市场调查报告书
商品编码
1451633
2024-2032 年 AR 和 VR 智慧眼镜市场报告(按类型(光学透视、视讯透视)、最终用途(游戏产业、医疗保健、教育、军事和国防等)和地区AR and VR Smart Glasses Market Report by Type (Optical See Through, Video See Through), End Use (Gaming Industry, Healthcare, Education, Military and Defense, and Others), and Region 2024-2032 |
2023年全球AR和VR智慧眼镜市场规模达166亿美元。展望未来, IMARC Group预计到2032年市场规模将达到491亿美元,2024-2032年复合年增长率(CAGR)为12.44%。
VR(虚拟实境)和AR(扩增实境)眼镜是指弥合实体世界和数位世界之间差距的智慧眼镜。 AR眼镜有助于改变图像或修改现实世界的视图,同时帮助使用者完成日常任务并让他们更有效地表达自己。相较之下,VR眼镜提供了身临其境的虚拟体验,让使用者感受到身临其境的体验。借助 AR 和 VR 眼镜,佩戴者可以远端记录静态图像、视频和音频,实时分享他们的观点,免提访问信息,交换资料并增强他们的现实世界。此外,使用者可以透过这些眼镜分析与周围环境相关的资讯。因此,AR和VR智慧眼镜可以增强甚至取代企业供应链内的现有技术解决方案,从而提高工作场所效率、生产力和合规性。
该市场主要由 AR 和 VR 技术在电子商务、医疗保健、军事和国防以及教育等众多最终用途行业中的广泛采用所推动。这可以归因于人工智慧 (AI)、机器学习 (ML) 和物联网 (IoT) 与巨量资料和分析相结合的不断进步。与此一致的是,对扩增实境和虚拟实境游戏的广泛需求以及游戏玩家数量的不断增加,导致全球范围内产品的采用率更高。此外,快速的数位化、高速5G网路的日益普及以及行动应用的快速发展也创造了积极的市场前景。持续的产品创新进一步推动了市场,例如 3D 互动式内容与 360 度视讯的整合、增强的脸部和物件追踪以及更好的语音识别。推动市场发展的其他一些因素包括工业 4.0 的出现、快速工业化、可支配收入水准的提高以及广泛的研发 (R&D) 活动。
The global AR and VR smart glasses market size reached US$ 16.6 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 49.1 Billion by 2032, exhibiting a growth rate (CAGR) of 12.44% during 2024-2032.
VR (virtual reality) and AR (augmented reality) glasses refer to smart glasses that bridge the gap between the physical and digital worlds. AR glasses assist in changing images or modifying views of the real world while assisting users with everyday tasks and allowing them to express themselves more effectively. In contrast, VR glasses provide an immersive virtual experience, thus allowing users to feel the experience of being in an actual location. With AR and VR glasses, wearers can record still images, videos, and audio remotely, share their point of view in real-time, access information hands-free, exchange data, and augment their real world. Additionally, users can analyze information relevant to their surroundings through these glasses. As a result, AR and VR smart glasses can enhance and even replace existing technology solutions within enterprise supply chains, thereby enhancing workplace efficiency, productivity, and compliance.
The market is majorly driven by the widespread adoption of AR and VR technology in numerous end-use industries, including e-commerce, healthcare, military and defense, and education. This can be attributed to continual advancements in artificial intelligence (AI), machine learning (ML) and the internet of things (IoT) in combination with big data and analytics. In line with this, the widespread demand for augmented and virtual reality games, along with the rising number of gamers, are resulting in a higher product uptake on the global level. Moreover, rapid digitization, the increasing penetration of high-speed 5G internet, and rapid developments in mobile applications are also creating a positive market outlook. The market is further driven by continual product innovations, such as the integration of 3D interactive content with 360-degree video, enhanced face and object tracking, and better speech recognition. Some of the other factors providing an impetus to the market include the emergence of industry 4.0, rapid industrialization, inflating disposable income levels and extensive research and development (R&D) activities.
IMARC Group provides an analysis of the key trends in each sub-segment of the global AR and VR smart glasses market report, along with forecasts at the global, regional and country level from 2024-2032. Our report has categorized the market based on type and end use.
Optical See Through
Video See Through
Gaming Industry
Healthcare
Education
Military and Defense
Others
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
The competitive landscape of the industry has also been examined along with the profiles of the key players being Avegant Corp., Everysight Ltd. (Elbit Systems Ltd.), HTC Corporation, Kopin Corporation, Microsoft Corporation, Optinvent, Seiko Epson Corporation, Sony Interactive Entertainment LLC (Sony Group Corporation) and Vuzix.