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5G and Virtual Reality: Emerging Technologies, Solutions, Market Outlook and Forecasts 2018 – 2023

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    Report

  • 127 Pages
  • November 2018
  • Region: Global
  • Mind Commerce
  • ID: 4669157
1h Free Analyst Time

Untethered by 5G, Virtual Reality Becomes an Anywhere, Anytime Application

1h Free Analyst Time

Speak directly to the analyst to clarify any post sales queries you may have.

Overview:
 
The fifth generation (5G) of cellular communications will facilitate many benefits including significant latency reduction, which will enable many previously tethered-only applications and services such as streaming 4K video, real-time remote control, haptic communications, and more.

This will be based largely upon unique capabilities enabled by 5G New Radio (5GNR) that will support Ultra-Reliable and Low-Latency Communication (URLLC) for both mission-critical services and latency-sensitive consumer services.
 
Previously encumbered by a combination of technology gaps and consumer readiness issues, Virtual Reality (VR) is poised for considerable global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. Coupled with the deployment of gigabit Ethernet fiber, 5G will transform the VR market, leading to a fully immersive experience with haptic capabilities becoming imbedded in many applications.
 
Mass adoption of full-featured, mobile supported, and fully immersive VR technologies will occur coincident with commercial deployment of 5G.  The advent of mobile Edge Computing (MEC) is also anticipated to have a substantial impact on VR as MEC will provide much-needed computational optimization, especially for LTE only coverage areas and while roaming.

Accordingly, VR is poised for considerable global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. 
 
This report provides an in-depth assessment of the VR market. It evaluates both the pre-5G VR base market as well as post-5G commercialization driven adoption and usage. The report provides forecasting for VR by segments, applications, and regions including revenue forecasts. The report also forecasts VR shipment units and active users. The report also identifies VR market opportunities by industry vertical.
 
Those interested in this report will also be interested in Extended Reality (XR = Augmented Reality + Virtual Reality + Mixed Reality) Marketplace 2018 - 2023
 
Report Benefits:


  • Forecasts for base VR and post-5G VR market
  • Understand how 5G will impact VR apps and services
  • Identify opportunities for VR across industry verticals
  • Recognize the impact of untethered VR apps and services
  • Identify leading technologies and Apps benefitting from 5G VR
  • Identify leading VR component, solution, app, and service providers

Target Audience:
 


  • Broadband suppliers
  • Virtual reality companies
  • Electronics manufacturers
  • Network service providers
  • Regulatory and policy groups
  • Artificial intelligence providers
  • Application and content providers

With the purchase of this report at the Multi-user License or greater level, you will have access to one hour with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This will need to be used within three months of purchase.

This report also includes a complimentary Excel file with data from the report for purchasers at the Site License or greater level.

