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Affective Computing Market by Component, by Technology, by End User, by Region, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 327 Pages
  • August 2020
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5146762
The Global Affective Computing Market size is expected to reach $123.3 billion by 2026, rising at a market growth of 36.4% CAGR during the forecast period. Affective computing is also termed as emotional artificial intelligence. It predicts interactions between human beings and a computer, in which the computer recognizes the stimuli of the user and responds accordingly. For example, a computation device that is operated by emotional artificial intelligence can potentially examine the facial gestures of a student while he is studying a particular subject, and understand whether there is any problem in understanding a particular topic, and give directions to the student about the suitable resources that are helpful in understanding the topic.

Several supportive devices, such as cameras and sensors, assist in collecting the inputs in various forms such as different physical and facial gestures. These inputs are further scanned by different algorithms for analysis to estimate the emotional state of the user. Other subtle or subconscious signs of the users can also be addressed by using suitable devices and appropriate IT systems to smooth effective interactions. As a result of this, Affective computing is finding and exploring its applications across various industries and industry verticals to estimate and examine subconscious feedbacks of the customers.

The recent outbreak of COVID-19 pandemic has prompted organizations to put up a break to the biometric participation for workers. This has given the opportunities to the technologies which are beyond the physical interactions. Lockdowns are now coming to an end in many of the geographies and organizations are step by step resuming activities from their premises. At this point, organizations stay excited about embracing gestures, speech, and facial acknowledgment programming for attendance purposes as well as for all the applications utilizing biometric boundaries. For example, a gesture-based or voice-based contactless biometrics framework could be actualized at air terminals for getting tickets. Ventures is expected to be adopting Affective computing touchless cooperation on a priority basis and at a fast pace in the wake of the episode of the COVID-19 pandemic.

Based on Component, the market is segmented into Software and Hardware. Software segment is further classified across Speech Recognition, Enterprise Software, Face Recognition, Analytics Software and Others. Hardware segment is further segmented into Sensors, Storage Devices & Processors and Cameras & Others. Based on Technology, the market is segmented into Touch Based and Touchless. Based on End User, the market is segmented into Healthcare, Media & Entertainment, BFSI, Automotive, IT & Telecom, Retail & E-commerce and Others. Based on Regions, the market is segmented into North America, Europe, Asia Pacific, and Latin America, Middle East & Africa.

The major strategies followed by the market participants are Partnerships and Product Launches. Based on the Analysis presented in the Cardinal matrix; Microsoft Corporation, Google, Inc. and Apple, Inc. are the forerunners in the Affective Computing Market. Companies such as IBM Corporation, Eyesight Technologies Ltd., and Vocalis Health, Cognitec Systems GmbH, Qualcomm, Inc., and Elliptic Laboratories A/S are some of the key innovators in the market.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include IBM Corporation, Microsoft Corporation, Google, Inc., Apple, Inc., Qualcomm, Inc., Elliptic Laboratories A/S, Congnitec Systems GmbH, GestureTek, Inc., Eyesight Technologies Ltd., and Vocalis Health.

Recent Strategies deployed in the Affective Computing Market

Partnerships, Collaborations, and Agreements:

Jun-2020: Elliptic Labs collaborated with Qualcomm Platform Solutions Ecosystem. Following the collaboration, the former company's AI Virtual Smart Sensor Platform is expected to be available to OEMs designing devices based on the Qualcomm Snapdragon 865 Mobile Platform. This collaboration provided critical user experiences, such as contextual awareness with Elliptic’s INNER BEAUTY AI Virtual Proximity Sensor and AI Virtual Presence Sensor, and an intuitive user interface with AI Virtual Gesture Sensor, for the smartphone industry’s next growth phase with 5G’s expansion.

Apr-2020: Elliptic Labs extended its collaboration with Xiaomi, the world’s third-largest smartphone manufacturer. Together, the companies launched the Mi 10 Youth and Mi 10 Lite smartphones, the latest Xiaomi smartphones to feature Elliptic Labs’ INNER BEAUTY AI Virtual Proximity Sensor.

Mar-2020: Qualcomm announced its collaboration with Infineon, a semiconductor manufacturing company. The collaboration was aimed to develop a reference design for a new 3D authentication system. The system is built with Infineon’s REAL3 3D Time-of-Flight (ToF) sensor and is based on the Qualcomm Snapdragon 865 Mobile Platform. Together, the companies unveiled a new 3D image sensor with VGA resolution.

