市场调查报告书
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扩增实境与虚拟实境市场:按技术、产品、设备、组织规模、应用划分 - 2024-2030 年全球预测Augmented & Virtual Reality Market by Technology (Augmented Reality, Virtual Reality), Product (Hardware, Software), Devices, Organization Size, Application - Global Forecast 2024-2030 |
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扩增实境和虚拟实境市场规模预计2023年为360.8亿美元,2024年达到425.2亿美元,预计2030年将达到1144.6亿美元,复合年增长率为17.92%。
扩增实境和虚拟实境 (AR/VR) 包括将数位内容与使用者的现实环境融合或创建身临其境型的电脑模拟环境的创新技术。这些技术利用感测器、相机、显示器和软体来创造超越传统 2D 萤幕的互动式体验。处理器和显示卡等硬体组件的进步使得强大的运算能力能够支援复杂的 AR/VR 应用。此外,全球网路连线的改善使更多人可以使用 AR/VR 服务。然而,长时间使用AR/ VR头戴装置可能会导致部分使用者出现晕动病、眼睛疲劳等身体不适。也就是说,VR 模拟有望帮助医生在实际手术前进行手术练习,学生可以透过 AR 增强的虚拟游览进行身临其境型学习体验,并有望在扩增实境和虚拟实境(AR/VR)领域创造潜在机会。 。
主要市场统计 | |
---|---|
基准年[2023] | 360.8亿美元 |
预测年份 [2024] | 425.2亿美元 |
预测年份 [2030] | 1144.6亿美元 |
复合年增长率(%) | 17.92% |
虚拟实境技术普及,实现逼真模拟
扩增实境透过将数位元素与用户的即时环境整合并将电脑生成的图像迭加到用户的物理世界观上来丰富用户对现实的感知。基于标记的扩增实境依赖于预先定义的视觉标记(通常是 2D 影像或 QR 码),当 AR 装置的摄影机侦测到这些标记时,会触发虚拟内容的显示。有源标记是一种带有 LED 或其他光源的电子设备,可发出 AR 系统可识别的特定图案或颜色。与主动标记相反,被动标记不发射光源。相反,它依靠打印在纸张或其他材料上的独特图案来进行识别。无标记 AR(扩增实境)使用先进的电脑视觉演算法和感测器来检测和追踪现实世界中的物体和特征,而无需依赖先验资讯。基于影像的处理分析摄影机影像中的连续影格以识别独特的特征,而基于模型的追踪用于识别目的。虚拟实境让使用者沉浸在使用电脑图形和 360 度摄影机创建的全数数位化环境中。非穿透性技术是指无法完全吸引或吞噬使用者感官的系统。此类系统不是为使用者提供完全互动的环境,而是透过将 3D 电脑生成的影像投影到萤幕或监视器上来提供有限的沉浸感。完全身临其境型技术透过电脑产生的刺激完全取代使用者的感官输入来提供更深层的沉浸感。半渗透技术结合了非渗透和完全身临其境型的元素。半沉浸式体验使用大型投影萤幕和先进的显示系统,为使用者提供高保真视觉效果,同时允许与现实世界互动。
产品:用于内容创建的 AR/VR 软体普及
AR/VR 硬体取决于舒适度、经济性和相容性等因素,并包括耳机、控制器、感测器和追踪设备等关键组件。在 AR 应用中,摄影机追踪使用者的动作以产生周围环境的 3D 模型,而 VR 装置则使用外部摄影机进行精确的头部追踪和运动侦测。高解析度 OLED 显示器提供低余辉和高刷新率,减少运动模糊和延迟,为 VR 装置带来身临其境的体验。位置追踪器可侦测使用者在定义空间内的移动,并向 AR/VR 系统提供精确的位置资料。半导体提供高效的处理和渲染功能,包括 AR/VR 设备。感测器是提供输入资料以追踪 AR/VR 环境中使用者移动和互动的关键组件。 AR/VR 软体的偏好包括易用性、与第三方工具和服务整合的能力以及各种可用内容。 3D 建模结合了 AR/VR 功能来增强原型製作和视觉化阶段。 AR远端协作工具提高了跨产业的沟通效率。透过将 AR 技术融入文件管理系统和视觉化技术,可以透过身临其境的互动式体验来有效地存取和理解内容。在VR内容创作中,VR设备整合了一个环境,使设计者能够快速建立互动式体验。利用 AR/VR 优化工作流程将提高各产业的生产力。
