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[ 英語タイトル ] Augmented Reality Market by Offering (Hardware (Sensor, Displays & Projectors, Cameras), and Software), Device Type (Head-Mounted, Head-Up, Handheld), Application (Enterprise, Consumer, Commercial, Automotive) and Geography - Global forecast to 2023


Product Code : MNMSE00108520
Survey : MarketsandMarkets
Publish On : February, 2021
Category : Semiconductor and Electronics
Study Area : Global
Report format : PDF
Sales price option (consumption tax not included)
Single User USD5650 / Question Form
5 User USD6650 / Question Form
Enterprise User USD10000 / Question Form

[Report Description]

“Increasing demand for AR in retail and e-commerce is the major driver for the augmented reality market”
The augmented reality market was valued at USD 2.39 billion in 2016 and is expected to reach USD 61.39 billion by 2023, growing at a CAGR of 55.71% during the forecast period. The increasing demand for AR devices and applications in medical, increase in demand for AR in the retail and e-commerce, and rising investment in the augmented reality market are the major drivers for the augmented reality market. The limited UI (user interface) affecting the navigation performance of augmented reality applications, limited processing power, less storage, and restricted size of the memory card in mobile phones, and varied infrastructure quality of digital network will restrain the growth of AR.
“Augmented reality market for the head mounted displays is expected to grow at a high rate during the forecast period”
Head-mounted displays allow a user to wear the display device on the head and place images of the real and virtual environments over the user’s view. The original HMDs were created mainly for military applications to help soldiers acquire their targets and track enemy movements easily. With advancements in computing, AR-enabled devices would be used for applications in consumer, commercial, and enterprise. Consumer applications such as gaming, sports, and entertainment would boost the augmented reality market for head-mounted displays. The use of head-mounted displays in the aerospace and defense sector helps pilots of helicopters and captains of ships in the air force and navy to target and view enemy’s operations with a greater ease. The use of head-mounted displays in applications such as e-commerce and marketing would boost the AR market for HMDs.
“Augmented reality market for enterprise application is expected to witness high growth during the forecast period”
Augmented reality is used in enterprises for training personnel, providing information about the industrial facility, remodeling and redesigning, and industrial simulations. The use of the Internet and smartphones combined with digital content, such as augmented reality, has helped boost the market. The use of HMDs in manufacturing setups is the major driver for the growth of enterprise application in the augmented reality market.




“APAC is expected to witness high growth during the forecast period.”
The consumer electronics, enterprise, retail, BFSI, healthcare, transportation, and sports and entertainment industries are expected to contribute substantially to the growth of the AR market in APAC. These industries offer huge potential for the AR market because of the increasing awareness among consumers and the rising adoption of new technologies in various industries—especially in countries such as China, India, and South Korea. The strong government support in countries such as China and India to thrive on industrial automation is also boosting the growth of the augmented reality market in APAC.
In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews have been conducted with key experts in the augmented reality industry. The breakup of the profiles of primary participants has been shown below:
• By Company Type: Tier 1—35%, Tier 2—45%, and Tier 3—20%
• By Designation: C-Level Executives—35%, Directors—25%, and Others—40%
• By Region: North America—45%, Europe—20%, APAC—30%, and RoW—5%
The report also profiles the key players in the augmented reality market. These key players are Google, Inc. (US), PTC Inc. (U.S.), Microsoft Corporation (US), Wikitude GmbH (Austria), DAQRI LLC (US), Zugara, Inc. (US), Blippar (UK), Magic Leap, Inc. (US), and Osterhout Design Group (US).
Research Coverage
This research categorizes the augmented reality market on the basis of technology, type, device type, offering (hardware & software), application, and geography. The report also discusses major drivers, restraints, challenges, and opportunities for the market.
Reasons to Buy the Report
The report would help leaders/new entrants in this market in the following ways:
1. This report segments the augmented reality market comprehensively and provides the closest market size estimation for major industries across various regions.
2. The report would help stakeholders understand the pulse of the market and provide them with the information on drivers, restraints, challenges, and opportunities for the market.
3. This report would help stakeholders understand their competitors better and gain more insights to improve their position in the business. The competitive landscape section includes competitor ecosystem, product launches and developments, partnerships, fund raising, and acquisitions.