Feb-2020: Qualcomm collaborated with TrinamiX GmbH, a leader in 3D imaging and infrared sensing technologies. The latter company joined Qualcomm Software Accelerator Program to enable its patented technology for "live skin" detection as the new gold-standard for facial recognition across mobile devices. Through this collaboration, the OEM customers will now be able to use the TrinamiX proprietary "Beam Profile Analysis" technology, which extracts 3 data streams from a single camera system: a 2D IR image, a 3D depth map, and material classification.

Jan-2020: Elliptic Labs came into partnership with Texas Instruments, a technology company. Following the partnership, Elliptic launched the new ultrasonic sensing capabilities for next-generation smart devices based on audio amplifier technology from Texas Instruments (TI). When used with TI’s TAS5825M Class-D audio amplifier, Elliptic Labs’ AI Virtual Smart Sensor Platform software enabled designers to easily add new interactive features to their systems through the transmission of always-on, low-power ultrasonic tones from the amplifier.

Jun-2019: Eyesight Technologies partnered with Ambarella, a fabless semiconductor design company. Under the partnership, the companies integrated its biometric facial -recognition-powered DriverSense driver monitoring system (DMS) with Ambarella CVflow automotive SoCs (system-on-chips) to enable OEMs and Tier-1 automotive manufactures to offer driver recognition and attentiveness monitoring.

Acquisition and Mergers:

Jan-2020: Apple acquired Xnor.ai, a Seattle startup specializing in low-power, edge-based artificial intelligence tools. Following this acquisition, the company aimed to embed its AI-enabled image recognition tools as the standard features in future iPhones and webcams.

May-2018: Microsoft signed an agreement to acquire XOXCO, a company with conversational AI, and bot development capabilities. The acquisition is expected to amplify the company's focus on conversational AI, as well as to develop tools for empowering people to create experiences that do more with speech and language.

Jan-2016: Apple took over Emotient, a company that uses artificial intelligence to analyze the facial expression and detect emotion. The acquisition helped Apple in providing businesses with 'Emotient KPIs' in three areas: attention, engagement, and sentiment. This enabled businesses to better understand the emotional connection and attention being given to their advertising and products.

Product Launches and Product Expansions:

Apr-2020: Google announced an update for the Pixel 4. The feature requires users to have their eyes open when using face unlock to open the phone. The update introduces a “require eyes to be open” feature, which is enabled by default. It offers an extra security measure, but it can be disabled through the option in the Pixel 4’s face unlock settings.

Jun-2019: Microsoft released four free “Eyes First” games for people with speech and mobility disabilities. They can play games, such as tile slide, match two, double up, and maze using the eye gaze input.

Scope of the Study

Market Segmentation:

By Component
  • Software
  • Speech Recognition
  • Enterprise Software
  • Face Recognition
  • Analytics Software
  • Others
  • Hardware
  • Sensors
  • Storage Devices & Processors
  • Cameras & Others

By Technology
  • Touch Based
  • Touchless

By End User
  • Healthcare
  • Media & Entertainment
  • BFSI
  • Automotive
  • IT & Telecom
  • Retail & E-commerce
  • Others

By Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Companies Profiled
  • IBM Corporation
  • Microsoft Corporation
  • Google, Inc.
  • Apple, Inc.
  • Qualcomm, Inc.
  • Elliptic Laboratories A/S
  • Congnitec Systems GmbH
  • GestureTek, Inc.
  • Eyesight Technologies Ltd.
  • Vocalis Health

