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가상현실(VR) 및 증강현실(AR) : 기술과 세계 시장

Virtual and Augmented Reality: Technologies and Global Markets

리서치사 BCC Research
발행일 2018년 07월 상품 코드 355142
페이지 정보 영문 110 Pages
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가상현실(VR) 및 증강현실(AR) : 기술과 세계 시장 Virtual and Augmented Reality: Technologies and Global Markets
발행일 : 2018년 07월 페이지 정보 : 영문 110 Pages

세계의 가상현실(VR)/증강현실(AR) 시장은 2018년에는 134억 달러, 2023년에는 1,424억 달러에 이르고, 2018-2023년간 연평균 복합 성장률(CAGR)은 60.4%를 나타낼 것으로 예측됩니다. 특히 교육과 게임 등의 분야가 높은 점유율을 차지하면서 향후 시장 성장을 견인할 전망입니다.

세계의 가상현실(VR) 및 증강현실(AR) 시장을 조사했으며, 세계 시장과 관련 기술 개요, 국제적인 시장 동향으로서의 미국 분석, 시장 규모·매출 예측·밸류체인·시장 및 제품 동향·경쟁 구도 분석, 컴포넌트·기술·용도·지역별 시장 분석, 시장 역학 평가, 관련 특허 분석, 주요 기업 개요 등의 정보를 정리하여 전해드립니다.

제1장 서론

제2장 요약 및 하이라이트

제3장 가상현실(VR)/증강현실(AR) 기술 : 개요

  • 시장 연혁
  • 향후의 기대
  • 밸류체인
    • 컴포넌트 제조업체와 기술 개발 기업
    • 디바이스 제조업체
    • 기업용 애플리케이션 개발 기업
    • 유통업체/소매업체
    • 최종사용자/활용 분야
  • 세계 시장 성장 촉진요인
    • VR 하드웨어 비용 하락
    • 모바일 통신 산업에서의 VR/AR 보급
    • 광고 및 프로모션용 AR
    • 자동차 산업의 발전
  • 세계 시장 성장 억제요인
    • VR의 건강상 위험
    • 보안 문제와 향후의 프라이버시 문제
    • 빈약한 VR 컨텐츠
    • VR의 낮은 지명도와 가격 설정
  • 세계 시장 기회
    • 소셜 VR에 대한 관심 증대
    • 건축 및 건설업용 AR
    • VR에서 5G의 역할
    • 기업 교육

제4장 VR 및 AR 시장 분석 : 컴포넌트별

  • 서론
  • 시장 역학 : 시장 성장 촉진요인 및 억제요인, 시장 기회
  • VR 시장 : 컴포넌트별
  • AR 시장 : 컴포넌트별
    • 시장 규모와 예측

제5장 VR 및 AR 시장 분석 : 기술별

  • 서론
  • 시장 역학
  • 가상현실(VR)
    • 완전몰입
    • 비몰입
    • 반몰입
    • 분산
      • 시장 규모와 예측
  • 증강현실(AR)
    • 모바일
    • 웨어러블
    • 비전
    • 공간
      • 시장 규모와 예측

제6장 VR 및 AR 시장 분석 : 용도별

  • 서론
  • 시장 역학
  • 헬스케어
  • 게임
  • 교육
  • 산업 교육 및 엔지니어링
  • 기타
    • 시장 규모와 예측

제7장 VR 및 AR 시장 분석 : 지역별

  • 서론
  • 시장 역학
    • 시장 성장 촉진요인
    • 시장 성장 억제요인
    • 시장 기회
  • 북미 시장
  • 유럽 시장
  • 아시아태평양 시장
  • 기타 국가(RoW) 시장

제8장 VR 및 AR 시장 경쟁 분석

  • 시장 점유율 분석
  • 기업의 전략 분석
  • 특허 분석
  • 가상현실(VR)
  • 증강현실(AR)
    • VR/AR 관련 주요 인가 특허
    • 최근의 특허 출원 상황
    • 주요 시장 동향

