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