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Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Affective Computing Market, by Component
1.4.2 Global Affective Computing Market, by Technology
1.4.3 Global Affective Computing Market, by End User
1.4.4 Global Affective Computing Market, by Geography
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Executive Summary
2.1.3 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Mergers & Acquisitions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2016, May – 2020, Jun) Leading Players
Chapter 4. Global Affective Computing Market by Component
4.1 Global Affective Computing Software Market by Region
4.2 Global Affective Computing Market by Software Type
4.2.1 Global Speech Recognition Affective Computing Market by Region
4.2.2 Global Enterprise Software Affective Computing Market by Region
4.2.3 Global Face Recognition Affective Computing Market by Region
4.2.4 Global Analytics Software Affective Computing Market by Region
4.2.5 Global Other Software Type Affective Computing Market by Region
4.3 Global Affective Computing Hardware Market by Region
4.4 Global Affective Computing Market by Hardware Type
4.4.1 Global Affective Computing Sensors Market by Region
4.4.2 Global Affective Computing Storage Devices & Processors Market by Region
4.4.3 Global Affective Computing Cameras & Others Market by Region
Chapter 5. Global Affective Computing Market by Technology
5.1 Global Touch Based Affective Computing Market by Region
5.2 Global Touchless Affective Computing Market by Region
Chapter 6. Global Affective Computing Market by End Use
6.1 Global Healthcare Affective Computing Market by Region
6.2 Global Media & Entertainment Affective Computing Market by Region
6.3 Global BFSI Affective Computing Market by Region
6.4 Global Automotive Affective Computing Market by Region
6.5 Global IT & Telecom Affective Computing Market by Region
6.6 Global Retail & E-commerce Affective Computing Market by Region
6.7 Global Others Affective Computing Market by Region
Chapter 7. Global Affective Computing Market by Region
7.1 North America Affective Computing Market
7.1.1 North America Affective Computing Market by Component
7.1.1.1 North America Affective Computing Software Market by Country
7.1.1.2 North America Affective Computing Market by Software Type
7.1.1.2.1 North America Speech Recognition Affective Computing Market by Country
7.1.1.2.2 North America Enterprise Software Affective Computing Market by Country
7.1.1.2.3 North America Face Recognition Affective Computing Market by Country
7.1.1.2.4 North America Analytics Software Affective Computing Market by Country
7.1.1.2.5 North America Other Software Type Affective Computing Market by Country
7.1.1.3 North America Affective Computing Hardware Market by Country
7.1.1.4 North America Affective Computing Market by Hardware Type
7.1.1.4.1 North America Affective Computing Sensors Market by Country
7.1.1.4.2 North America Affective Computing Storage Devices & Processors Market by Country
7.1.1.4.3 North America Affective Computing Cameras & Others Market by Country
7.1.2 North America Affective Computing Market by Technology
7.1.2.1 North America Touch Based Affective Computing Market by Country
7.1.2.2 North America Touchless Affective Computing Market by Country
7.1.3 North America Affective Computing Market by End Use
7.1.3.1 North America Healthcare Affective Computing Market by Country
7.1.3.2 North America Media & Entertainment Affective Computing Market by Country
7.1.3.3 North America BFSI Affective Computing Market by Country
7.1.3.4 North America Automotive Affective Computing Market by Country
7.1.3.5 North America IT & Telecom Affective Computing Market by Country
7.1.3.6 North America Retail & E-commerce Affective Computing Market by Country
7.1.3.7 North America Others Affective Computing Market by Country
7.1.4 North America Affective Computing Market by Country
7.1.4.1 US Affective Computing Market
7.1.4.1.1 US Affective Computing Market by Component
7.1.4.1.2 US Affective Computing Market by Technology
7.1.4.1.3 US Affective Computing Market by End Use
7.1.4.2 Canada Affective Computing Market