제9장 기업 개요

  • 7D VISION
    • 사업 개요
    • 실적/재무 지표
    • 주요 제품 및 서비스
  • ALPHABET, INC.(GOOGLE)
  • APPLE, INC.
  • CHRISTIE DIGITAL SYSTEMS USA, INC.
  • CINOPTICS
  • DPVR(SHANGHAI LEXIANG TECHNOLOGY CO., LTD.)
  • DAQRI, LLC
  • EMAGIN CORP.
  • EON REALITY, INC.
  • GRAVITY JACK
  • HTC CORP.
  • HUAWEI CULTURE CO., LTD.
  • JAUNT
  • MARXENT LABS, LLC
  • MERGE LABS, INC.
  • META COMPANY
  • MICROSOFT CORP.
  • MAGIC LEAP INC.
  • NINTENDO CO., LTD.
  • NVIDIA CORP.
  • OCTAGON STUDIO LTD.
  • OCULUS VR, LLC(FACEBOOK)
  • Oculus Rift Specifications
  • OSTERHOUT DESIGN GROUP(ODG)
  • PICO TECHNOLOGY LTD.
  • QUALCOMM, INC.
  • SAMSUNG ELECTRONICS CO., LTD.
  • SONY CORP.
  • TPCAST
  • UNITY TECHNOLOGIES
  • VIRTALIS LTD.
  • VUZIX CORP.
  • WORLDVIZ
  • ZEISS GROUP

제10장 부록 : 약어 리스트

LSH 18.07.24

이 페이지에 게재되어 있는 내용은 최신판과 약간 차이가 있을 수 있으므로 영문목차를 함께 참조하여 주시기 바랍니다. 기타 자세한 사항은 문의 바랍니다.

List of Tables

  • Summary Table: Global Market for VR and AR Technologies, by Application, Through 2023
    • Table 1: Global Market for VR Technologies, by Component, Through 2023
    • Table 2: Global Market for AR Technologies, by Component, Through 2023
    • Table 3: Global Market for Fully Immersive Technology in VR, by Region, Through 2023
    • Table 4: Global Market for Non-Immersive Technology in VR, by Region, Through 2023
    • Table 5: Global Market for Semi-Immersive Technology in VR, by Region, Through 2023
    • Table 6: Global Market for Distributed Technology in VR, by Region, Through 2023
    • Table 7: Global Market for Mobile-Based AR Technologies, by Region, Through 2023
    • Table 8: Global Market for Wearable in AR Technologies, by Region, Through 2023
    • Table 9: Global Market for Vision in AR Technologies, by Region, Through 2023
    • Table 10: Global Market for Spatial in AR Technologies, by Region, Through 2023
    • Table 11: Global Market for VR and AR Technologies in Healthcare, by Region, Through 2023
    • Table 12: Global Market for VR and AR Technologies in Gaming, by Region, Through 2023
    • Table 13: Global Market for VR and AR Technologies in Education, by Region, Through 2023
    • Table 14: Global Market for VR and AR Technologies in Military, by Region, Through 2023
    • Table 15: Global Market for VR and AR Technologies in Engineering, by Region, Through 2023
    • Table 16: Global Market for VR and AR Technologies in Others, by Region, Through 2023
    • Table 17: Global Market for VR and AR Technologies, by Region, Through 2023
    • Table 18: North American VR Technologies Market, by Technology, Through 2023
    • Table 19: North American VR Technologies Market, by Application, Through 2023
    • Table 20: North American AR Technologies Market, by Technology, Through 2023
    • Table 21: North American AR Technologies Market, by Application, Through 2023
    • Table 22: European VR Technologies Market, by Technology, Through 2023
    • Table 23: European VR Technologies Market, by Application, Through 2023
    • Table 24: European AR Technologies Market, by Technology, Through 2023
