°øÁö : µµÄìÁõ±Ç°Å·¡¼Ò JASDAQ ½ºÅÄ´Ùµå ½ÃÀå ½Å±Ô »óÀå °ü·Ã ¾È³»

Global Information
ȸ»ç¼Ò°³ | ¹®ÀÇ | ºñ±³¸®½ºÆ®

ÀΰøÇö½Ç : °¡»óÇö½Ç ½ÃÀå °³¸·ÀÇ ÇØ

Artificial Reality: Year I of the Virtual Reality Market!

¸®¼­Ä¡»ç IDATE DigiWorld
¹ßÇàÀÏ 2016³â 11¿ù »óǰ ÄÚµå 408024
ÆäÀÌÁö Á¤º¸ ¿µ¹® 78 Pages
°¡°Ý
US $ 3,300 £Ü 3,766,000 Web Access - PDF (Single Department License/1-5 Users)
US $ 4,950 £Ü 5,649,000 Web Access - PDF (Group License/All Users)


ÀΰøÇö½Ç : °¡»óÇö½Ç ½ÃÀå °³¸·ÀÇ ÇØ Artificial Reality: Year I of the Virtual Reality Market!
¹ßÇàÀÏ : 2016³â 11¿ù ÆäÀÌÁö Á¤º¸ : ¿µ¹® 78 Pages

¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹®¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹®¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

ÀΰøÇö½Ç(Artificial Reality)¿¡ °üÇÑ ÃֽŠ»ê¾÷ µ¿Ç⡤±â¼ú µ¿Çâ¿¡ ´ëÇØ Á¶»çÇßÀ¸¸ç, °¡»óÇö½Ç(VR), Áõ°­Çö½Ç(AR), º¹ÇÕÇö½Ç(MR)ÀÇ Á¤ÀÇ¿Í °³¿ä, Ư¡°ú °¢Á¾ ¿ëµµ, °ü·Ã Çìµå¼Â ¹× °ÔÀÓ Á¦Ç°ÀÇ »ç¾ç°ú »ç·Ê ¿¬±¸, °¢Á¾ °úÁ¦¿Í ½ÃÀå Àü¸Á, ½ÃÀå ÃßÁ¤°ú ¿¹Ãø µîÀÇ Á¤º¸¸¦ ÀüÇØµå¸³´Ï´Ù.

Á¦1Àå ÁÖ¿ä ¿ä¾à

Á¦2Àå Á¤ÀÇ¿Í ¿ëµµ

  • °¡»óÇö½Ç(VR) - Áõ°­Çö½Ç(AR) - º¹ÇÕÇö½Ç(MR)
    • VR : Á¤ÀÇ¿Í ¿¹½Ã
    • AR : Á¤ÀÇ¿Í ¿¹½Ã
    • MR : Á¤ÀÇ¿Í ¿¹½Ã
  • Ư¡°ú ¿ëµµ
    • Ư¡ ¿ä¾à
    • VR, AR, MRÀÇ ¿ëµµ

Á¦3Àå Á¦Ç°

  • VR Çìµå¼ÂÀÇ °¢Á¾ Ä«Å×°í¸®
    • ½º¸¶Æ®Æù Çìµå¼Â
    • ÇÁ¸®¹Ì¾ö Ä¿³ØÆ¼µå Çìµå¼Â
    • ¡®¿ÃÀοøÇü¡¯ ¶Ç´Â ¡®½ºÅĵå¾ó·ÐÇü¡¯ Çìµå¼Â
    • À¯¼±Çü Çìµå¼ÂÀÇ ¹Ì·¡´Â?
  • ÁÖ¿ä Çìµå¼ÂÀÇ »ç·Ê ¿¬±¸
    • Àåºñ : VR Çìµå¼Â
      • »ç·Ê ¿¬±¸
        • Oculus Rift
        • HTC Vive
        • Samsung Gear VR
        • Google Cardboard
    • ±âŸ ½º¸¶Æ®Æù Çìµå¼Â
      • »ç·Ê ¿¬±¸
        • HoloLens
        • Fove VR et Sulon VR
        • Star VR et Impression PI
        • PlayStation VR
        • Cmoar
  • °ÔÀÓ
    • ÇÏÀÌ¿£µå/AAA °ÔÀÓ
    • ¹Ìµå·¹ÀÎÁö °ÔÀÓ
    • ·Î¿£µå °ÔÀÓ
    • ARÀÇ »ç·Ê ¿¬±¸ : Pokemon GO

Á¦4Àå VRÀÇ °úÁ¦¿Í ½ÃÀå Àü¸Á

  • ±â¼úÀû °úÁ¦
    • ó¸® ´É·Â
    • ÇØ»óµµ¿Í ½Ã¾ß
    • Á¢¼Ó¼º
    • VR ÄÁÆ®·Ñ·¯
    • Æ®·¡Å·
  • »ê¾÷ °úÁ¦
  • °ÔÀÓ, Àåºñ, VR ½ÃÀå ¿¹Ãø
    • ÀüÁ¦Á¶°Ç°ú ¿¹Ãø ¹æ¹ý : Àåºñ¿Í °ÔÀÓ
    • VR Àåºñ ½ÃÀå ÃßÁ¤
    • VR °ÔÀÓ ½ÃÀå ÃßÁ¤
    • VR ½ÃÀå ÃßÁ¤(Çìµå¼Â + °ÔÀÓ)
    • º¹ÇÕÇö½Ç Çìµå¼ÂÀÇ µµ·¡¸¦ ±â´Ù¸®´Â ½ÃÀå

µµÇ¥

KSM 16.12.28

This study on Artificial Reality, highlights technological and industrial trends and its state of the art as well as market figures and forecasts.

