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증강현실(AR), 혼합현실(MR), 가상현실(VR) : 예측, 시장과 기술(2020-2030년)

Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies

리서치사 IDTechEx Ltd.
발행일 2019년 12월 상품 코드 499451
페이지 정보 영문 198 Slides
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증강현실(AR), 혼합현실(MR), 가상현실(VR) : 예측, 시장과 기술(2020-2030년) Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies
발행일 : 2019년 12월 페이지 정보 : 영문 198 Slides

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

증강현실(AR)·혼합현실(MR)·가상현실(VR) 시장을 조사했으며, 주요 AR&VR 헤드셋·기타 제품의 개요, 디스플레이·마이크로디스플레이·광학 엔진·햅틱스 등 각종 실현 기술의 동향, 기업에 의한 기술개발·제품화 동향, 시장 성장 예측, 주요 기업의 개요 등을 정리하여 전해드립니다.

제1장 개요

제2장 서론

제3장 가상현실(VR)

  • 서론
  • VR 헤드셋의 유형
  • PC용 VR 및 콘솔 VR
  • VR 셋업
  • 트래킹(1) - 인사이드 아웃·셋업의 기본적인 설명
  • 트래킹(2) - 전형적인 아웃사이드 인 PC VR 셋업
  • 관련 상품의 유형 : 백팩 VR
  • 몰입감을 최대한으로 높이는 백팩 VR
  • 기타 회피책 : 사용자 동향을 제약한다.
  • 스마트폰/모바일 VR
  • 스마트폰 VR 사례(하이엔드)
  • 스마트폰 VR 사례(로엔드)
  • 스탠드얼론 VR
  • 스탠드얼론 VR 헤드셋 상황
  • 스탠드얼론 VR의 성공에 필요한 주요 진보
  • VR의 주요 기업 개요
  • Oculus
  • Oculus의 VR 제품
  • HTC Vive
  • Sony : PlayStation VR
  • Windows의 혼합현실
  • Goertek
  • Pico
  • Alcatel(TCL)
  • LeEco
  • ANT VR
  • Fove Inc

제4장 VR : 관련 제품 분야

  • FPV와 비디오 글래스
  • 예 : Shenzhen Topsky Industrial

제5장 VR : 논의와 전망

  • VR의 미래
  • VR : 과거 디바이스 판매
  • 게임용 PC VR 헤드셋 이용 상황 데이터
  • VR : 수량 예측
  • VR : 매출 예측
  • 하드웨어 판매의 사이클성
  • 해결해야 할 기술적 과제
  • VR : 요약과 전망
  • VR : 데이터와 예측(출하량, 2010-2030년)
  • VR : 데이터와 예측(매출, 2010-2030년)

제6장 증강현실(AR)과 혼합현실(MR)

  • 서론
  • VR, AR, MR의 비교
  • AR과 MR의 비교
  • AR/MR 하드웨어 제품의 유통
  • AR/MR의 카테고리
  • AR과 MR의 부문
  • 분류 - 스마트폰 AR/MR
  • 분류 - PC AR/MR
  • 분류 - 스탠드얼론 AR/MR
  • 스탠드얼론 AR 폼팩터
  • AR/MR 하드웨어의 타깃
  • AR/MR의 주요 기업 개요
  • Microsoft: Hololens
  • Magic Leap
  • Google Glass
  • Vuzix
  • Lenovo
  • Epson
  • DAQRI
  • E-Space Time
  • Shadow Creator
  • Realwear
  • Volvo/Varjo
  • North
  • RideOn

제7장 AR 및 MR : 컴포넌트 및 레퍼런스 헤드셋 공급업체

  • 서론
  • Lumus
  • Kopin
  • Optinvent
  • LetinAR
  • eMagin
  • Dispelix
  • Syndiant

제8장 AR 및 MR : 관련 제품 분야

  • 관련 제품 기업
  • AR·MR 관련 분야 : 청력 안경(hearing glasses), 카메라 안경, 적외선 카메라
  • Oakley: Radar Pace
  • Snap Inc : Spectacles
  • OrCam MyEye
  • Shenzhen Langahiyin Electronic Ltd
  • AR Senz
  • AMA XPERTEYE
  • Ultraleap

