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인공현실 : 가상현실 시장 개막의 해

Artificial Reality: Year I of the Virtual Reality Market!

리서치사 IDATE DigiWorld
발행일 2016년 11월 상품 코드 408024
페이지 정보 영문 78 Pages
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US $ 3,300 ₩ 3,766,000 Web Access - PDF (Single Department License/1-5 Users)
US $ 4,950 ₩ 5,649,000 Web Access - PDF (Group License/All Users)


인공현실 : 가상현실 시장 개막의 해 Artificial Reality: Year I of the Virtual Reality Market!
발행일 : 2016년 11월 페이지 정보 : 영문 78 Pages

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

인공현실(Artificial Reality)에 관한 최신 산업 동향·기술 동향에 대해 조사했으며, 가상현실(VR), 증강현실(AR), 복합현실(MR)의 정의와 개요, 특징과 각종 용도, 관련 헤드셋 및 게임 제품의 사양과 사례 연구, 각종 과제와 시장 전망, 시장 추정과 예측 등의 정보를 전해드립니다.

제1장 주요 요약

제2장 정의와 용도

  • 가상현실(VR) - 증강현실(AR) - 복합현실(MR)
    • VR : 정의와 예시
    • AR : 정의와 예시
    • MR : 정의와 예시
  • 특징과 용도
    • 특징 요약
    • VR, AR, MR의 용도

제3장 제품

  • VR 헤드셋의 각종 카테고리
    • 스마트폰 헤드셋
    • 프리미엄 커넥티드 헤드셋
    • ‘올인원형’ 또는 ‘스탠드얼론형’ 헤드셋
    • 유선형 헤드셋의 미래는?
  • 주요 헤드셋의 사례 연구
    • 장비 : VR 헤드셋
      • 사례 연구
        • Oculus Rift
        • HTC Vive
        • Samsung Gear VR
        • Google Cardboard
    • 기타 스마트폰 헤드셋
      • 사례 연구
        • HoloLens
        • Fove VR et Sulon VR
        • Star VR et Impression PI
        • PlayStation VR
        • Cmoar
  • 게임
    • 하이엔드/AAA 게임
    • 미드레인지 게임
    • 로엔드 게임
    • AR의 사례 연구 : Pokemon GO

제4장 VR의 과제와 시장 전망

  • 기술적 과제
    • 처리 능력
    • 해상도와 시야
    • 접속성
    • VR 컨트롤러
    • 트래킹
  • 산업 과제
  • 게임, 장비, VR 시장 예측
    • 전제조건과 예측 방법 : 장비와 게임
    • VR 장비 시장 추정
    • VR 게임 시장 추정
    • VR 시장 추정(헤드셋 + 게임)
    • 복합현실 헤드셋의 도래를 기다리는 시장

도표

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
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