gross and Revenue 8.4.4 Contact Information 8.5 Pristine 8.5.1 Company Profile 8.5.2 Product Picture and Specifications 184.108.40.206 Type I 220.127.116.11 Type II 18.104.22.168 Type III 8.5.3 Capacity, Production, Price, Cost, Gross and Revenue 8.5.4 Contact Information 8.6 Metaio 8.6.1 Company Profile 8.6.2 Product Picture and Specifications 22.214.171.124 Type I 126.96.36.199 Type II 188.8.131.52 Type III 8.6.3 Capacity, Production, Price, Cost, Gross and Revenue 8.6.4 Contact Information 8.7 Augmedix 8.7.1 Company Profile 8.7.2 Product Picture and Specifications 184.108.40.206 Type I 220.127.116.11 Type II 18.104.22.168 Type III 8.7.3 Capacity, Production, Price, Cost, Gross and Revenue 8.7.4 Contact Information 8.8 Wikitude 8.8.1 Company Profile 8.8.2 Product Picture and Specifications 22.214.171.124 Type I 126.96.36.199 Type II 188.8.131.52 Type III 8.8.3 Capacity, Production, Price, Cost, Gross and Revenue 8.8.4 Contact Information 8.9 DAQRI 8.9.1 Company Profile 8.9.2 Product Picture and Specifications 184.108.40.206 Type I 220.127.116.11 Type II 18.104.22.168 Type III 8.9.3 Capacity, Production, Price, Cost, Gross and Revenue 8.9.4 Contact Information 8.10 Kopin Corporation 8.10.1 Company Profile 8.10.2 Product Picture and Specifications 22.214.171.124 Type I 126.96.36.199 Type II 188.8.131.52 Type III 8.10.3 Capacity, Production, Price, Cost, Gross and Revenue 8.10.4 Contact Information 8.11 APX Labs 8.11.1 Company Profile 8.11.2 Product Picture and Specifications 184.108.40.206 Type I 220.127.116.11 Type II 18.104.22.168 Type III 8.11.3 Capacity, Production, Price, Cost, Gross and Revenue 8.11.4 Contact Information 8.12 Magic Leap 8.12.1 Company Profile 8.12.2 Product Picture and Specifications 22.214.171.124 Type I 126.96.36.199 Type II 188.8.131.52 Type III 8.12.3 Capacity, Production, Price, Cost, Gross and Revenue 8.12.4 Contact Information 8.13 Qualcomm 8.13.1 Company Profile 8.13.2 Product Picture and Specifications 184.108.40.206 Type I 220.127.116.11 Type II 18.104.22.168 Type III 8.13.3 Capacity, Production, Price, Cost, Gross and Revenue 8.13.4 Contact Information 8.14 Recon Instruments 8.14.1 Company Profile 8.14.2 Product Picture and Specifications 22.214.171.124 Type I 126.96.36.199 Type II 188.8.131.52 Type III 8.14.3 Capacity, Production, Price, Cost, Gross and Revenue 8.14.4 Contact Information 8.15 Meta Glasses 8.15.1 Company Profile 8.15.2 Product Picture and Specifications 184.108.40.206 Type I 220.127.116.11 Type II 18.104.22.168 Type III 8.15.3 Capacity, Production, Price, Cost, Gross and Revenue 8.15.4 Contact Information 8.16 Vuzix 8.16.1 Company Profile 8.16.2 Product Picture and Specifications 22.214.171.124 Type I 126.96.36.199 Type II 188.8.131.52 Type III 8.16.3 Capacity, Production, Price, Cost, Gross and Revenue 8.16.4 Contact Information For more information, please visit https://www.wiseguyreports.com/sample-request/401784-global-smart-augmented-reality-glasses-consumption-2016-market-research-report
News Article | November 29, 2016
This report studies Augmented Reality Devices in Global market, especially in North America, Europe, China, Japan, Korea and Taiwan, focuses on top manufacturers in global market, with production, price, revenue and market share for each manufacturer, covering Wikitude Aurasma Daqri Metaio Total Immersion HP Aurasma Qualcomm Marxent Blippar Catchoom Ngrain Zappar Market Segment by Regions, this report splits Global into several key Regions, with production, consumption, revenue, market share and growth rate of Augmented Reality Devices in these regions, from 2011 to 2021 (forecast), like North America Europe China Japan Korea Taiwan Split by product type, with production, revenue, price, market share and growth rate of each type, can be divided into Mobile Device Based Wearable Type Video Spatial Display Type Split by application, this report focuses on consumption, market share and growth rate of Augmented Reality Devices in each application, can be divided into Education and training Video games Fine arts Heritage and archaeology Architectural design Global Augmented Reality Devices Market Research Report 2016 1 Augmented Reality Devices Market Overview 1.1 Product Overview and Scope of Augmented Reality Devices 1.2 Augmented Reality Devices Segment by Type 1.2.1 Global Production Market Share of Augmented Reality Devices by Type in 2015 1.2.2 Mobile Device Based 1.2.3 Wearable Type 1.2.4 Video Spatial Display Type 1.3 Augmented Reality Devices Segment by Application 1.3.1 Augmented Reality Devices Consumption Market Share by Application in 2015 1.3.2 Education and training 1.3.3 Video games 1.3.4 Fine arts 1.3.5 Heritage and archaeology 1.3.6 Architectural design 1.4 Augmented Reality Devices Market by Region 1.4.1 North America Status and Prospect (2011-2021) 1.4.2 Europe Status and Prospect (2011-2021) 1.4.3 China