7.1.4.2.1 Canada Affective Computing Market by Component
7.1.4.2.2 Canada Affective Computing Market by Technology
7.1.4.2.3 Canada Affective Computing Market by End Use
7.1.4.3 Mexico Affective Computing Market
7.1.4.3.1 Mexico Affective Computing Market by Component
7.1.4.3.2 Mexico Affective Computing Market by Technology
7.1.4.3.3 Mexico Affective Computing Market by End Use
7.1.4.4 Rest of North America Affective Computing Market
7.1.4.4.1 Rest of North America Affective Computing Market by Component
7.1.4.4.2 Rest of North America Affective Computing Market by Technology
7.1.4.4.3 Rest of North America Affective Computing Market by End Use
7.2 Europe Affective Computing Market
7.2.1 Europe Affective Computing Market by Component
7.2.1.1 Europe Affective Computing Software Market by Country
7.2.1.2 Europe Affective Computing Market by Software Type
7.2.1.2.1 Europe Speech Recognition Affective Computing Market by Country
7.2.1.2.2 Europe Enterprise Software Affective Computing Market by Country
7.2.1.2.3 Europe Face Recognition Affective Computing Market by Country
7.2.1.2.4 Europe Analytics Software Affective Computing Market by Country
7.2.1.2.5 Europe Other Software Type Affective Computing Market by Country
7.2.1.3 Europe Affective Computing Hardware Market by Country
7.2.1.4 Europe Affective Computing Market by Hardware Type
7.2.1.4.1 Europe Affective Computing Sensors Market by Country
7.2.1.4.2 Europe Affective Computing Storage Devices & Processors Market by Country
7.2.1.4.3 Europe Affective Computing Cameras & Others Market by Country
7.2.2 Europe Affective Computing Market by Technology
7.2.2.1 Europe Touch Based Affective Computing Market by Country
7.2.2.2 Europe Touchless Affective Computing Market by Country
7.2.3 Europe Affective Computing Market by End Use
7.2.3.1 Europe Healthcare Affective Computing Market by Country
7.2.3.2 Europe Media & Entertainment Affective Computing Market by Country
7.2.3.3 Europe BFSI Affective Computing Market by Country
7.2.3.4 Europe Automotive Affective Computing Market by Country
7.2.3.5 Europe IT & Telecom Affective Computing Market by Country
7.2.3.6 Europe Retail & E-commerce Affective Computing Market by Country
7.2.3.7 Europe Others Affective Computing Market by Country
7.2.4 Europe Affective Computing Market by Country
7.2.4.1 Germany Affective Computing Market
7.2.4.1.1 Germany Affective Computing Market by Component
7.2.4.1.2 Germany Affective Computing Market by Technology
7.2.4.1.3 Germany Affective Computing Market by End Use
7.2.4.2 UK Affective Computing Market
7.2.4.2.1 UK Affective Computing Market by Component
7.2.4.2.2 UK Affective Computing Market by Technology
7.2.4.2.3 UK Affective Computing Market by End Use
7.2.4.3 France Affective Computing Market
7.2.4.3.1 France Affective Computing Market by Component
7.2.4.3.2 France Affective Computing Market by Technology
7.2.4.3.3 France Affective Computing Market by End Use
7.2.4.4 Russia Affective Computing Market
7.2.4.4.1 Russia Affective Computing Market by Component
7.2.4.4.2 Russia Affective Computing Market by Technology
7.2.4.4.3 Russia Affective Computing Market by End Use
7.2.4.5 Spain Affective Computing Market
7.2.4.5.1 Spain Affective Computing Market by Component
7.2.4.5.2 Spain Affective Computing Market by Technology
7.2.4.5.3 Spain Affective Computing Market by End Use
7.2.4.6 Italy Affective Computing Market
7.2.4.6.1 Italy Affective Computing Market by Component
7.2.4.6.2 Italy Affective Computing Market by Technology
7.2.4.6.3 Italy Affective Computing Market by End Use
7.2.4.7 Rest of Europe Affective Computing Market
7.2.4.7.1 Rest of Europe Affective Computing Market by Component
7.2.4.7.2 Rest of Europe Affective Computing Market by Technology
7.2.4.7.3 Rest of Europe Affective Computing Market by End Use
7.3 Asia Pacific Affective Computing Market
7.3.1 Asia Pacific Affective Computing Market by Component
7.3.1.1 Asia Pacific Affective Computing Software Market by Country
7.3.1.2 Asia Pacific Affective Computing Market by Software Type
7.3.1.2.1 Asia Pacific Speech Recognition Affective Computing Market by Country