제9장 AR 및 MR : 논의와 전망

  • AR 및 MR의 미래
  • AR 및 MR : 논의와 전망
  • AR 및 MR : 과거 디바이스 판매
  • 디바이스 유형별 전망
  • AR 및 MR : 수량 예측
  • AR 및 MR : 매출 예측
  • AR 및 MR : 요약과 전망
  • AR 및 MR : 데이터와 예측(출하량, 2010-2030년)
  • AR 및 MR : 데이터와 예측(매출, 2010-2030년)

제10장 주요 하드웨어의 동향

  • 사용자 경험에 영향을 미치는 XR 프로퍼티
  • XR 디바이스에는 어떤 광학 및 디스플레이가 사용되고 있는가?
  • XR 디바이스의 위치는?
  • 특성

제11장 광학 센서

  • 3D 이미징과 모션 캡쳐
  • 애플리케이션의 예 : 애니메이션에서의 모션 캡쳐
  • 입체 영상
  • ToF
  • 입체 조명
  • 3D 이미징 기술의 비교
  • 예) Leap Motion(part of Ultraleap)
  • 예) Microsoft : Kinect부터 Hololens까지의 과정
  • 예) Intel의 RealSense
  • 예) Occipital
  • 상용 3D 카메라의 예
  • 기업 예) Orbbec
  • 기업 예 : uSens

제12장 VR, AR 및 MR용 소프트웨어와 컨텐츠 제작

  • 요약
  • AR 및 MR을 위한 SDK
  • Unity
  • Vuforia
  • nVidia
  • 컨텐츠 예) Pokemon Go App
  • 컨텐츠 예) IKEA Place

제13장 실패, 스핀아웃, 부활

KSA 20.06.29

Title:
Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies
Encompassing XR headsets, technologies, forecasts and players in AR (augmented reality), MR (mixed reality) and VR (virtual reality) markets.

"The market size of XR (virtual, augmented and mixed reality) is predicted to be over $30Bn by 2030."

Augmented, virtual, and mixed reality products are at the forefront of technological change. Over the 2010-2020 decade, there have been many new products released which have captured the imagination of creators, developers and businesses alike. This report on XR includes market research on AR (augmented reality), VR (virtual reality) and MR (mixed reality) areas, compiled from historic data from nearly 100 companies and over 170 distinct products, with forecasts from 2020-2030.

XR products captured the consumers imagination during the early 2010s with the release of devices such as Google Glass. In the decade since, there have been a wide range of applications for such devices, from gaming, uses in education, to enterprise such as remote assistance and hands-free working. Over the past decade, technology has driven smaller, faster, and more powerful devices for users. The next decade promises many new and exciting products, allowing a more immersive experience for users.

This report characterises the markets, technologies and players in the AR, VR and MR market. The study includes market data from 2010-2018 and forecasts from 2020-2030. The report covers various headsets in these markets and discusses the applications and use cases for them.

The VR, AR and MR products discussed in this report are defined as devices which "create digital environments that users can interact with". In this report, virtual reality devices are those which completely replace reality with a new 3D environment, augmented reality products overlay digital content onto the real world, and mixed reality products add superimposed images which interacts spatially with the real world in real time. The products investigated in detail in this report do not include headsets which provide a "first person view" or "video glasses" which display visual and audio content via a headset to a user, as they do not try to create a virtual reality. environment, but they are included for completeness and comparison purposes.

Within the categories, of VR, AR and MR, there are three distinct groups which can be made: PC products which need a physical PC attachment, standalone products which do not require a PC and smartphone products, which are those which use a smartphone's capabilities to implement the immersive experience. All three of these groups for VR, AR and MR are discussed and compared in this report, with historical data from 10 years worth of products, and forecasts up to 2030.

The forecasts show that both the markets in VR and AR&MR are growing, with the combined markets expected to grow over $30Bn by 2030. Along with the forecasts, this report also discusses the trends in technology used in various XR products, for example, comparing the weight, field of view, resolution and display type, for over 175 products. The methodology for this research has both primary and secondary research, by contacting company executives and developers to identify the most recent technological advances in the XR market.