    • Table 25: European AR Technologies Market, by Application, Through 2023
    • Table 26: Asia-Pacific VR Technologies Market, by Technology, Through 2023
    • Table 27: Asia-Pacific VR Technologies Market, by Application, Through 2023
    • Table 28: Asia-Pacific AR Technologies Market, by Technology, Through 2023
    • Table 29: Asia-Pacific AR Technologies Market, by Application, Through 2023
    • Table 30: ROW VR Technologies Market, by Technology, Through 2023
    • Table 31: ROW VR Technologies Market, by Application, Through 2023
    • Table 32: ROW AR Technologies Market, by Technology, Through 2023
    • Table 33: ROW AR Technologies Market, by Application, Through 2023
    • Table 34: Global Market Share Analysis for VR and AR Technologies, by Company, 2017
    • Table 35: List of Recent Patent Applications, October-December 2017
    • Table 36: List of Recent Patent Applications, November 2017-May 2018
    • Table 37: Key Developments in the VR and AR Technologies Industry, August 2012-2017
    • Table 38: Alphabet, Inc., Net Revenue, 2015-2017
    • Table 39: Google, Product Portfolio
    • Table 40: Google, Key Developments
    • Table 41: Apple, Inc., Net Revenue, 2015-2017
    • Table 42: DAQRI LLC, Product Portfolio
    • Table 43: DAQRI LLC, Key Developments
    • Table 44: EON Reality, Inc., Products & Services
    • Table 45: HTC Corp., Products & Services
    • Table 46: HTC Corp., Net Revenue, 2014-2016
    • Table 47: HTC Corp., Key Developments
    • Table 48: Huawei Culture Co., Ltd., Net Revenue, 2015-2017
    • Table 49: Huawei Culture Co., Ltd., Key Developments
    • Table 50: Meta Company, Product Portfolio
    • Table 51: Microsoft Corp., Net Revenue, 2015-2017
    • Table 52: Microsoft Corp., Product Portfolio
    • Table 53: Microsoft Corp., Key Developments
    • Table 54: Nintendo Co., Ltd., Net Revenue, 2015-2017
    • Table 55: Nvidia Corp., Product Portfolio
    • Table 56: Nvidia Corp., Net Revenue, 2015-2017
    • Table 57: Nvidia Corp., Key Developments
    • Table 58: Oculus VR LLC, Product Portfolio
    • Table 59: Oculus VR LLC, Key Developments
    • Table 60: Osterhout Design Group, Product Portfolio
    • Table 61: Osterhout Design Group, Key Developments
    • Table 62: Qualcomm, Inc., Net Revenue, 2015-2017
    • Table 63: Qualcomm, Inc., Key Developments
    • Table 64: Samsung Electronics Co., Ltd., Net Revenue, 2014-2016
    • Table 65: Samsung Electronics Co., Ltd., Key Developments
    • Table 66: Sony Corp., Net Revenue, 2015-2017
    • Table 67: Sony Corp., Key Developments
    • Table 68: Unity Technologies, Key Developments
    • Table 69: Vuzix Corp., Net Revenue, 2015-2017
    • Table 70: Vuzix Corp., Product Portfolio
    • Table 71: Vuzix Corp., Key Developments
    • Table 72: WorldViz, Product Portfolio
    • Table 73: WorldViz, Key Developments
    • Table 74: ZEISS Group, Product Portfolio
    • Table 75: ZEISS Group, Net Revenue, 2014-2016
    • Table 76: ZEISS Group, Key Developments