7.3.1.2.2 Asia Pacific Enterprise Software Affective Computing Market by Country
7.3.1.2.3 Asia Pacific Face Recognition Affective Computing Market by Country
7.3.1.2.4 Asia Pacific Analytics Software Affective Computing Market by Country
7.3.1.2.5 Asia Pacific Other Software Type Affective Computing Market by Country
7.3.1.3 Asia Pacific Affective Computing Hardware Market by Country
7.3.1.4 Asia Pacific Affective Computing Market by Hardware Type
7.3.1.4.1 Asia Pacific Affective Computing Sensors Market by Country
7.3.1.4.2 Asia Pacific Affective Computing Storage Devices & Processors Market by Country
7.3.1.4.3 Asia Pacific Affective Computing Cameras & Others Market by Country
7.3.2 Asia Pacific Affective Computing Market by Technology
7.3.2.1 Asia Pacific Touch Based Affective Computing Market by Country
7.3.2.2 Asia Pacific Touchless Affective Computing Market by Country
7.3.3 Asia Pacific Affective Computing Market by End Use
7.3.3.1 Asia Pacific Healthcare Affective Computing Market by Country
7.3.3.2 Asia Pacific Media & Entertainment Affective Computing Market by Country
7.3.3.3 Asia Pacific BFSI Affective Computing Market by Country
7.3.3.4 Asia Pacific Automotive Affective Computing Market by Country
7.3.3.5 Asia Pacific IT & Telecom Affective Computing Market by Country
7.3.3.6 Asia Pacific Retail & E-commerce Affective Computing Market by Country
7.3.3.7 Asia Pacific Others Affective Computing Market by Country
7.3.4 Asia Pacific Affective Computing Market by Country
7.3.4.1 China Affective Computing Market
7.3.4.1.1 China Affective Computing Market by Component
7.3.4.1.2 China Affective Computing Market by Technology
7.3.4.1.3 China Affective Computing Market by End Use
7.3.4.2 Japan Affective Computing Market
7.3.4.2.1 Japan Affective Computing Market by Component
7.3.4.2.2 Japan Affective Computing Market by Technology
7.3.4.2.3 Japan Affective Computing Market by End Use
7.3.4.3 India Affective Computing Market
7.3.4.3.1 India Affective Computing Market by Component
7.3.4.3.2 India Affective Computing Market by Technology
7.3.4.3.3 India Affective Computing Market by End Use
7.3.4.4 South Korea Affective Computing Market
7.3.4.4.1 South Korea Affective Computing Market by Component
7.3.4.4.2 South Korea Affective Computing Market by Technology
7.3.4.4.3 South Korea Affective Computing Market by End Use
7.3.4.5 Singapore Affective Computing Market
7.3.4.5.1 Singapore Affective Computing Market by Component
7.3.4.5.2 Singapore Affective Computing Market by Technology
7.3.4.5.3 Singapore Affective Computing Market by End Use
7.3.4.6 Malaysia Affective Computing Market
7.3.4.6.1 Malaysia Affective Computing Market by Component
7.3.4.6.2 Malaysia Affective Computing Market by Technology
7.3.4.6.3 Malaysia Affective Computing Market by End Use
7.3.4.7 Rest of Asia Pacific Affective Computing Market
7.3.4.7.1 Rest of Asia Pacific Affective Computing Market by Component
7.3.4.7.2 Rest of Asia Pacific Affective Computing Market by Technology
7.3.4.7.3 Rest of Asia Pacific Affective Computing Market by End Use
7.4 LAMEA Affective Computing Market
7.4.1 LAMEA Affective Computing Market by Component
7.4.1.1 LAMEA Affective Computing Software Market by Country
7.4.1.2 LAMEA Affective Computing Market by Software Type
7.4.1.2.1 LAMEA Speech Recognition Affective Computing Market by Country
7.4.1.2.2 LAMEA Enterprise Software Affective Computing Market by Country
7.4.1.2.3 LAMEA Face Recognition Affective Computing Market by Country
7.4.1.2.4 LAMEA Analytics Software Affective Computing Market by Country
7.4.1.2.5 LAMEA Other Software Type Affective Computing Market by Country
7.4.1.3 LAMEA Affective Computing Hardware Market by Country
7.4.1.4 LAMEA Affective Computing Market by Hardware Type
7.4.1.4.1 LAMEA Affective Computing Sensors Market by Country
7.4.1.4.2 LAMEA Affective Computing Storage Devices & Processors Market by Country
7.4.1.4.3 LAMEA Affective Computing Cameras & Others Market by Country
7.4.2 LAMEA Affective Computing Market by Technology
7.4.2.1 LAMEA Touch Based Affective Computing Market by Country
7.4.2.2 LAMEA Touchless Affective Computing Market by Country
7.4.3 LAMEA Affective Computing Market by End Use