TABLE OF CONTENTS

1 INTRODUCTION 15
1.1 OBJECTIVES OF THE STUDY 15
1.2 MARKET DEFINITION 15
1.3 STUDY SCOPE 16
1.3.1 YEARS CONSIDERED FOR THE STUDY 17
1.4 CURRENCY 17
1.5 LIMITATIONS 17
1.6 STAKEHOLDERS 18
2 RESEARCH METHODOLOGY 19
2.1 RESEARCH DATA 19
2.1.1 SECONDARY DATA 21
2.1.1.1 Key data from secondary sources 21
2.1.2 PRIMARY DATA 21
2.1.2.1 Primary interviews with experts 21
2.1.2.2 Breakdown of primaries 22
2.1.2.3 Key data from primary sources 22
2.1.3 SECONDARY AND PRIMARY RESEARCH 23
2.1.3.1 Key industry insights 24
2.2 MARKET SIZE ESTIMATION 24
2.2.1 BOTTOM-UP APPROACH 24
2.2.1.1 Approach for capturing the market share by bottom-up analysis (demand side) 25
2.2.2 TOP-DOWN APPROACH 26
2.2.2.1 Approach for capturing the market size by top-down analysis
(supply side) 26
2.3 MARKET BREAKDOWN & DATA TRIANGULATION 27
2.4 RESEARCH ASSUMPTIONS 28
3 EXECUTIVE SUMMARY 29
4 PREMIUM INSIGHTS 34
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN THE AUGMENTED REALITY MARKET 34
4.2 AUGMENTED REALITY MARKET IN APAC 34
4.3 AUGMENTED REALITY MARKET, BY COUNTRY 35
4.4 AUGMENTED REALITY MARKET, BY APPLICATION 35
4.5 AUGMENTED REALITY MARKET, BY DISPLAY DEVICE TYPE 36

5 MARKET OVERVIEW 37
5.1 INTRODUCTION 38
5.2 HISTORY AND EVOLUTION OF AUGMENTED REALITY TECHNOLOGY 38
5.3 MARKET DYNAMICS 39
5.3.1 DRIVERS 39
5.3.1.1 Increasing demand for AR devices and applications in medical 39
5.3.1.2 Increase in demand for AR in the retail and e-commerce 40
5.3.1.3 Rising investment in the augmented reality market 40
5.3.2 RESTRAINTS 40
5.3.2.1 Limited user interface (UI) affecting the navigation performance of augmented reality applications 40
5.3.2.2 Limited processing power, less storage, and restricted size of memory card in mobile phones 41
5.3.2.3 Varied infrastructure quality of digital network will restrain the growth of AR 41
5.3.3 OPPORTUNITIES 41
5.3.3.1 Increasing demand for augmented reality in architecture 41
5.3.3.2 Opportunity in the enterprise industry 42
5.3.3.3 High growth of travel and tourism industry will boost the growth of the AR market 42
5.3.4 CHALLENGES 42
5.3.4.1 Overcoming social challenges to increase the adoption rate 42
5.3.4.2 Reconfiguration of applications for different platforms 42
5.4 VALUE CHAIN ANALYSIS 43
6 AUGMENTED REALITY MARKET, BY TYPE (QUALITATIVE) 44
6.1 INTRODUCTION 44
6.2 MARKER-BASED AUGMENTED REALITY 44
6.2.1 PASSIVE MARKER 44
6.2.2 ACTIVE MARKER 44
6.3 MARKER-LESS AUGMENTED REALITY 44
6.3.1 MODEL-BASED TRACKING 44
6.3.2 IMAGE PROCESSING-BASED TRACKING 45
7 AUGMENTED REALITY MARKET, BY TECHNOLOGY (QUALITATIVE) 46
7.1 INTRODUCTION 46
7.2 MONITOR-BASED TECHNOLOGY 46
7.2.1 MOBILE AUGMENTED REALITY 46
7.3 NEAR-EYE-BASED TECHNOLOGY 47