With many different research topics, IDTechEx have a broad network of experience and experience across the expert team of analysts for this research. On top of this, IDTechEx hosts leading events covering AR VR MR technology, and the analyst team travels, speaks and meets companies globally each year. The result of these efforts enables this report to be the most comprehensive characterisation of the AR VR and MR industry today, and an excellent resource for anyone involved or investigating this space.

Analyst access from IDTechEx

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Table of Contents

1. EXECUTIVE SUMMARY

  • 1.1. Executive Introduction
  • 1.2. Timeline of XR products
  • 1.3. XR is used in many different applications
  • 1.4. Terminology
  • 1.5. Classification of XR products (1)
  • 1.6. Companies in the XR Space
  • 1.7. Technical and Physical Trends
  • 1.8. Volumes and Value trends
  • 1.9. Key Takeaways

2. INTRODUCTION

  • 2.1. Introduction: Virtual, Augmented and Mixed Reality
  • 2.2. XR has advanced in the past decade
  • 2.3. Terminology: Search trends
  • 2.4. Glossary
  • 2.5. Nomenclature: VR, AR, MR, XR
  • 2.6. Definitions and product categories
  • 2.7. Related areas to VR: FPV, video glasses
  • 2.8. Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging
  • 2.9. Product ecosystem beyond the hardware
  • 2.10. Most prominent patentholders
  • 2.11. VC funding for AR & VR
  • 2.12. Huge private investment in parallel
  • 2.13. How much money is needed?
  • 2.14. Applications in VR, AR & MR
  • 2.15. AR and VR could help reduce the "Skills Gap"
  • 2.16. Younger generations could become accustomed to interacting with AR applications

3. VIRTUAL REALITY (VR)

  • 3.1. Introduction
  • 3.2. Types of VR headset
  • 3.3. PC VR & Console VR
  • 3.4. Virtual Reality Set-ups
  • 3.5. Tracking (1) - A basic explanation of an inside-out setup
  • 3.6. Tracking (2) - A typical outside-in PC VR setup
  • 3.7. Related product types: Backpack VR
  • 3.8. Backpack VR for maximum immersion
  • 3.9. Other workarounds: Constraining user movement
  • 3.10. Smartphone / mobile VR
  • 3.11. Smartphone VR examples (high end)
  • 3.12. Smartphone VR examples (low end)
  • 3.13. Standalone VR
  • 3.14. Standalone VR headset landscape
  • 3.15. Key advances required for Standalone VR success
  • 3.16. Profiles of key players in VR
  • 3.17. Oculus
  • 3.18. Oculus: VR products today
  • 3.19. HTC Vive
  • 3.20. Sony: PlayStation VR
  • 3.21. Windows Mixed Reality
  • 3.22. Goertek
  • 3.23. Pico
  • 3.24. Alcatel (TCL)
  • 3.25. LeEco
  • 3.26. ANT VR
  • 3.27. Fove Inc

4. VR: RELATED PRODUCT AREAS

  • 4.1. FPV and video glasses
  • 4.2. Example: Shenzhen Topsky Industrial

5. VR: DISCUSSION AND FORECASTS

  • 5.1. The future of VR
  • 5.2. VR: Historic device sales
  • 5.3. Data on PC VR headset usage for gaming
  • 5.4. VR: Volume forecasts
  • 5.5. VR: Revenue forecasts
  • 5.6. Cyclic nature of hardware sales
  • 5.7. Prominent technical challenges to be addressed
  • 5.8. VR: Summary and outlook
  • 5.9. VR: Full data and forecast (Volume, 2010 - 2030)
  • 5.10. VR: Full data and forecast (Revenue, 2010 - 2030)

6. AUGMENTED AND MIXED REALITY (AR & MR)

  • 6.1. Introduction
  • 6.2. Comparison between VR, AR and MR
  • 6.3. Comparison between AR and MR
  • 6.4. AR/MR Hardware Product Distribution
  • 6.5. Categories of AR/MR
  • 6.6. Sectors for AR and MR
  • 6.7. Classification - Smartphone AR/MR
  • 6.8. Classification - PC AR/MR
  • 6.9. Classification - Standalone AR/MR
  • 6.10. Standalone AR Form Factor Landscape
  • 6.11. Targets for AR/MR hardware
  • 6.12. Profiles of Key players in AR/MR
  • 6.13. Microsoft: Hololens
  • 6.14. Magic Leap
  • 6.15. Google Glass
  • 6.16. Vuzix
  • 6.17. Lenovo
  • 6.18. Epson
  • 6.19. DAQRI
  • 6.20. E-Space Time
  • 6.21. Shadow Creator
  • 6.22. Realwear
  • 6.23. Volvo/Varjo
  • 6.24. North
  • 6.25. RideOn