7.4.3.1 LAMEA Healthcare Affective Computing Market by Country
7.4.3.2 LAMEA Media & Entertainment Affective Computing Market by Country
7.4.3.3 LAMEA BFSI Affective Computing Market by Country
7.4.3.4 LAMEA Automotive Affective Computing Market by Country
7.4.3.5 LAMEA IT & Telecom Affective Computing Market by Country
7.4.3.6 LAMEA Retail & E-commerce Affective Computing Market by Country
7.4.3.7 LAMEA Others Affective Computing Market by Country
7.4.4 LAMEA Affective Computing Market by Country
7.4.4.1 Brazil Affective Computing Market
7.4.4.1.1 Brazil Affective Computing Market by Component
7.4.4.1.2 Brazil Affective Computing Market by Technology
7.4.4.1.3 Brazil Affective Computing Market by End Use
7.4.4.2 Argentina Affective Computing Market
7.4.4.2.1 Argentina Affective Computing Market by Component
7.4.4.2.2 Argentina Affective Computing Market by Technology
7.4.4.2.3 Argentina Affective Computing Market by End Use
7.4.4.3 UAE Affective Computing Market
7.4.4.3.1 UAE Affective Computing Market by Component
7.4.4.3.2 UAE Affective Computing Market by Technology
7.4.4.3.3 UAE Affective Computing Market by End Use
7.4.4.4 Saudi Arabia Affective Computing Market
7.4.4.4.1 Saudi Arabia Affective Computing Market by Component
7.4.4.4.2 Saudi Arabia Affective Computing Market by Technology
7.4.4.4.3 Saudi Arabia Affective Computing Market by End Use
7.4.4.5 South Africa Affective Computing Market
7.4.4.5.1 South Africa Affective Computing Market by Component
7.4.4.5.2 South Africa Affective Computing Market by Technology
7.4.4.5.3 South Africa Affective Computing Market by End Use
7.4.4.6 Nigeria Affective Computing Market
7.4.4.6.1 Nigeria Affective Computing Market by Component
7.4.4.6.2 Nigeria Affective Computing Market by Technology
7.4.4.6.3 Nigeria Affective Computing Market by End Use
7.4.4.7 Rest of LAMEA Affective Computing Market
7.4.4.7.1 Rest of LAMEA Affective Computing Market by Component
7.4.4.7.2 Rest of LAMEA Affective Computing Market by Technology
7.4.4.7.3 Rest of LAMEA Affective Computing Market by End Use
Chapter 8. Company Profiles
8.1 IBM Corporation
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Regional & Segmental Analysis
8.1.4 Research & Development Expenses
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 Microsoft Corporation
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expenses
8.2.5 Recent strategies and developments:
8.2.5.1 Product Launches and Product Expansions:
8.2.5.2 Acquisition and Mergers:
8.2.6 SWOT Analysis
8.3 Google, Inc.
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Segmental and Regional Analysis
8.3.4 Research & Development Expense
8.3.5 Recent strategies and developments:
8.3.5.1 Product Launches and Product Expansions:
8.3.6 SWOT Analysis
8.4 Apple, Inc.
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Product and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 Recent strategies and developments:
8.4.5.1 Acquisition and Mergers:
8.4.6 SWOT Analysis
8.5 Qualcomm, Inc.
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segmental and Regional Analysis
8.5.4 Research & Development Expense
8.5.5 Recent strategies and developments:
8.5.5.1 Partnerships, Collaborations, and Agreements:
8.5.6 SWOT Analysis
8.6 Elliptic Laboratories A/S
8.6.1 Company Overview
8.6.2 Recent strategies and developments:
8.6.2.1 Partnerships, Collaborations, and Agreements:
8.7 Cognitec Systems GmbH
8.7.1 Company Overview
8.7.2 Recent strategies and developments:
8.7.2.1 Product Launches and Product Expansions:
8.8 GestureTek, Inc.
8.8.1 Company Overview
8.9 Eyesight Technologies Ltd.
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Partnerships, Collaborations, and Agreements:
8.10 Vocalis Health
8.10.1 Company Overview
8.10.2 Recent strategies and developments:
8.10.2.1 Product Launches and Product Expansions:

Companies Mentioned

  • IBM Corporation
  • Microsoft Corporation
  • Google, Inc.
  • Apple, Inc.
  • Qualcomm, Inc.
  • Elliptic Laboratories A/S
  • Congnitec Systems GmbH
  • GestureTek, Inc.
  • Eyesight Technologies Ltd.
  • Vocalis Health

Methodology

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