AR/VR 设备不断发展的格局,以改善设备使用者体验并广泛采用扩增实境和虚拟实境技术
显示墙和投影机是扩增实境和虚拟实境 (AR/VR) 景观的重要组成部分,透过将数位内容投影到大表面上为使用者提供身临其境的体验。这些设备服务于模拟、训练、研究和娱乐等应用。手势追踪设备使用手部动作和身体姿势来促进使用者和 AR/VR 环境之间的无缝互动。头戴式显示器 (HMD) 是一种穿戴式显示器,透过将视觉效果直接投射到使用者的视野中,为使用者提供身临其境型的AR/VR 体验。抬头显示器(HUD) 将必要的资讯投射到挡风玻璃或遮阳板等透明表面上,在不遮挡视线的情况下向使用者提供资讯。在AR/VR应用中,HUD应用于汽车导航系统、航空驾驶座、军事装备、运动用品等。
组织规模:大型企业快速采用 AR/VR
大公司正在采用 AR/VR 解决方案进行培训、产品开拓、行销和客户服务。它们在虚拟设施参观、身临其境型员工培训模拟、全像投影远端协作以及透过 AR 增强型行动应用程式增强客户体验方面也很受欢迎。此外,由于其规模和复杂性,大型企业需要根据其特定需求量身定制的解决方案。中小型企业正在意识到采用 AR/VR 技术的潜在好处,但面临预算限制,无法在 AR/VR 解决方案上进行大量投资。他们倾向于选择经济高效、可扩展的选项来解决特定的痛点,例如员工培训、产品视觉化和扩充性的客户参与。
应用:AR/VR技术在医疗、教育和培训方面的新用途
在商业领域,扩增实境和虚拟实境(AR/VR)技术在零售、医疗保健、房地产、旅游和旅游等领域都有应用。製造、汽车、航太和国防等行业正在采用 AR/VR 来提高业务效率、员工培训计划和产品设计。教育机构正在利用 AR/VR 工具来创造跨学科的引人入胜的学习体验,并提高学生的知识保留率。在建设产业,AR/VR被用于设计过程,能源公司受益于其在业务效率和资产管理方面的使用。在医疗保健领域,AR/VR技术被广泛应用于手术规划、患者復健和医学教育,从而改善临床结果。媒体和娱乐产业正在利用 AR/VR 解决方案进行游戏、电影製作和实况活动,而 IT 和电讯组织则采用这些解决方案在其网路营运中心进行视觉化。随着 AR/VR 技术的进步,交通运输产业正在不断发展,影响路线优化、仓库管理和车辆维护。
区域洞察
由于对 AR/VR 研究和新产品开发活动的集中投资,扩增实境和虚拟实境市场正在成为美洲的新兴市场。欧盟 (EU) 国家在培训和知识共用方面采用 AR/VR 的情况显着增加。在中东和非洲地区,智慧城市计画正在推动扩增实境,包括将AR融入公共服务以及在教育、培训、旅游和石油和天然气行业部署基于VR的解决方案马苏。亚太地区的 AR/VR 技术前景广阔,因为该地区拥有庞大的消费群,推动了游戏、零售、教育和医疗保健等多个领域对身临其境型体验的需求。此外,预计技术进步和扩展 AR/VR 在各个领域应用的研究将推动其在全球最终用途领域的使用。
FPNV定位矩阵
FPNV 定位矩阵对于评估扩增实境和虚拟实境市场至关重要。我们检视与业务策略和产品满意度相关的关键指标,以对供应商进行全面评估。这种深入的分析使用户能够根据自己的要求做出明智的决策。根据评估,供应商被分为四个成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可对扩增实境和虚拟实境市场中供应商的现状进行深入而详细的研究。全面比较和分析供应商在整体收益、基本客群和其他关键指标方面的贡献,以便更好地了解公司的绩效及其在争夺市场占有率时面临的挑战。此外,该分析还提供了对该行业竞争特征的宝贵见解,包括在研究基准年观察到的累积、分散主导地位和合併特征等因素。这种详细程度的提高使供应商能够做出更明智的决策并制定有效的策略,从而在市场上获得竞争优势。
1. 市场渗透率:提供有关主要企业所服务的市场的全面资讯。
2. 市场开拓:我们深入研究利润丰厚的新兴市场,并分析其在成熟细分市场的渗透率。
3. 市场多元化:提供有关新产品发布、开拓地区、最新发展和投资的详细资讯。
4. 竞争评估和情报:对主要企业的市场占有率、策略、产品、认证、监管状况、专利状况和製造能力进行全面评估。
5. 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。
1.扩增实境和虚拟实境市场的市场规模和预测是多少?