7. AR & MR: COMPONENT AND REFERENCE HEADSET SUPPLIERS

  • 7.1. Introduction
  • 7.2. Lumus
  • 7.3. Kopin
  • 7.4. Optinvent
  • 7.5. LetinAR
  • 7.6. eMagin
  • 7.7. Dispelix
  • 7.8. Syndiant

8. AR & MR: RELATED PRODUCT AREAS

  • 8.1. Related product companies
  • 8.2. Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging
  • 8.3. Oakley: Radar Pace
  • 8.4. Snap Inc: Spectacles
  • 8.5. OrCam MyEye
  • 8.6. Shenzhen Langahiyin Electronic Ltd
  • 8.7. AR Senz
  • 8.8. AMA XPERTEYE
  • 8.9. Ultraleap

9. AR & MR: DISCUSSION AND FORECASTS

  • 9.1. The future of AR & MR
  • 9.2. AR & MR: Discussions and forecast
  • 9.3. AR & MR: Historic device sales
  • 9.4. Outlook by device type
  • 9.5. AR & MR: Volume forecasts
  • 9.6. AR & MR: Revenue forecasts
  • 9.7. AR & MR: Assessment and assumptions
  • 9.8. AR & MR: Summary and outlook
  • 9.9. AR & MR: Full data and forecast (Volume, 2010 - 2030)
  • 9.10. AR & MR: Full data and forecast (Revenue, 2010 - 2030)

10. KEY HARDWARE TRENDS

  • 10.1. XR properties which impact user experience
    • 10.1.1. Field of View
    • 10.1.2. Weight
  • 10.2. What optics and displays are used in XR devices?
    • 10.2.1. Common Waveguides
    • 10.2.2. Common Waveguides (2) - diagram of operation
    • 10.2.3. Lenses
    • 10.2.4. Display Types
    • 10.2.5. Resolution (1)
    • 10.2.6. Refresh Rate
    • 10.2.7. Eye Dominance in AR - Left or Right Eye?
  • 10.3. How do XR devices locate their position?
    • 10.3.1. What is Mapping and Localisation?
    • 10.3.2. Mapping and Localisation - SLAM
    • 10.3.3. Mapping and Localisation - Examples
    • 10.3.4. Mapping and Localisation - required sensors
  • 10.4. Tying together the properties
    • 10.4.1. The resolution improvements over time
    • 10.4.2. Increasing Resolution also has an increasing FoV
    • 10.4.3. Comparison between Display Types
    • 10.4.4. Display Types in AR
    • 10.4.5. Display Types in VR
    • 10.4.6. Key Takeaways

11. OPTICAL SENSORS - VISION & DEPTH

  • 11.1. Chapter Summary
  • 11.2. 3D imaging and motion capture
  • 11.3. Application example: Motion capture in animation
  • 11.4. Stereoscopic vision
  • 11.5. Time of flight
  • 11.6. Structured light
  • 11.7. Comparison of 3D imaging technologies
  • 11.8. Example: Leap Motion (part of Ultraleap)
  • 11.9. Example: Microsoft; from Kinect to Hololens
  • 11.10. Example: Intel's RealSense™
  • 11.11. Example: Occipital
  • 11.12. Commercial 3D camera examples
  • 11.13. Company example: Orbbec
  • 11.14. Company Example: uSens

12. SOFTWARE AND CONTENT PRODUCTION FOR VR, AR AND MR

  • 12.1. Chapter Summary
  • 12.2. SDK's for AR and MR
  • 12.3. Unity
  • 12.4. Vuforia
  • 12.5. nVidia
  • 12.6. Content example: Pokémon Go App
  • 12.7. Content Example: IKEA Place

13. COLLAPSED, SPUN OUT, REVIVED

  • 13.1. In 2019 a number of prominent companies closed. What is the future for these companies?
  • 13.2. Meta -> Meta View
  • 13.3. BlippAR
  • 13.4. ODG
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