The report proposes a detailed analysis of the positioning of major offerings through relevant case studies.

It provides readers with the main takeaways regarding number of devices, games and revenues in order to establish a clear landscape of market's long awaited take-off.

Table of Contents

1. Executive Summary

2. Definitions and uses

  • 2.1. Virtual reality (VR) - Augmented reality (AR) - Mixed reality (MR)
    • 2.1.1. VR - Definitions and illustrations
    • 2.1.2. AR - Definitions and illustrations
    • 2.1.3. MR - Definitions and illustrations
  • 2.2. Summary of characteristics and uses
    • 2.2.1. Summary of characteristics
    • 2.2.2. How are VR, AR and MR used?

3. Offering segmentation

  • 3.1. The different categories of VR headsets
    • 3.1.1. Smartphone headsets
    • 3.1.2. Premium connected headsets
    • 3.1.3. 'All-in-one' or 'standalone' headsets
    • 3.1.4. What does the future hold for wired headsets?
  • 3.2. Case studies of notable headsets
    • 3.2.1. Equipment: VR headsets
    • 3.2.2. Case study: Oculus Rift
    • 3.2.3. Case study: HTC Vive
    • 3.2.4. Case study: Samsung Gear VR
    • 3.2.5. Case study: Google Cardboard
    • 3.2.6. Other smartphone headsets
    • 3.2.7. Case study: HoloLens
    • 3.2.8. Case study: Fove VR et Sulon VR
    • 3.2.9. Case study: Star VR et Impression PI
    • 3.2.10. Case study: PlayStation VR
    • 3.2.11. Case study: Cmoar
  • 3.3. Games offering
    • 3.3.1. High-end/AAA games offering
    • 3.3.2. Mid range games offering
    • 3.3.3. Low-end games offering
    • 3.3.4. Games offering: case study of the AR phenomenon: Pokemon GO

4. Challenges for VR and market prospects

  • 4.1. Technical challenges
    • 4.1.1. Technical challenges
    • 4.1.2. Technical challenges: processing power
    • 4.1.3. Technical challenges: resolution and field of view
    • 4.1.4. Technical challenges: connectivity
    • 4.1.5. Technical challenges: VR controllers
    • 4.1.6. Technical challenges: tracking
  • 4.2. Industry challenges
  • 4.3. Games, equipment and VR market forecasts
    • 4.3.1. Assumptions and methodology: equipment and games
    • 4.3.2. Estimates for the VR equipment market
    • 4.3.3. Estimates for the VR games market
    • 4.3.4. Estimates for the VR market (headsets + games)
    • 4.3.5. Awaiting the arrival of mixed reality headsets

List of Tables and Figures:

1. Executive Summary

  • Positioning of major offerings by device category
  • VR market growth (headsets + games)

2. Definitions and uses

  • Characteristics of virtual reality (VR)
  • Characteristics of augmented reality (AR)
  • Characteristics of mixed reality (MR)
  • Summary of characteristics
  • Experiences possible with artificial reality for the public (B2C) segment
  • Experiences possible with artificial reality for the professional (B2B) segment

3. Offering segmentation

  • What are the future possibilities for wired VR headsets?
  • 15 VR headsets available or in development
  • Technical specifications of the Oculus Rift
  • Technical specifications of the HTC Vive
  • Technical specifications of the Samsung Gear VR
  • Technical specifications of the Merge VR
  • Technical specifications of the Freefly VR
  • Technical specifications of the Homido
  • Technical specifications of the Zeiss VR one
  • Technical specifications of the HoloLens
  • Technical specifications of the FOVE VR
  • Technical specifications of the Star VR
  • Technical specifications of the Impression PI
  • Technical specifications of the PlayStation VR
  • Technical specifications of the Cmoar
  • Estimated number of players and owners of VR games on Steam
  • Breakdown of games on Steam based on price
  • Breakdown of games on Oculus Home based on price

4. Challenges for VR and market prospects

  • Resolutions of selected headsets
  • The ecosystems of major VR players, including their equipment and software
  • Positioning of major offerings by device category
  • Sales of VR headsets by geographic region
  • Video game market share by platform in 2016 and 2020
  • Sales of VR headsets by geographic region
  • Sales of VR headsets in the six leading markets
  • Installed base of VR headsets by geographic region
  • Penetration rate of VR headsets in the six leading global markets
  • Global VR headset market by geographic region
  • Revenues from VR headset sales in major European markets
  • Global VR games market by geographic region
  • Revenues from VR game sales in major global markets
  • "Tie ratio" of VR headsets by geographic region
  • Average price of a VR game between 2016 and 2020 by geographic region
  • VR market growth (headsets + games)
  • Video game sector revenues by segment
  • Estimated sales growth of VR headsets and MR headsets

Case studies

Case studies of notable headsets

  • Equipment VR headsets
    • Oculus Rift
    • HTC Vive
    • Samsung Gear VR
    • Google Cardboard
  • Other smartphone headsets
    • Merge VR
    • Freely VR
    • Homido
    • Zeiss VR one
    • HoloLens
    • Fove VR et Sulon VR
    • Star VR et Impression PI
    • PlayStation VR
    • Cmoar
Back to Top
ÀüÈ­ ¹®ÀÇ
F A Q