Table of Contents


1 Executive Summary
2 Introduction and 5G Contribution to VR
2.1 VR Acceleration Curve: Experiment to Experience
2.2 5G Promises to VR Application
2.2.1 Wireless Network Requirement Parameters for VR
2.2.2 Capacitive Sensing and Touch Sensor Technology
2.3 Proliferation of Full Feature Device and Mixed Reality
2.4 Emergence of Eyewear VR Devices
2.5 VR to be Immersive Social Communication Platform
2.6 360 video VR experience will Play Pivotal Role
2.7 Real Time VR will Kick-off the Market
2.8 5G to Allow Full HD Streaming and 4K Video for VR
2.9 5G to Take Haptic Experience Mainstream in VR Application
2.10 5G to allow Network Operators to Play Pivotal Role into VR Ecosystem
2.11 5G to Support Drone and Telerobotics in VR Ecosystem
2.12 Chip Manufacturer to Play Important Role
2.13 Increasing role of VR Service Players
2.14 Wider adoption of VR Application in Diverse Sectors including Government & Public Sector
2.15 Virtual Privacy and Criminality will be New Battle Ground
3 VR Ecosystem in Post-5G Era
4 VR Market Outlook in Post-5G Era
4.1 Global VR Base Market
4.1.1 Combined Market Revenue
4.1.2 Combined Unit Shipment
4.1.3 Combined Active User
4.2 5G Accelerated VR Uptake Market
4.2.1 Market by Segments
4.2.1.1 Hardware Market
4.2.1.1.1 Full Feature Device including Haptic & Eyewear Devices
4.2.1.1.2 Hardware Components including Haptic Sensors & Semiconductor Components
4.2.1.2 Software & Application Market
4.2.1.3 Professional Service Market
4.2.2 VR Shipment Units
4.2.3 VR Active Users
4.2.4 Market by Region
4.2.4.1 North America Market
4.2.4.2 APAC Market
4.2.4.3 Europe Market
5 Potential VR Application in Post-5G Era
5.1 Consumer Application Market
5.1.1 Gaming
5.1.1.1 Pokemon Go Market Learning
5.1.2 Live Events
5.1.3 Video Entertainment
5.2 Enterprise Application Market
5.2.1 Retail Sector
5.2.2 Real Estate
5.2.3 Healthcare
5.2.4 Education
5.3 Industrial Application Market
5.3.1 Military
5.3.2 Engineering
5.3.3 Civil Aviation
5.3.4 Medical Industry
5.3.5 Agriculture
5.3.6 Government & Public Sector
6 Company Initiatives and VR Solution Analysis
6.1 Facebook
6.1.1 Social VR with Oculus Rift
6.1.2 Oculus Touch
6.1.3 Telecom Infra Project
6.2 Huawei Technologies
6.2.1 VR Headset
6.2.2 5G Vision and VR Focus
6.3 Qualcomm Inc.
6.4 ZTE Corporation
6.4.1 MEC Solution, Pre5G Capabilities and VR
6.5 Samsung Electronics
6.5.1 Gear VR, Milk VR and Project Beyond
6.6 Google
6.6.1 Google DayDream Platform
6.6.2 Expeditions
6.7 SK Telecom
6.8 LG Corporation
6.9 Nokia StarGazing VR Application
6.10 VREAL
6.11 Microsoft Corporation
6.11.1 HoloLens
6.12 Vuzix Corporation
6.12.1 Wearable Display Products
6.13 Cyber Glove Systems
6.13.1 Data Gloves Solution
6.13.2 Haptic Workstation
6.13.3 VR Software
6.14 Leap Motion, Inc.
6.14.1 Gesture Controller
6.14.2 Orion Software
6.15 Sensics, Inc.
6.15.1 VR Component and Product
6.15.2 OSVR Platform
6.16 Sixense Entertainment, Inc.
6.16.1 Sixense STEM
6.16.2 Sixense MakeVR
6.17 OSVR Platform
6.18 Intel Corporation
6.18.1 Project Alloy
6.19 Alcatel
6.19.1 VISION
6.19.2 360 Camera
6.20 Nvidia Corporation
6.20.1 VRWorks
6.21 BARCO
6.22 NGRAIN
6.23 StreamVR Platform
6.24 Analog Devices Inc.
6.25 Atmel Corporation
6.26 Cypress Semiconductor Corp
6.27 NXP
6.27.1 Acquisition of Freescale Semiconductor
6.28 Integrated Device Technology Inc
6.29 Maxim Integrated
6.30 NKK Switches
6.31 Rohm Semiconductor
6.32 Semtech Corporation
6.33 Texas Instruments
7 Conclusions and Market Recommendations
7.1 Recommendations for VR Market Players
7.2 Recommendations for Investment Community
Figures
Figure 1: VR Market Acceleration Curve: Experiment to Experience
