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市场调查报告书
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1488046

人体增强市场规模 - 按产品类型(穿戴式装置、虚拟实境装置、扩增实境装置、外骨骼、智慧虚拟助理)、按功能(身体配戴、非身体配戴)、应用程式和预测,2024 - 2032 年

Human Augmentation Market Size - By Product Type (Wearable Devices, Virtual Reality Devices, Augmented Reality Devices, Exoskeletons, Intelligent Virtual Assistants), By Functionality (Body-worn, Non-body Worn), By Application & Forecast, 2024 - 2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 200 Pages | 商品交期: 2-3个工作天内

价格
简介目录

在技​​术进步的推动下,特别是在人工智慧、机器人和生物技术等领域,预计 2024 年至 2032 年人类增强市场规模的复合年增长率将超过 6%。例如,2022 年 11 月,京瓷公司在日本推出了三款新的人体增强解决方案原型:物理化身、步行感测和指导系统以及听觉增强设备。这些技术的发展能够增强人类的能力,从体力和耐力到认知能力和感官知觉。残疾和与年龄相关的疾病的日益普遍也刺激了对辅助设备和技术的需求,以改善行动不便或感官障碍人士的生活品质。

医疗保健、製造、国防和娱乐等各行业对人体增强解决方案的需求不断增长,将进一步推动市场成长。外骨骼、义肢和神经刺激装置等人体增强技术正在彻底改变患者照护和復健过程。在製造和物流领域,穿戴式装置和机器人外装正在提高工人的生产力和安全性,同时降低受伤和疲劳相关错误的风险。

人体增强产业分为产品类型、功能、应用和区域。

虚拟实境 (VR) 设备产品类型细分市场的市场份额预计在 2024 年至 2032 年期间将显着增长,这归因于增强人类能力的沉浸式和互动体验。这些设备配备了先进的传感器和追踪技术,使用户能够与虚拟环境即时互动。在医疗、教育、训练等领域,VR设备被用来为医疗流程、技能训练、场景学习等提供沉浸式模拟。

到 2032 年,工业应用的人体增强市场将显着成长。在体力劳动繁重或危险的环境中,例如举重或在密闭空间内工作,外骨骼和机器人辅助系统有助于降低受伤和疲劳相关错误的风险。

由于技术进步、强大的医疗基础设施以及研发投资的增加,北美人体增强产业预计将产生利润丰厚的机会,并在 2024 年至 2032 年期间以超过 6.3% 的复合年增长率成长。完善的医疗保健生态系统,加上不断增长的医疗保健支出,正在促进辅助设备和技术在復健、医疗程序和改善生活品质方面的采用。

目录

第 1 章:方法与范围

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商格局
  • 利润率分析
  • 技术与创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • 对增强性能的需求不断增加
      • 人工智慧的日益融合
      • 人们对扩增实境 (AR) 和虚拟实境 (VR) 的兴趣日益浓厚
      • 科技不断进步
      • 穿戴式装置的普及
    • 产业陷阱与挑战
      • 道德和社会问题
      • 依赖性和成瘾性
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 介绍
  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:依产品类型,2018 年 - 2032 年

  • 主要趋势
  • 穿戴式装置
  • 虚拟实境设备
  • 扩增实境设备
  • 其他的

第 6 章:市场估计与预测:按功能划分,2018 年 - 2032 年

  • 主要趋势
  • 身体配戴
  • 非身体佩戴
  • 其他的

第 7 章:市场估计与预测:依应用分类,2018 - 2032

  • 主要趋势
  • 消费者
  • 商业的
  • 医疗的
  • 防御
  • 工业的
  • 其他的

第 8 章:市场估计与预测:按地区划分,2018 年 - 2032 年

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 俄罗斯
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳新银行
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地区
  • MEA
    • 阿联酋
    • 沙乌地阿拉伯
    • 南非
    • MEA 的其余部分

第 9 章:公司简介

  • B-Temia Inc.
  • Cyberdyne Inc.
  • Ekso Bionics Holdings, Inc.
  • Facebook Reality Labs (Meta Platforms, Inc.)
  • Google LLC (Alphabet Inc.)
  • Hocoma AG (DIH Technologies)
  • Huawei Technologies Co., Ltd.
  • Microsoft Corporation
  • ReWalk Robotics Ltd.
  • Rex Bionics Ltd.
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Touch Bionics Inc. (Össur)
  • Wandercraft
  • Wearable Robotics SRL
简介目录
Product Code: 8590

Human Augmentation Market size is anticipated to observe over 6% CAGR from 2024 to 2032, driven by technological advancements, particularly in areas like AI, robotics, and biotechnology. For instance, in November 2022, Kyocera Corporation launched three new solution prototypes in Japan for human augmentation: a Physical Avatar, a Walk Sensing and Coaching System, and an Auditory Augmentation Device. These technological developments enable the enhancement of human capabilities, ranging from physical strength and endurance to cognitive abilities and sensory perception. The increasing prevalence of disabilities and age-related conditions is also fueling the demand for assistive devices and technologies to improve the quality of life for individuals with mobility or sensory impairments.

