The Asia Pacific AR/VR Chip Market would witness market growth of 26.0% CAGR during the forecast period (2022-2028).
People can participate in the virtual environment using both a real video feed and an avatar with avatar image-based virtual reality. The 3D distributed virtual environment allows for participation using either a traditional avatar or a real video. Depending on the capabilities of the system, users can choose their form of participation.
Many virtual reality applications, like robot navigation, building modeling, and aircraft simulation, depend on accurate representations of the real world in projector-based virtual reality. In the computer graphics and computer vision communities, image-based virtual reality systems are becoming more and more common. Accurately registering the 3D data that has been gathered is crucial for producing realistic models; often, a camera is used to represent small objects that are close up.
With desktop-based virtual reality, a 3D virtual environment is displayed on a standard desktop screen without the aid of any specialized VR positional tracking apparatus. As an illustration, many current first-person video games use a variety of triggers, responsive characters, and other interactive elements to give the player the impression that they are inside a virtual environment.
Additionally, China, Japan, and India are perhaps the countries with the fastest-growing markets for products for human enhancement in the region. Additionally, a lot of companies are heavily investing in the esports sector since they are interested in it, which is helping the local esports market expand. Additionally, there is a significant demand for advanced gaming advances in this area, which would motivate industry players to develop better gaming technology to satisfy consumer demand.
The China market dominated the Asia Pacific AR/VR Chip Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $833.6 Million by 2028.The Japan market is estimated to grow a CAGR of 25.3% during (2022-2028). Additionally, The India market would experience a CAGR of 26.8% during (2022-2028).
Based on Device Type, the market is segmented into Head Mounted Display, Gesture Tracking Device, Projector & Display Wall, Head Up Display and Handheld Device. Based on End User, the market is segmented into Gaming, Entertainment & Media, Aerospace & Defense, Healthcare and Others. Based on Chip Type, the market is segmented into Processor ICs, User Interface ICs and Power Management IC. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include IBM Corporation, NVIDIA Corporation, Intel Corporation, Samsung Electronics Co., Ltd. (Samsung Group), QUALCOMM Incorporated (Qualcomm Technologies, Inc.), Spectra7 Microsystems Inc., MediaTek, Inc., Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.), Advanced Micro Devices, Inc., and Imagination Technologies Limited.
People can participate in the virtual environment using both a real video feed and an avatar with avatar image-based virtual reality. The 3D distributed virtual environment allows for participation using either a traditional avatar or a real video. Depending on the capabilities of the system, users can choose their form of participation.
Many virtual reality applications, like robot navigation, building modeling, and aircraft simulation, depend on accurate representations of the real world in projector-based virtual reality. In the computer graphics and computer vision communities, image-based virtual reality systems are becoming more and more common. Accurately registering the 3D data that has been gathered is crucial for producing realistic models; often, a camera is used to represent small objects that are close up.
With desktop-based virtual reality, a 3D virtual environment is displayed on a standard desktop screen without the aid of any specialized VR positional tracking apparatus. As an illustration, many current first-person video games use a variety of triggers, responsive characters, and other interactive elements to give the player the impression that they are inside a virtual environment.
Additionally, China, Japan, and India are perhaps the countries with the fastest-growing markets for products for human enhancement in the region. Additionally, a lot of companies are heavily investing in the esports sector since they are interested in it, which is helping the local esports market expand. Additionally, there is a significant demand for advanced gaming advances in this area, which would motivate industry players to develop better gaming technology to satisfy consumer demand.
The China market dominated the Asia Pacific AR/VR Chip Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $833.6 Million by 2028.The Japan market is estimated to grow a CAGR of 25.3% during (2022-2028). Additionally, The India market would experience a CAGR of 26.8% during (2022-2028).
Based on Device Type, the market is segmented into Head Mounted Display, Gesture Tracking Device, Projector & Display Wall, Head Up Display and Handheld Device. Based on End User, the market is segmented into Gaming, Entertainment & Media, Aerospace & Defense, Healthcare and Others. Based on Chip Type, the market is segmented into Processor ICs, User Interface ICs and Power Management IC. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include IBM Corporation, NVIDIA Corporation, Intel Corporation, Samsung Electronics Co., Ltd. (Samsung Group), QUALCOMM Incorporated (Qualcomm Technologies, Inc.), Spectra7 Microsystems Inc., MediaTek, Inc., Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.), Advanced Micro Devices, Inc., and Imagination Technologies Limited.
Scope of the Study
Market Segments Covered in the Report:
By Device Type
- Head Mounted Display
- Gesture Tracking Device
- Projector & Display Wall
- Head Up Display
- Handheld Device
By End User
- Gaming
- Entertainment & Media
- Aerospace & Defense
- Healthcare
- Others
By Chip Type
- Processor ICs
- User Interface ICs
- Power Management IC
By Country
- China
- Japan
- India
- South Korea
- Singapore
- Malaysia
- Rest of Asia Pacific
Key Market Players
List of Companies Profiled in the Report:
- IBM Corporation
- NVIDIA Corporation
- Intel Corporation
- Samsung Electronics Co., Ltd. (Samsung Group)
- QUALCOMM Incorporated (Qualcomm Technologies, Inc.)
- Spectra7 Microsystems Inc.
- MediaTek, Inc.
- Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
- Advanced Micro Devices, Inc.
- Imagination Technologies Limited
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Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. Asia Pacific AR/VR Chip Market by Device Type
Chapter 5. Asia Pacific AR/VR Chip Market by End User
Chapter 6. Asia Pacific AR/VR Chip Market by Chip Type
Chapter 7. Asia Pacific AR/VR Chip Market by Country
Chapter 8. Company Profiles
Companies Mentioned
- IBM Corporation
- NVIDIA Corporation
- Intel Corporation
- Samsung Electronics Co., Ltd. (Samsung Group)
- QUALCOMM Incorporated (Qualcomm Technologies, Inc.)
- Spectra7 Microsystems Inc.
- MediaTek, Inc.
- Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
- Advanced Micro Devices, Inc.
- Imagination Technologies Limited
Methodology
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