Global Information
회사소개 | 문의 | 비교리스트

세계의 제스처 인식 솔루션 시장(2019-2023년)

Global Gesture Recognition Solution Market 2019-2023

리서치사 TechNavio (Infiniti Research Ltd.)
발행일 2019년 05월 상품 코드 851235
페이지 정보 영문 122 Pages
가격
US $ 2,500 ₩ 3,017,000 PDF (Single User License) help
1명만 이용할 수 있는 라이선스입니다. PDF 파일은 Copy & Paste가 가능합니다. 인쇄횟수에 제한은 없으나, 인쇄물의 이용 범위는 PDF 이용 범위에 준합니다.
US $ 3,000 ₩ 3,621,000 PDF (5-user License) help
동일 사업장 내 5명까지 공유하여 이용할 수 있는 라이선스입니다. PDF 파일은 Copy & Paste가 가능합니다. 인쇄횟수에 제한은 없으나, 인쇄물의 이용 범위는 PDF 이용 범위에 준합니다.
US $ 4,000 ₩ 4,828,000 PDF (Enterprise License) help
동일 기업 내 모든 분들이 공유하여 이용할 수 있는 라이선스입니다. 이용 인원수에 제한은 없습니다. PDF 파일은 Copy & Paste가 가능합니다. 인쇄횟수에 제한은 없으나, 인쇄물의 이용 범위는 PDF 이용 범위에 준합니다.
US $ 5,000 ₩ 6,035,000 PDF (Global License) help
동일 기업 내 모든 분들이 공유하여 이용할 수 있는 라이선스입니다. 이용 인원수에 제한은 없습니다. PDF 파일은 Copy & Paste가 가능합니다. 인쇄횟수에 제한은 없으나, 인쇄물의 이용 범위는 PDF 이용 범위에 준합니다. 또한 해당 라이선스는 보고서 컨텐츠의 15% 이내로 외부용 문서에 인용 게재가 허용됩니다(예:프레스릴리스, 마케팅 자료, 백서 등).


세계의 제스처 인식 솔루션 시장(2019-2023년) Global Gesture Recognition Solution Market 2019-2023
발행일 : 2019년 05월 페이지 정보 : 영문 122 Pages

본 상품은 영문 자료로 한글과 영문목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

제스처 인식 솔루션 시장은 게임기에 대한 제스처 인식 기술 도입 확대에 의해 성장이 촉진되고 있습니다. 사용자들이 모션 컨트롤 게임을 수용하면서 Nintendo, Sony 등 게임기 제조업체는 차세대 게임기에서도 제스처 인식 기술을 활용하고 있습니다. 게임 업계에서는 기존 게임에서 제스처 제어 기능을 갖춘 가상현실(VR) 기반 게임으로 전환되고 있습니다. 2016년에는 제스처 인식 기능을 갖춘 PlayStation VR이 발매되었습니다. 세계 제스처 인식 솔루션 시장은 2023년까지 약 76%의 연평균 복합 성장률(CAGR)을 나타낼 전망입니다.

세계의 제스처 인식 솔루션(Gesture Recognition Solution) 시장을 조사했으며, 시장 개요, 제품 및 지역별 시장 규모 추이와 예측, 시장 성장요인 및 과제 분석, 경쟁 구도, 주요 기업 개요 등의 정보를 제공합니다.

목차

제1장 주요 요약

제2장 보고서의 범위

제3장 시장 상황

  • 시장 생태계
  • 시장 특성
  • 시장 세분화 분석

제4장 시장 규모

  • 시장 정의
  • 시장 규모
  • 시장 규모 및 예측

제5장 Five Forces 분석

  • 구매자의 협상력
  • 공급업체의 협상력
  • 신규 참여업체의 위협
  • 대체품의 위협
  • 경쟁사의 위협
  • 시장 현황

제6장 시장 세분화 : 제품별

  • 시장 세분화 : 제품별
  • 시장 비교 : 제품별
  • 게임기
  • PC
  • 스마트폰
  • 자동차
  • 시장 기회 : 제품별

제7장 고객 상황

제8장 지역 상황

  • 시장 세분화 : 지역별
  • 시장 비교 : 지역별
  • 아시아태평양
  • 아메리카
  • 유럽, 중동 및 아프리카
  • 시장 성장 기여국가
  • 시장 기회