Status and Prospect (2011-2021) 1.4.4 Japan Status and Prospect (2011-2021) 1.4.5 Korea Status and Prospect (2011-2021) 1.4.6 Taiwan Status and Prospect (2011-2021) 1.5 Global Market Size (Value) of Augmented Reality Devices (2011-2021) 7 Global Augmented Reality Devices Manufacturers Profiles/Analysis 7.1 Wikitude 7.1.1 Company Basic Information, Manufacturing Base and Its Competitors 7.1.2 Augmented Reality Devices Product Type, Application and Specification 184.108.40.206 Type I 220.127.116.11 Type II 7.1.3 Wikitude Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.1.4 Main Business/Business Overview 7.2 Aurasma 7.2.1 Company Basic Information, Manufacturing Base and Its Competitors 7.2.2 Augmented Reality Devices Product Type, Application and Specification 18.104.22.168 Type I 22.214.171.124 Type II 7.2.3 Aurasma Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.2.4 Main Business/Business Overview 7.3 Daqri 7.3.1 Company Basic Information, Manufacturing Base and Its Competitors 7.3.2 Augmented Reality Devices Product Type, Application and Specification 126.96.36.199 Type I 188.8.131.52 Type II 7.3.3 Daqri Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.3.4 Main Business/Business Overview 7.4 Metaio 7.4.1 Company Basic Information, Manufacturing Base and Its Competitors 7.4.2 Augmented Reality Devices Product Type, Application and Specification 184.108.40.206 Type I 220.127.116.11 Type II 7.4.3 Metaio Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.4.4 Main Business/Business Overview 7.5 Total Immersion 7.5.1 Company Basic Information, Manufacturing Base and Its Competitors 7.5.2 Augmented Reality Devices Product Type, Application and Specification 18.104.22.168 Type I 22.214.171.124 Type II 7.5.3 Total Immersion Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.5.4 Main Business/Business Overview 7.6 HP Aurasma 7.6.1 Company Basic Information, Manufacturing Base and Its Competitors 7.6.2 Augmented Reality Devices Product Type, Application and Specification 126.96.36.199 Type I 188.8.131.52 Type II 7.6.3 HP Aurasma Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.6.4 Main Business/Business Overview 7.7 Qualcomm 7.7.1 Company Basic Information, Manufacturing Base and Its Competitors 7.7.2 Augmented Reality Devices Product Type, Application and Specification 184.108.40.206 Type I 220.127.116.11 Type II 7.7.3 Qualcomm Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.7.4 Main Business/Business Overview 7.8 Marxent 7.8.1 Company Basic Information, Manufacturing Base and Its Competitors 7.8.2 Augmented Reality Devices Product Type, Application and Specification 18.104.22.168 Type I 22.214.171.124 Type II 7.8.3 Marxent Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.8.4 Main Business/Business Overview 7.9 Blippar 7.9.1 Company Basic Information, Manufacturing Base and Its Competitors 7.9.2 Augmented Reality Devices Product Type, Application and Specification 126.96.36.199 Type I 188.8.131.52 Type II 7.9.3 Blippar Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.9.4 Main Business/Business Overview 7.10 Catchoom 7.10.1 Company Basic Information, Manufacturing Base and Its Competitors 7.10.2 Augmented Reality Devices Product Type, Application and Specification 184.108.40.206 Type I 220.127.116.11 Type II 7.10.3 Catchoom Augmented Reality Devices Production, Revenue, Price and Gross Margin (2015 and 2016) 7.10.4 Main Business/Business Overview 7.11 Ngrain 7.12 Zappar
News Article | January 29, 2016
Apple is already well into an effort to explore the possibilities of virtual and augmented reality products, and one of the applications may be in the rumored Apple car. If a new report from the Financial Times is correct, Apple already has "hundreds" of people working on AR- and VR-related technology. Consumer virtual reality technology today is most commonly exemplified by the Oculus (Facebook) and Samsung Gear VR headsets. A number of companies, including Google, have created far-less-expensive cardboard headsets that use a single phone display to create the VR environment. Microsoft's HoloLens is the best-known augmented reality consumer product so far. The technology overlays images—like immersive gaming scenes—in front of the user's view of the actual environment. Many believe that the VR headset could become an accepted way of networking on social channels, playing games, or watching live video streamed by a far-away friend with a 360-degree camera. Apple design chief Jony Ive, however, told the New Yorker last year he doesn't believe the face is the best place to put the AR/VR experience, referencing the general unpopularity of Google's Glass eyewear. The technology, especially augmented reality, could end up finding a stronger use case in the rumored Apple Car, which reports say could ship as early as 2019. The Financial Times story cites unnamed sources saying that