Figure 2: 5G Use Cases and Requirements for Bandwidth & Latency
Figure 3: VR Scenario to Stream Live Sports Event
Figure 4: Wireless Network Requirement Parameters for VR Applications
Figure 5: Demonstration of Real Time VR Piloting Shuttlecraft across the Surface of Mars
Figure 6: VR Ecosystem Diagram for Post-5G Era
Figure 7: VR Base Market Segments, Sub-segments and Components
Figure 8: Global VR Base Market Combined Revenue
Figure 9: Global VR Base Market Combined Unit Shipment
Figure 10: Global VR Base Market Active User
Figure 11: Global 5G Accelerated Uptake Market Revenue
Figure 12: Global 5G Accelerated VR Uptake Unit Shipment
Figure 13: Global 5G Accelerated VR Uptake Active Users
Tables
Table 1: Capacitive Sensing enabled Haptic Controller ICs
Table 2: Potential Manufactures or Providers in VR Ecosystem Components in Post-5G Era
Table 3: VR 5G Accelerated Uptake Market by Segment
Table 4: VR 5G Accelerated Hardware Uptake Market by Segment
Table 5: VR 5G Accelerated Device Uptake Market by Segment
Table 6: VR 5G Accelerated Components Uptake Market by Segment
Table 7: VR 5G Accelerated Software Uptake Market by Application
Table 8: VR 5G Accelerated Uptake Unit Shipment by Segment
Table 9: VR 5G Accelerated Uptake Unit Shipment by Devices
Table 10: VR 5G Accelerated Uptake Shipments by Component
Table 11: VR 5G Accelerated Uptake Shipments by App
Table 12: VR 5G Accelerated Uptake Users by Segment
Table 13: VR 5G Accelerated Uptake User by Device
Table 14: VR 5G Accelerated Uptake Users by Application
Table 15: VR 5G Accelerated Uptake Market by Region
Table 16: VR 5G Accelerated Uptake Units by Region
Table 17: VR 5G Accelerated Uptake Users by Region
Table 18: VR 5G Accelerated Uptake Market by North America Country
Table 19: VR 5G Accelerated Uptake Units by North America Country
Table 20: VR 5G Accelerated Uptake Users by North America Country
Table 21: VR 5G Accelerated Uptake Market by APAC Country
Table 22: VR 5G Accelerated Uptake Units by APAC Country
Table 23: VR 5G Accelerated Uptake Users by APAC Country
Table 24: VR 5G Accelerated Uptake Market by Europe Country
Table 25: VR 5G Accelerated Uptake Units by Europe Country
Table 26: VR 5G Accelerated Uptake Users by Europe Country
Table 27: VR 5G Accelerated Software Uptake Market by Consumer Applications
Table 28: VR 5G Accelerated Uptake Consumer Apps by Industry
Table 29: VR 5G Accelerated Uptake Consumer Apps User by Industry
Table 30: VR 5G Accelerated Software Uptake Market by Enterprise Applications
Table 31: VR 5G Accelerated Uptake Enterprise Apps Shipment by Industry
Table 32: VR 5G Accelerated Uptake Enterprise Apps User by Industry
Table 33: VR 5G Accelerated Software Uptake Market by Industrial Applications
Table 34: VR 5G Accelerated Uptake Industrial Apps Shipment by Industry
Table 35: VR 5G Accelerated Uptake Industrial Apps User by Industry

Companies Mentioned

  • Alcatel
  • Analog Devices Inc.
  • Atmel Corporation
  • BARCO
  • Cypress Semiconductor Corp
  • Facebook
  • Google
  • HoloLens
  • Huawei Technologies
  • Integrated Device Technology Inc
  • Intel Corporation
  • Leap Motion, Inc.
  • LG Corporation
  • Maxim Integrated
  • Microsoft Corporation
  • NGRAIN
  • NKK Switches
  • Nokia
  • Nvidia Corporation
  • NXP
  • Oculus
  • Orion Software
  • Qualcomm Inc.
  • Rohm Semiconductor
  • Samsung Electronics
  • Semtech Corporation
  • Sensics, Inc.
  • Sixense Entertainment, Inc.
  • Sixense MakeVR
  • Sixense STEM
  • StreamVR
  • Texas Instruments
  • VREAL
  • VRWorks
  • Vuzix Corporation
  • ZTE Corporation

Methodology

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