One of the Fastest Growing Markets is Augmented Reality in Manufacturing and other Industrial Sectors
Speak directly to the analyst to clarify any post sales queries you may have.
Assisted or Augmented Reality (AR) represents a live (direct or indirect), view of a physical, real-world environment in which certain elements are augmented by computer-generated sensory input. In addition to a visual overlay, AR may also provide audio and tactile inputs to the user, and rely upon presence and positioning technologies to present location-specific sensory inputs and information to the user. In this manner, AR represents a blending of information technology and media within a real-world environment for the benefit of consumer, business, and industrial users.
Mixed Reality (MR) represents a form of hybrid reality in which physical and digital objects co-exist and interact in real-time. With MR, either virtual objects are digitally mixed into reality or real-world objects are merged into virtual worlds. The latter case is sometimes referred to as “Augmented Virtuality”, and is one step closer to a more evolved Virtual Reality (VR), as real-world objects in a virtual world take on a sense of permanency with real objects, appearing to actually exist within the virtual world. Adding to this sense of permanency, real-world objects in a virtual world may be digitally controlled. Conversely, MR may also support the manipulation of virtual objects permanently placed in the real-world. In either scenario, MR will be an important aspect of telerobotics and other forms of teleoperation.
The primary goal of AR is to enrich the user's perception of the real-world, providing information and insights that otherwise would not be obtainable. AR use cases have grown substantially across many industry verticals within the last two years, providing significant market momentum, and indicating great promise to transform communications, content, and commerce across a wide range of sectors. The goals of MR are broad, yet directionally focused on a true merging of real and virtual worlds, which we believe will be a major catalyst for wide-spread acceptance and usage of VR across all major industry sectors.
This report assesses AR, MR, and other immersive technology components, the AR/MR ecosystem, and competitive landscape. The report evaluates market opportunities for hardware, software, and services. The analysis takes into consideration market drivers and constraints such as potential regulatory developments and associated implications. The report provides detailed qualitative and quantitative analysis including forecasts for AR/MR by major hardware components, software, services, semiconductor components, and more for 2019 to 2024.
The report also provides specific insights and recommendations for major ecosystem constituents including Advertisers and Media Companies, Artificial Intelligence Providers, Automotive Companies, Broadband Infrastructure Providers, Communication Service Providers, Computing Companies, Data Analytics Providers, Equipment Providers, IoT Suppliers and Service Providers, Semiconductor Companies, Smart City Systems Integrators, Social Media Companies, and Software Developers.
Those interested in augmented and mixed reality will also be interested in another report by this publisher found at Research and Markets: Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2019 – 2024. This virtual reality report provides an in-depth assessment of the VR market including analysis of the ecosystem and role of value chain partners, evaluation of recent VR patent filings and intellectual property, and analysis of current price metrics VR devices, apps, and content. This report also provides an assessment of key VR companies and solutions with SWOT analysis, analysis of emerging business models and evolution of VR monetization, analysis of VR component market: devices, software, hardware, platforms. The report also presents key VR growth drivers, market challenges, and emerging opportunities.
Target Audience:
- Network operators
- Telepresence companies
- AR, MR, and VR companies
- ICT infrastructure providers
- Electronics component providers
- Robotics and automation companies
- Enterprise across all industry verticals
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
Samples
LOADING...
Companies Mentioned
- Apple Inc.
- Atheer Inc.
- Blippar
- Catchoom Technologies
- EON Reality Inc.
- Facebook Corporation
- Google Inc.
- HTC Corporation
- Infinity Augmented Reality Inc.
- Inglobe Technologies
- Intel Corporation
- Magic Leap
- Marxent Labs LLC
- Meta Company
- Microsoft Corporation
- Niantic Inc.
- Osterhout Design Group
- Prologue Immersive
- PTC Corporation
- Qualcomm Inc.
- Recon Instruments
- Samsung Electronics Co. Ltd.
- ScopeAR
- Seiko Epson Corp.
- Sony Corporation
- Ubimax GmbH
- Upskill
- Wikitude GmbH
- Zugara Inc.
Methodology
LOADING...