Apple has a separate group of AR/VR people working on applications for the car. One can imagine the inside of an electric car as a much-enlarged HoloLens headset through which images are superimposed onto the real view of the real street view outside the car. An augmented reality screen, for example, could be inlayed in the windscreen, where mapping, place identification, and safety information could be displayed. The screen could also display other data, such as in-car entertainment options and communications. Such an application wouldn't exactly be new. Jaguar, for instance, unveiled in 2014 its development of a "360-degree Virtual Urban Windscreen," for its Jaguar Land Rover. The windscreen displayed mainly safety graphics, like virtual orange cones around places to avoid, as well as information on optimum braking areas. Jaguar said at the time that the technology wouldn't be ready for production for another 10 years. The Financial Times story references several acquisitions from Apple's recent history that seem to point toward the collection of intellectual property and people for a major AR/VR effort. Most recently the company bought Flyby Media, a startup focused on mobile phone-based augmented reality. It also bought Metaio, which created software for building augmented reality applications, as well as Faceshift, a German company that developed technology that scans facial features and creates animated avatars that mimic the person's facial movements in real time. In another acquisition, Apple picked up PrimeSense, the Tel Aviv-based that made the motion-tracking technology in Microsoft’s original Xbox 360 Kinect interface. After the Metaio deal last year, the Financial Times story says, Apple picked up its efforts to recruit AR and VR engineers, poaching people from both Lytro and Microsoft. The same publication reported previously that Apple hired a prominent VR researcher, Doug Bowman, who led the Center for Human-Computer Interaction at Virginia Tech. Apple has never said anything about an Apple Car, but enough information has leaked now that the project is somewhat of an open secret. Still, it will be years before we see said automobile, and find out if and how it uses AR.
News Article | February 7, 2017
Apple - Here's What You May Not Know Apple has been dabbling with augmented reality (AR) for quite some time and it seems it is finally in the process of making a smartglass that deploys the technology. Tech evangelist Robert Scoble had earlier claimed in a Facebook post that the next big Apple product would be an AR headset, which the company is reportedly manufacturing in tandem with Carl Zeiss. In the "This Week in Tech Show" held on Feb. 5, Scoble said that his prediction regarding the AR smartglass is based on information procured from "the highest level" of Apple administration. Apple has previously skipped the VR headsets race as the company's CEO Tim Cook prefers AR over VR. "We are high on AR for the long run. We think there's great things for customers and a great commercial opportunity. So we're investing," said Cook in 2016 Even though Apple has kept mum on this prediction and not divulged much information about the AR device, rumors suggest that consumers could expect the smartglass to be unveiled in summer 2017 along with the iPhone 8. However, the chances of the launch of the AR device being pushed back to 2018 cannot be ruled out either. Well-known KGI Securities analyst Ming-Chi Kuo had predicted that Apple would be coming up with an AR system and that it would debut in at least two years. The latest forecast from Scoble reaffirms his prediction. With VR One Plus, which lets the user's smartphone get converted to a VR or AR system, Zeiss has already brought some of the best headsets into the market. Rumors have suggested that Apple is making slow inroads into VR. This is because its CEO is more inclined to VR, which is why the company initially bypassed the AR bandwagon. Cook has previously asserted that AI and AR will be impacting the company's future immensely in the long run. Analysts like Scobel expect the AR glasses to be light weight. The smart glasses would most probably offer pairing support with other Apple devices like the iPhone or Apple Watch. The company is reportedly testing both AR and VR possibilities in a heads-up display that has Siri integration. With reports suggesting that Cook is highly interested in Apple's AR projects, the company's interest is evidenced by the fact that it is looking to groom an in-house AR team. Apple has made this clear through its strategic hires, as well as purchases of companies like Perceptio, Faceshift and German AR company Metaio. It remains to be seen if the AR smart glasses from Apple make an appearance alongside the iPhone 8 as forecasted. © 2017 Tech Times, All rights reserved. Do not reproduce without permission.