8 AUGMENTED REALITY MARKET, BY OFFERING 48
8.1 INTRODUCTION 49
8.2 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT 49
8.2.1 SENSORS 50
8.2.1.1 Accelerometer 50
8.2.1.2 Gyroscope 50
8.2.1.3 Magnetometer 50
8.2.1.4 Proximity Sensor 50
8.2.2 SEMICONDUCTOR COMPONENT 51
8.2.2.1 Controller/processor 51
8.2.2.2 Integrated Circuits 51
8.2.3 DISPLAYS & PROJECTORS 51
8.2.4 POSITION TRACKER 51
8.2.5 CAMERAS 51
8.2.6 OTHERS 52
8.3 AUGMENTED REALITY MARKET, BY SOFTWARE 52
8.3.1 SOFTWARE DEVELOPMENT KITS 52
8.3.2 CLOUD-BASED SERVICES 52
8.3.3 SOFTWARE FUNCTION 54
8.3.3.1 Remote collaboration 54
8.3.3.2 Workflow optimization 54
8.3.3.3 Documentation 55
8.3.3.4 Visualization 55
8.3.3.5 3d modeling 55
8.3.3.6 Navigation 55
8.4 HARDWARE VS. SOFTWARE 55
9 AUGMENTED REALITY MARKET, BY DEVICE TYPE 56
9.1 INTRODUCTION 56
9.2 AUGMENTED REALITY DEVICES 57
9.2.1 HEAD-MOUNTED DISPLAY 57
9.2.2 HEAD-UP DISPLAY 58
9.2.3 HANDHELD DEVICE 59
10 AUGMENTED REALITY MARKET, BY APPLICATION 61
10.1 INTRODUCTION 62
10.2 APPLICATIONS IN AUGMENTED REALITY 63
10.2.1 CONSUMER 63
10.2.1.1 Gaming 66
10.2.1.2 Sports & entertainment 66
10.2.1.2.1 Entertainment applications 66
10.2.1.2.1.1 Museums (Archeology) 66
10.2.1.2.1.2 Theme parks 67
10.2.1.2.1.3 Art gallery and exhibitions 67
10.2.2 COMMERCIAL 67
10.2.2.1 Tourism & sightseeing 70
10.2.2.2 E-learning 70
10.2.2.3 E-commerce and marketing 70
10.2.2.3.1 Jewelry 71
10.2.2.3.2 Beauty and cosmetics 71
10.2.2.3.3 Apparel fitting 71
10.2.2.3.4 Furniture & lighting design 71
10.2.2.3.5 Grocery Shopping 71
10.2.2.3.6 Footwear 72
10.2.3 ENTERPRISE 72
10.2.4 MEDICAL 75
10.2.4.1 Surgery 78
10.2.4.2 Fitness management 79
10.2.4.3 Pharmacy management 79
10.2.4.4 Medical training 79
10.2.5 AEROSPACE & DEFENSE 79
10.2.6 ENERGY 82
10.2.7 AUTOMOTIVE 86
10.2.8 OTHERS 89
10.2.8.1 Agriculture 91
10.2.8.2 Construction 92
10.2.8.3 Transportation and logistics 92
10.2.8.4 Public safety 92
10.2.8.5 Telecom and IT/data centers 92
11 AUGMENTED REALITY MARKET, GEOGRAPHICAL ANALYSIS 93
11.1 INTRODUCTION 94
11.2 NORTH AMERICA 96
11.2.1 US 99
11.2.2 CANADA 99
11.2.3 MEXICO 99
11.3 EUROPE 100
11.3.1 GERMANY 103
11.3.2 FRANCE 103
11.3.3 UK 103
11.3.4 REST OF EUROPE 104
11.4 ASIA PACIFIC 104
11.4.1 CHINA 107
11.4.2 INDIA 107
11.4.3 JAPAN 107
11.4.4 SOUTH KOREA 107
11.4.5 REST OF APAC 108
11.5 REST OF THE WORLD 108
11.5.1 MIDDLE EAST & AFRICA 109
11.5.2 SOUTH AMERICA 109
12 COMPETITIVE LANDSCAPE 110
12.1 INTRODUCTION 110
12.2 COMPETITIVE SCENARIO 112
12.3 AUGMENTED REALITY MARKET (GLOBAL), COMPETITIVE LEADERSHIP MAPPING, 2017 113
12.3.1 VISIONARY LEADERS 114
12.3.2 DYNAMIC DIFFERENTIATORS 114
12.3.3 INNOVATORS 114
12.3.4 EMERGING COMPANIES 114
12.4 BUSINESS STRATEGY EXCELLENCE 115
12.5 STRENGTH OF PRODUCT PORTFOLIO 116
Top 25 Companies analyzed for this study are - Google, Inc., Microsoft Corporation, PTC, Inc., Wikitude GmbH, DAQRI LLC, Zugara, Inc., Blippar, Upskill, Magic Leap, Inc., Osterhout Design Group, Infinity Augmented Reality, Inc., Samsung Electronics Co. Ltd., Atheer, Inc., Apple, Inc., Facebook Corporation, Scope AR, Inglobe Technologies, Embitel Technologies, Jabil Optics, Marxent Labs LLC, Catchoom Technologies, Ubimax GmbH, Eon Reality, Pristine, Inc., Meta Company
13 COMPANY PROFILES 117
(Business Overview, Product Offerings Scorecard, Business Strategies Scorecard, Recent Developments, and Key Relationship)
13.1 INTRODUCTION 117
13.2 GOOGLE, INC. 118
13.3 MICROSOFT CORPORATION 121
13.4 PTC, INC. 124
13.5 WIKITUDE GMBH 127
13.6 MAGIC LEAP, INC. 130
13.7 OSTERHOUT DESIGN GROUP 132
13.8 DAQRI LLC 135
13.9 ZUGARA, INC. 137
13.10 BLIPPAR 139
13.11 UPSKILL 141
13.12 START-UP ECOSYSTEM 143
13.12.1 ATHEER, INC. 143
13.12.2 PRISTINE, INC. 143
13.12.3 MARXENT LABS, LLC 143
13.12.4 INGLOBE TECHNOLOGIES 143
13.12.5 META COMPANY 143
13.13 PROMISING COMPANIES 144
13.13.1 INTEL CORPORATION 144
13.13.2 INFINITY AUGMENTED REALITY, INC. 144
13.13.3 FACEBOOK CORPORATION 144
13.13.4 SAMSUNG ELECTRONICS CO. LTD. 144
*Details on Business Overview, Product Offerings Scorecard, Business Strategies Scorecard, Recent Developments, and Key Relationship might not be captured in case of unlisted companies.
14 APPENDIX 145
14.1 INSIGHTS OF INDUSTRY EXPERTS 145
14.2 DISCUSSION GUIDE 146
14.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 148
14.4 INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE 150
14.5 AVAILABLE CUSTOMIZATIONS 152
14.6 RELATED REPORTS 152
14.7 AUTHOR DETAILS 153

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