제9장 의사결정 프레임워크

제10장 성장요인과 과제

  • 시장 성장요인
  • 시장의 과제

제11장 시장 동향

  • 제스처 인식용 ToF 카메라의 우선도 향상
  • 시장 통합
  • 관련 특허 증가

제12장 벤더 상황

  • 개요
  • 파괴적 혁신

제13장 벤더 분석

  • 대상 벤더
  • 벤더 분류
  • 벤더의 시장 포지셔닝
  • Crunchfish AB
  • Eyesight Technologies Ltd.
  • GestureTek
  • Intel Corporation
  • Sony

제14장 부록

  • 조사 방법
  • 약어 리스트

제15장 TECHNAVIO에 대해

LSH 19.05.30

About this market

The augmenting adoption of gaming consoles with gesture recognition technology is one of the critical factors that will trigger the growth of the gesture recognition solution market. The acceptance of motion control games by users compelled gaming console companies such as Nintendo and Sony Corporation to reiterate the technology to its next-generation gaming consoles. Sony Corporation retained gesture recognition technology in PlayStation 4, which was launched in 2013. The gaming industry is transforming toward VR-based gaming with gesture controls. In 2016, Sony Corporation launched Play Station VR, which was equipped with gesture recognition technology. The global gesture recognition solution market for gaming consoles segment, which will subsequently contribute to the growth of the market in focus during the forecast period. Technavio's analysts have predicted that the gesture recognition solution market will register a CAGR of nearly 76% by 2023.

Market Overview

Increasing development of processors supporting gesture recognition

The gesture recognition software identifies motion gestures from a predetermined gestures library, wherein each gesture is matched to a computer command. Once the gesture has been interpreted, the specific command for the gesture is executed. High processing speed is required for executing the command. This, in turn, increases the need for powerful processors. The development of processors, which support gesture recognition, is enabling electronic device manufacturers to incorporate gesture recognition technology into their products. Thus, the development of gesture recognition supporting processors will drive the growth of the global gesture recognition solution market during the forecast period.

Limited accuracy in recognizing motion gestures

One of the major drawbacks of gesture recognition technology, compared with its prevailing substitutes such as physical touch buttons and voice recognition technology, is its limited accuracy in capturing motion gestures. The lack of standardized gestures and movements is one of the reasons for the occurrences of accuracy errors with respect to capturing motion gestures. Further, poor lighting conditions cause difficulty in distinguishing between the foreground and background features, resulting in the inaccurate detection of hand and other body movements. The lack of accuracy in recognizing motion gestures is decreasing the adoption rate of gesture recognition technology by electronic device manufacturers. This factor is expected to challenge the growth of the global gesture recognition solution market during the forecast period.

For the detailed list of factors that will drive and challenge the growth of the gesture recognition solution market during 2019-2023, view our report.

Competitive Landscape

The market appears to be moderately concentrated. The presence of a few companies, including Crunchfish AB and Eyesight Technologies Ltd, makes the competitive environment quite intense. Factors such as the increasing development of processors supporting gesture recognition and the augmenting adoption of gaming consoles with gesture recognition technology will provide considerable growth opportunities to gesture recognition solution manufacturers. GestureTek, Intel Corporation, and Sony Corporation. are some of the major companies covered in this report.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: MARKET SEGMENTATION BY PRODUCT

  • Market segmentation by product
  • Comparison by product
  • Gaming consoles - Market size and forecast 2018-2023
  • PCs - Market size and forecast 2018-2023
  • Smartphones - Market size and forecast 2018-2023
  • Automobiles - Market size and forecast 2018-2023
  • Market opportunity by product

PART 07: CUSTOMER LANDSCAPE

PART 08: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2018-2023
  • Americas - Market size and forecast 2018-2023
  • EMEA - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 09: DECISION FRAMEWORK