List of Figures

  • Summary Figure: Global Market for VR and AR Technologies, by Application, 2017-2023
    • Figure 1: Virtual and Augmented Reality Technologies: Value Chain
    • Figure 2: Global Virtual and Augmented Reality Technologies Market, by Component
    • Figure 3: Global Market for VR Technologies, by Component, 2017-2023
    • Figure 4: Global Market for AR Technologies, by Component, 2017-2023
    • Figure 5: Global Virtual and Augmented Reality Technologies Market, by Technology
    • Figure 6: Global Market for Fully-Immersive Technology in VR, 2017-2023
    • Figure 7: Global Market for Non-Immersive Technology in VR, 2017-2023
    • Figure 8: Global Market for Semi-Immersive Technology in VR, 2017-2023
    • Figure 9: Global Market for Distributed Technology in VR, 2017-2023
    • Figure 10: Global Market for Mobile-Based AR, 2017-2023
    • Figure 11: Global Market for Wearable in AR, 2017-2023
    • Figure 12: Global Market for Vision in AR, 2017-2023
    • Figure 13: Global Market for Spatial in AR, 2017-2023
    • Figure 14: Global Virtual and Augmented Reality Technologies Market, by Application
    • Figure 15: Global Market for VR Technologies in Healthcare, 2017-2023
    • Figure 16: Global Market for AR Technologies in Healthcare, 2017-2023
    • Figure 17: Global Market for VR Technologies in Gaming, 2017-2023
    • Figure 18: Global Market for AR Technologies in Gaming, 2017-2023
    • Figure 19: Global Market for VR Technologies in Education, 2017-2023
    • Figure 20: Global Market for AR Technologies in Education, 2017-2023
    • Figure 21: Global Market for VR Technologies in Military, 2017-2023
    • Figure 22: Global Market for VR Technologies in Industrial Training & Engineering, 2017-2023
    • Figure 23: Global Market for AR Technologies in Industrial Training & Engineering, 2017-2023
    • Figure 24: Global Market for VR Technologies in Others, 2017-2023
    • Figure 25: Global Market for AR Technologies in Others, 2017-2023
    • Figure 26: Global Market for Virtual and Augmented Reality Technologies, by Region
    • Figure 27: Global Market Share for VR and AR Technologies, by Region, 2017
    • Figure 28: North American VR Technologies Market, by Technology, 2017-2023
    • Figure 29: North American VR Technologies Market, by Application, 2017-2023
    • Figure 30: North American AR Technologies Market, by Technology, 2017-2023
    • Figure 31: North American AR Technologies Market, by Application, 2017-2023
    • Figure 32: European VR Technologies Market, by Technology, 2017-2023
    • Figure 33: European VR Technologies Market, by Application, 2017-2023
    • Figure 34: European AR Technologies Market, by Technology, 2017-2023
    • Figure 35: European AR Technologies Market, by Application, 2017-2023
    • Figure 36: Asia-Pacific VR Technologies Market, by Technology, 2017-2023
    • Figure 37: Asia-Pacific VR Technologies Market, by Application, 2017-2023
    • Figure 38: Asia-Pacific AR Technologies Market, by Technology, 2017-2023
    • Figure 39: Asia-Pacific AR Technologies Market, by Application, 2017-2023
    • Figure 40: ROW VR Technologies Market, by Technology, 2017-2023
    • Figure 41: ROW VR Technologies Market, by Application, 2017-2023
    • Figure 42: ROW AR Technologies Market, by Technology, 2017-2023
    • Figure 43: ROW AR Technologies Market, by Application, 2017-2023
    • Figure 44: Global Market Share Analysis for VR and AR Technologies, by Company, 2017
    • Figure 45: Global Market Share for VR and AR Technologies, by Most Preferred Strategy
    • Figure 46: Global Market Share for Patent Application in VR, by Country, 2017
    • Figure 47: Global Market Share for AR Patents, by Patent Holders, 2017
    • Figure 48: Alphabet, Inc., Revenue Share, by Business Segment, 2017
    • Figure 49: Alphabet, Inc., Revenue Share, by Region, 2017
    • Figure 50: Apple, Inc., Revenue Share, by Product Segment, 2017
    • Figure 51: Apple, Inc., Revenue Share, by Region, 2017
    • Figure 52: Huawei Culture Co., Ltd., Revenue Share, by Region, 2017
    • Figure 53: Huawei Technologies Co., Ltd., Revenue Share, by Segment, 2017
    • Figure 54: Microsoft Corp., Revenue Share, by Segment, 2017
    • Figure 55: Microsoft Corp., Revenue Share, by Region, 2017
    • Figure 56: Nintendo Co., Ltd., Revenue Share, by Region, 2017
    • Figure 57: Nintendo Co., Ltd., Revenue Share, by Product and Services, 2017
    • Figure 58: Nvidia Corp., Revenue Share, by Region, 2017
    • Figure 59: Nvidia Corp., Revenue Share, by Segment, 2017
    • Figure 60: Qualcomm, Inc., Revenue Share, by Region, 2017
    • Figure 61: Qualcomm, Inc., Revenue Share, by Segment, 2017
    • Figure 62: Samsung Electronics Co., Ltd., Revenue Share, by Region, 2017
    • Figure 63: Samsung Electronics Co., Ltd., Revenue Share, by Type, 2017
    • Figure 64: Sony Corp., Revenue Share, by Region, 2017
    • Figure 65: Sony Corp., Revenue Share, by Business Segment, 2017
    • Figure 66: Vuzix Corp., Revenue Share, by Region, 2017
    • Figure 67: Vuzix Corp., Revenue Share, by Segment, 2017

Highlights:

The global virtual and augmented reality (VR and AR) technologies market should reach $142.4 billion by 2023 from $13.4 billion in 2018 at a compound annual growth rate (CAGR) of 60.4% for the period 2018-2023.

The gaming segment of global VR and AR technologies market is expected to grow from $5.3 billion in 2018 to $47.2 billion in 2023 at a CAGR of 54.9% for the period 2018-2023.