The rising demand for human augmentation solutions in various industries, including healthcare, manufacturing, defense, and entertainment, will further drive the market growth. Human augmentation technologies, such as exoskeletons, prosthetics, and neurostimulation devices are revolutionizing patient care and rehabilitation processes. In manufacturing and logistics, wearable devices and robotic exosuits are enhancing worker productivity and safety while reducing the risk of injuries and fatigue-related errors.

The human augmentation industry is classified into product type, functionality, application and region.

The market share from the virtual reality (VR) devices product type segment is slated to witness significant growth during 2024-2032, attributed to immersive and interactive experiences that enhance human capabilities. These devices, equipped with advanced sensors and tracking technologies, enable users to interact with virtual environments in real-time. In fields such as healthcare, education, and training, VR devices are utilized to provide immersive simulations for medical procedures, skill training, and scenario-based learning.

Human augmentation market from industrial applications will grow at a notable pace through 2032. This is due to the growing need to enhance worker productivity, safety, and efficiency In industries, such as manufacturing, construction, and logistics. In environments where manual labor is strenuous or hazardous, such as in heavy lifting or working in confined spaces, exoskeletons and robotic assistance systems help reduce the risk of injuries and fatigue-related errors.

North America human augmentation industry is expected to generate lucrative opportunities and expand at over 6.3% CAGR from 2024-2032, attributed to technological advancements, robust healthcare infrastructure, and increasing investments in R&D. The well-established healthcare ecosystem, coupled with rising healthcare expenditure is fostering the adoption of assistive devices and technologies for rehabilitation, medical procedures, and improving quality of life.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definitions
  • 1.2 Base estimates & calculations
  • 1.3 Forecast calculations
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360 degree synopsis, 2018 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news & initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Increasing demand for enhanced performance
      • 3.8.1.2 Growing integration of AI
      • 3.8.1.3 Growing interest in Augmented Reality (AR) and Virtual Reality (VR)
      • 3.8.1.4 Growing technological advancements
      • 3.8.1.5 Growing adoption of wearable devices
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 Ethical and societal concerns
      • 3.8.2.2 Dependency and addiction
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
    • 3.10.1 Supplier power
    • 3.10.2 Buyer power
    • 3.10.3 Threat of new entrants
    • 3.10.4 Threat of substitutes
    • 3.10.5 Industry rivalry
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Product Type, 2018 - 2032 (USD Million)

  • 5.1 Key trends
  • 5.2 Wearable devices
  • 5.3 Virtual reality devices
  • 5.4 Augmented reality devices
  • 5.5 Others

Chapter 6 Market Estimates & Forecast, By Functionality, 2018 - 2032 (USD Million)

  • 6.1 Key trends
  • 6.2 Body-worn
  • 6.3 Non-body worn
  • 6.4 Others

Chapter 7 Market Estimates & Forecast, By Application, 2018 - 2032 (USD Million)

  • 7.1 Key trends
  • 7.2 Consumer
  • 7.3 Commercial
  • 7.4 Medical
  • 7.5 Defense
  • 7.6 Industrial
  • 7.7 Others

Chapter 8 Market Estimates & Forecast, By Region, 2018 - 2032 (USD Million)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Russia
    • 8.3.7 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 Saudi Arabia
    • 8.6.3 South Africa
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 B-Temia Inc.
  • 9.2 Cyberdyne Inc.
  • 9.3 Ekso Bionics Holdings, Inc.
  • 9.4 Facebook Reality Labs (Meta Platforms, Inc.)
  • 9.5 Google LLC (Alphabet Inc.)
  • 9.6 Hocoma AG (DIH Technologies)
  • 9.7 Huawei Technologies Co., Ltd.
  • 9.8 Microsoft Corporation
  • 9.9 ReWalk Robotics Ltd.
  • 9.10 Rex Bionics Ltd.
  • 9.11 Samsung Electronics Co., Ltd.
  • 9.12 Sony Corporation
  • 9.13 Touch Bionics Inc. (Össur)
  • 9.14 Wandercraft
  • 9.15 Wearable Robotics SRL