PART 10: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 11: MARKET TRENDS

  • Increasing priority for ToF cameras for gesture recognition
  • Market consolidation in gesture recognition solution ecosystem
  • Rise in number of gesture recognition-related patents

PART 12: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption

PART 13: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Crunchfish AB
  • Eyesight Technologies Ltd.
  • GestureTek
  • Intel Corporation
  • Sony Corporation

PART 14: APPENDIX

  • Research methodology
  • List of abbreviations

PART 15: EXPLORE TECHNAVIO

List of Exhibits

  • Exhibit 01: Global electronics market
  • Exhibit 02: Segments of global electronics market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2018
  • Exhibit 07: Global market: Size and forecast 2018-2023 ($ millions)
  • Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 09: Five forces analysis 2018
  • Exhibit 10: Five forces analysis 2023
  • Exhibit 11: Bargaining power of buyers
  • Exhibit 12: Bargaining power of suppliers
  • Exhibit 13: Threat of new entrants
  • Exhibit 14: Threat of substitutes
  • Exhibit 15: Threat of rivalry
  • Exhibit 16: Market condition - Five forces 2018
  • Exhibit 17: Product - Market share 2018-2023 (%)
  • Exhibit 18: Comparison by product
  • Exhibit 19: Gaming consoles - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 20: Gaming consoles with gesture recognition technology
  • Exhibit 21: Gaming consoles - Year-over-year growth 2019-2023 (%)
  • Exhibit 22: PCs - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 23: PCs with gesture recognition technology
  • Exhibit 24: PCs - Year-over-year growth 2019-2023 (%)
  • Exhibit 25: Smartphones - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 26: Smartphones with gesture recognition technology
  • Exhibit 27: Smartphones - Year-over-year growth 2019-2023 (%)
  • Exhibit 28: Automobiles - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 29: Automobiles with gesture recognition technology
  • Exhibit 30: Automobiles - Year-over-year growth 2019-2023 (%)
  • Exhibit 31: Market opportunity by product
  • Exhibit 32: Customer landscape
  • Exhibit 33: Market share by geography 2018-2023 (%)
  • Exhibit 34: Geographic comparison
  • Exhibit 35: APAC - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 36: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 37: Americas - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 38: Americas - Year-over-year growth 2019-2023 (%)
  • Exhibit 39: EMEA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 40: Automobiles with gesture recognition technology
  • Exhibit 41: EMEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 42: Key leading countries
  • Exhibit 43: Market opportunity
  • Exhibit 44: Impact of drivers and challenges
  • Exhibit 45: Vendor landscape
  • Exhibit 46: Landscape disruption
  • Exhibit 47: Vendors covered
  • Exhibit 48: Vendor classification
  • Exhibit 49: Market positioning of vendors
  • Exhibit 50: Crunchfish AB - Vendor overview
  • Exhibit 51: Crunchfish AB - Organizational developments
  • Exhibit 52: Crunchfish AB - Key offerings
  • Exhibit 53: Eyesight Technologies Ltd. - Vendor overview
  • Exhibit 54: Eyesight Technologies Ltd. - Organizational developments
  • Exhibit 55: Eyesight Technologies Ltd. - Key offerings
  • Exhibit 56: GestureTek - Vendor overview
  • Exhibit 57: GestureTek - Organizational developments
  • Exhibit 58: GestureTek - Key offerings
  • Exhibit 59: Intel Corporation - Vendor overview
  • Exhibit 60: Intel Corporation - Business segments
  • Exhibit 61: Intel Corporation - Organizational developments
  • Exhibit 62: Intel Corporation - Geographic focus
  • Exhibit 63: Intel Corporation - Segment focus
  • Exhibit 64: Intel Corporation - Key offerings
  • Exhibit 65: Sony Corporation - Vendor overview
  • Exhibit 66: Sony Corporation - Business segments
  • Exhibit 67: Sony Corporation - Organizational developments
  • Exhibit 68: Sony Corporation - Geographic focus
  • Exhibit 69: Sony Corporation - Segment focus
  • Exhibit 70: Sony Corporation - Key offerings
  • Exhibit 71: Validation techniques employed for market sizing
Back to Top
전화 문의
F A Q