2.在扩增实境和虚拟实境市场的预测期内,有哪些产品、细分市场、应用程式和领域需要考虑投资?
3.扩增实境和虚拟实境市场的技术趋势和法规结构是什么?
4.扩增实境和虚拟实境市场主要供应商的市场占有率是多少?
5. 进入扩增实境和虚拟实境市场合适的型态和策略手段是什么?
[196 Pages Report] The Augmented & Virtual Reality Market size was estimated at USD 36.08 billion in 2023 and expected to reach USD 42.52 billion in 2024, at a CAGR 17.92% to reach USD 114.46 billion by 2030.
Augmented & virtual reality (AR/VR) involves innovative technologies that merge digital content with the real-life environment of the user or generate an immersive, computer-simulated environment. These technologies utilize sensors, cameras, displays, and software to create an interactive experience beyond traditional 2D screens. Advancements in hardware components such as processors and graphics cards have enabled powerful computing capabilities for complex AR/VR applications. Additionally, increased internet connectivity worldwide has allowed a broader audience to access AR/VR services. However, prolonged AR/VR headset use may cause motion sickness, eye strain, or other physical discomforts to some users. Nevertheless, VR simulations are expected to aid doctors in practicing surgeries before actual operations, and students can engage in immersive learning experiences through AR-enhanced virtual field trips, which are expected to create potential opportunities for the augmented & virtual reality (AR/VR) market.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 36.08 billion |
Estimated Year [2024] | USD 42.52 billion |
Forecast Year [2030] | USD 114.46 billion |
CAGR (%) | 17.92% |
Technology: Proliferation of virtual reality to create realistic simulations
Augmented reality integrates digital elements with the real-time environment of the user and enriches their perception of reality by superimposing computer-generated images onto their view of the physical world. Marker-based augmented reality relies on pre-defined visual markers, usually 2D images or QR codes, to trigger the display of virtual content when detected by an AR device's camera. An active marker is an electronic device equipped with LEDs or other light sources emitting a specific pattern or color, which an AR system recognizes. In contrast to active markers, passive markers do not emit any light source; instead, they depend on the unique patterns printed on paper or other materials for identification purposes. Markerless augmented reality utilizes advanced computer vision algorithms and sensors to detect and track objects or features in the real world without relying on prior information. Image-based processing analyzes consecutive frames from a camera feed to identify distinctive features while model-based tracking is utilized for recognition purposes. Virtual reality immerses users into a fully digitized environment created using computer graphics or 360-degree video recordings. Non-immersive technology refers to systems that do not fully engage or envelop the senses of the user. These systems provide limited immersion by projecting 3D computer-generated imagery onto a screen or monitor rather than surrounding the user in a fully interactive environment. Fully immersive technology offers an even deeper level of engagement by completely replacing users' sensory input with computer-generated stimuli. Semi-immersive technologies combine elements from both non immersive and fully immersive systems. Semi-immersive experiences involve large projection screens or advanced display systems that surround users with high-fidelity visuals while allowing interaction with the real world.
Product: Rising penetration of AR/VR software for content creation
The AR/VR hardware depends on factors such as comfortability, affordability, and compatibility and includes primary components such as headsets, controllers, sensors, and tracking devices. Cameras track user movements and generate 3D models of the surroundings in AR applications, and VR devices use external cameras for precise head tracking and motion detection. The high-resolution OLED displays offer low persistence and high refresh rates to reduce motion blur and latency for an immersive experience in VR devices. Position trackers detect user movement within a defined space to provide accurate positioning data for AR/VR systems. Semiconductors provide efficient processing and rendering capabilities, including AR/VR devices. Sensors are critical components that provide input data for tracking user movements and interactions within AR/VR environments. The AR/VR software preferences include ease of use, their ability to integrate with third-party tools or services, and diversity of available content. 3D modeling incorporates AR/VR capabilities to enhance prototyping and visualization stages. AR remote collaboration tools improve communication efficiency across industries. Incorporating AR technology into documentation management systems and visualization techniques allows efficient content access and comprehension through an immersive and interactive experience. In VR content creation, VR devices integrate the environment for designers to build interactive experiences quickly. Workflow Optimization through AR/VR can increase productivity across industries.