The education segment of global VR and AR technologies market is expected to grow from $1.3 billion in 2018 to $17.9 billion in 2023 at a CAGR of 69.3% for the period 2018-2023.

Report Scope:

The scope of this study includes market information on virtual and augmented reality technologies and their key segments, including components, technologies, sectors and regions. It includes overall VR and AR device revenue, including software.

By component, the virtual and augmented reality technologies market is segmented into hardware and software. The technology segment is bifurcated by fully-immersive, non-immersive, semi-immersive and distributed for VR; and mobile-based, wearable, vision and spatial for AR. Based on sector, the market is segmented into healthcare, gaming, education, military, industrial training, engineering and others. Finally, by region, the market is segmented into North America, Europe, Asia-Pacific and Rest of World (ROW). Revenue forecasts from 2018 to 2023 are given for all of the above-mentioned segments in the virtual and augmented technologies market with estimated values derived from solution providers' total revenue.

The report also includes a discussion of the major players across each regional market. Further, it explains the major drivers, restraints/challenges and opportunities of the market. The report concludes with a special focus on patents and the vendor landscape which includes detailed profiles of the major vendors in the global virtual and augmented reality technologies market. Some of the companies profiled in the report include Microsoft, Alphabet Inc. (Google), Sony Corp, HTC, Oculus, Daqri, Vuzix, Eon Reality and Osterhout Design Group. The report also focuses on the major drivers, restraints and opportunities that affect the market and the supplier landscape. The research estimates the global virtual and augmented reality market in 2017 and 2018 and includes forecasts for 2023.

Report Includes:

  • 47 data tables and 30 additional tables
  • An industry analysis of the global markets and technologies for the virtual and augmented reality (VR and AR)
  • Analyses of global market trends with data from 2017, estimates for 2018, and projections of compound annual growth rates (CAGRs) through 2023
  • Quantification of the VR and AR market by various segments such as technology types, applications, components and geographical regions
  • Discussion covering current and future trends and analysis on a basis of various competitive technologies
  • Emphasis on the major drivers, restraints, and opportunities that affect the global VR/AR market and supplier landscape
  • A relevant patent analysis
  • Examination of vendor landscape and profiles of major market players within the industry, including 7D Vision, Apple, Inc., DAQRI, HTC Corp., Microsoft Corp., Nvidia Corp., Qualcomm, Inc., and Sony Corp.

Table of Contents

Chapter 1: Introduction

  • Study Goals and Objectives
  • Reasons for Doing This Study
  • Scope of Report
  • Intended Audience
  • Methodology and Information Sources
  • Geographic Breakdown
  • Analyst's Credentials
  • Related BCC Research Reports

Chapter 2: Summary and Highlights

Chapter 3: Virtual and Augmented Reality Technologies: Market Overview

  • Market Evolution
  • Future Expectations
  • Value Chain
    • Component Manufacturers and Tech Enablers
    • Device Manufacturers
    • Enterprise Application Developers
    • Distributors and Retailers
    • End Users/Applications
  • Global Market Drivers
    • Decreasing Cost of VR Hardware
    • Mobile Industry Advancing VR and AR Adoption
    • AR for Advertising and Promotions
    • Improving the Automotive Industry
  • Global Market Restraints
    • VR Health Risks
    • Security Issues and Future Privacy Concerns
    • Weak VR Content
    • Lack of VR Familiarity and Pricing
  • Global Market Opportunities
    • Increasing Interest in Social VR
    • AR for Construction and Architecture
    • Role of 5G in Virtual Reality
    • Corporate Training

Chapter 4: Market Breakdown by Component

  • Introduction
  • Market Dynamics
    • Drivers
    • Restraints
  • VR: Components
    • Market Size and Forecast
  • AR: Components
    • Market Size and Forecast

Chapter 5: Market Breakdown by Technology

  • Introduction
  • Market Dynamics
    • Drivers
    • Restraints
    • Opportunities
  • Virtual Reality
    • Fully-immersive
    • Market Size and Forecast
    • Non-Immersive Technology
    • Market Size and Forecast
    • Semi-Immersive Technology
    • Market Size and Forecast
    • Distributed Technology
    • Market Size and Forecast
  • Augmented Reality
    • Mobile-based
    • Market Size and Forecast
    • Wearables
    • Market Size and Forecast
    • Vision
    • Market Size and Forecast
    • Spatial
    • Market Size and Forecast