Devices: Evolving AR/VR device landscape to enhance user experiences and widespread adoption of augmented and virtual reality technologies
Display walls and projectors are essential components in the augmented & virtual reality (AR/VR) landscape, providing an immersive experience for users by projecting digital content onto large surfaces. These devices cater to simulation, training, research, and entertainment applications. Gesture-tracking devices facilitate seamless interactions between users and AR/VR environments using hand movements or body gestures. Head-mounted displays (HMDs) are wearable displays that provide users with immersive AR/VR experiences by projecting visuals directly into their field of view. Head-up displays (HUDs) project essential information onto transparent surfaces such as windshields or visors to keep users informed without obstructing their view. In AR/VR applications, HUDs find usage in automotive navigation systems, aviation cockpits, military equipment, and sports gear.
Organization Size: Burgeoning adoption of AR/VR in large enterprises
Large enterprises adopt AR/VR solutions for training, product development, marketing, and customer service. In addition, it is preferred for virtual tours of facilities, immersive training simulations for employees, remote collaboration through holographic projections, and enhanced customer experiences through AR-enhanced mobile applications. Moreover, large enterprises require customized solutions tailored to their specific needs due to their scale and complexity. SMEs are increasingly recognizing the potential benefits of adopting AR/VR technologies; however, they face budget constraints that limit their ability to invest heavily in AR/VR solutions. They tend to opt for cost-effective and scalable options that address their specific pain points, such as workforce training, product visualization, and enhancing customer engagement.
Applications: Emerging utilization of AR/VR technologies for medical and education & training purposes
In the commercial sector, augmented & virtual reality (AR/VR) technologies have applications in retail, healthcare, real estate, travel, and tourism. Industries such as manufacturing, automotive, aerospace, and defense have embraced AR/VR to enhance operational efficiency, employee training programs, and product design. Educational institutions are leveraging AR/VR tools to create engaging learning experiences across different disciplines, improving student knowledge retention. In the construction industry, AR/VR is used for the design process, while energy companies benefit from its use in operational efficiency and asset management. The healthcare sector has witnessed significant adoption of AR/VR technologies for surgical planning, patient rehabilitation, and medical education, leading to improved clinical outcomes. The media & entertainment industry utilizes AR/VR solutions in gaming, film production, and live events, while IT and telecom organizations employ it for network operations center visualization. The transportation sector is evolving with advancements in AR/VR technologies, resulting in route optimization, warehouse management, and vehicle maintenance.
Regional Insights
The augmented & virtual reality market is evolving in the Americas owing to heavy investments in AR/VR research and new product development activities. The European Union (EU) countries witness substantial AR/VR adoption growth for training and knowledge-sharing purposes. In the Middle East and Africa region, the augmented & virtual reality market is developing with smart city initiatives, including incorporating AR into public services and deploying VR-based solutions in education, training, tourism, and oil & gas industries. The Asia-Pacific region represents a growing AR/VR technology landscape owing to its vast consumer base driving demand for immersive experiences across multiple sectors such as gaming, retail, education, and healthcare. Besides, technological advancements and research to expand AR/VR applications in diverse sectors are anticipated to propel their use in end-use sectors globally.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Augmented & Virtual Reality Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Augmented & Virtual Reality Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Augmented & Virtual Reality Market, highlighting leading vendors and their innovative profiles. These include Amazon Web Services, Inc., Apple Inc., Atheer, Inc., Blippar Group Limited, Capermint Technologies Pvt. Ltd., Cisco Systems, Inc., CyberGlove Systems Inc., EON Reality, Inc., Google LLC by Alphabet Inc., Hewlett-Packard Development Company, L.P., HTC Corporation, Inglobe Technologies Srl, Innovega Inc., Intel Corporation, International Business Machines Corporation, KT Corporation, Lenovo Group Limited, LG Corporation, Magic Leap, Inc., Marxent Labs LLC, MAXST Co., Ltd., Meta Platforms, Inc., Microsoft Corporation, Niantic, Inc., NVIDIA Corporation, PTC Inc., Qualcomm Incorporated, Samsung Electronics Co., Ltd., Seiko Epson Corporation, Sony Group Corporation, Toshiba Corporation, Trimble Inc., Vuzix Corporation, and Zugara Inc..
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Augmented & Virtual Reality Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Augmented & Virtual Reality Market?
3. What are the technology trends and regulatory frameworks in the Augmented & Virtual Reality Market?
4. What is the market share of the leading vendors in the Augmented & Virtual Reality Market?
5. Which modes and strategic moves are suitable for entering the Augmented & Virtual Reality Market?