Chapter 6: Market Breakdown by Application

  • Introduction
  • Market Dynamics
    • Drivers
    • Restraints
    • Opportunities
  • Healthcare
    • Market Size and Forecast
  • Gaming
    • Market Size and Forecast
  • Education
    • Market Size and Forecast
  • Military
    • Market Size and Forecast
  • Industrial Training & Engineering
    • Market Size and Forecast
  • Others
    • Market Size and Forecast

Chapter 7: Market Breakdown by Region

  • Introduction
  • Market Dynamics
    • Driver
    • Restraints
    • Opportunities
  • North America
  • Europe
  • Asia-Pacific Region
  • Rest of World (ROW)

Chapter 8: Competitive Analysis

  • Market Share Analysis
  • Strategy Analysis
  • Patents Analysis
    • Virtual Reality
    • Key VR Patents Granted
    • Recent Patent Applications
    • Augmented Reality
    • Key AR Patents Granted
    • Recent Patent Applications
  • Key Market Developments

Chapter 9: Company Profiles

  • 7D VISION
    • Business Overview
    • Business Performance/Financials
    • Product Offerings
  • ALPHABET, INC. (GOOGLE)
    • Business Overview
    • Business Performance
    • Strategic Overview
  • APPLE, INC.
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
  • CHRISTIE DIGITAL SYSTEMS USA, INC.
    • Business Overview
    • Business Performance/Financials
    • Product Offerings
  • CINOPTICS
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
  • DPVR (SHANGHAI LEXIANG TECHNOLOGY CO., LTD.)
    • Business Overview
    • Business Performance/Financials
    • Product Offering
  • DAQRI, LLC
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
    • Key Developments
  • EMAGIN CORP.
    • Business Overview
    • Business Performance/Financials
    • Product Offerings
  • EON REALITY, INC.
    • Business Overview
    • Business Performance/Financials
    • Product & Services
  • GRAVITY JACK
    • Business Overview
    • Business Performance/Financials
    • Service Offering
  • HTC CORP.
    • Business Overview
    • Product and Services
    • Developments and Strategies
  • HUAWEI CULTURE CO., LTD.
    • Business Overview
    • Product Offerings
  • JAUNT
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
  • MARXENT LABS, LLC
    • Business Overview
    • Business Performance/Financials
    • Product and Services
  • MERGE LABS, INC.
    • Business Overview
    • Business Performance/Financials
    • Product Offering
  • META COMPANY
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
    • Strategic Overview
  • MICROSOFT CORP.
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
    • Strategic Overview
    • Key Developments
  • MAGIC LEAP INC.
    • Business Overview
    • Product Portfolio
  • NINTENDO CO., LTD.
    • Business Overview
    • Product Offerings
  • NVIDIA CORP.
    • Business Overview
    • Product Portfolio
    • Key Developments
  • OCTAGON STUDIO LTD.
    • Business Overview
    • Business Performance/Financials
    • Product Offerings
  • OCULUS VR, LLC (FACEBOOK)
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
    • Oculus Rift Specifications
    • Key Developments
  • OSTERHOUT DESIGN GROUP (ODG)
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
    • Key Developments
  • PICO TECHNOLOGY LTD.
    • Business Overview
    • Business Performance/Financials
    • Product Offering
  • QUALCOMM, INC.
    • Business Overview
    • Product Portfolio
    • Developments and Strategies
  • SAMSUNG ELECTRONICS CO., LTD.
    • Business Overview
    • Product and Service Offerings
    • Product Specifications
    • Developments and Strategies
  • SONY CORP.
    • Business Overview
    • Product and Service Offerings
    • Product Specifications
    • Developments and Strategies
  • TPCAST
    • Business Overview
    • Business Performance/Financials
    • Product Offering
  • UNITY TECHNOLOGIES
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
    • Key Developments
  • VIRTALIS LTD.
    • Business Overview
    • Business Performance/Financials
    • Product Offerings
  • VUZIX CORP.
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
    • Key Developments
  • WORLDVIZ
    • Business Overview
    • Business Performance/Financials
    • Product Portfolio
    • Key Developments
  • ZEISS GROUP
    • Business Overview
    • Product Portfolio
    • Product Specifications
    • Financials
    • Key Developments

Chapter 10: Appendix: List of Abbreviations

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