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市场调查报告书
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1435965

XR(延展实境)显示器:市场占有率分析、行业趋势和统计、成长预测(2024-2029)

Extended Reality Display - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2024 - 2029)

出版日期: | 出版商: Mordor Intelligence | 英文 142 Pages | 商品交期: 2-3个工作天内

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简介目录

XR Display市场规模预计到2024年为19.3亿美元,预计到2029年将达到127.9亿美元,在预测期内(2024-2029年)市场规模将增长46.06%,并以复合年增长率增长。

XR 显示器 - 市场

疫情的爆发引发了扩增实境技术在零售、教育和医疗保健领域的发展。然而,儘管COVID-19的影响加速了XR技术在其他终端用户产业的采用,但XR技术的使用始终是游戏和娱乐产业的主流。因此,促进了扩增实境市场显示器的成长。

主要亮点

  • 本研究中提到的市场数据显示了供应商在游戏和娱乐、零售、医疗保健、教育、军事和国防以及汽车和製造等应用领域销售的显示器的价值。市面上使用的显示器被设计为直视面板或微型显示面板。 AR显示面板被设计为透明的,让使用者可以查看数位资料,同时充分了解周围的物理世界。
  • COVID-19 大流行导致 XR 技术的采用激增,推动了市场对显示器的需求。例如,Sephora 和 Ulta 等美容零售商必须禁止顾客在自己的皮肤上实际测试美容产品。美容零售商转而求助于 AR 来帮助消费者以数位方式测试产品并做出购买决定。
  • 因此,由于疫情造成的短期需求增加,预计未来几年身临其境型技术在最终用户环境中的使用将进一步增加。
  • 此外,混合实境的采用正在各个领域获得动力,查看和获取资讯的能力是一个额外的优势和优势。微软越来越注重产品创新以拓展其应用领域。例如,2021年3月,微软赢得了美国价值219亿美元的合同,生产基于HoloLens 2的耳机。预计此类发展将进一步影响该技术的采用,并推动市场对 XR 显示器的需求。
  • XR 技术面临的最困难的挑战之一与教育更广泛的受众 - 更广泛的市场有关。目前的应用程式(适用于智慧型手机、平板电脑和穿戴式装置)仅限于一名使用者。为了让 XR 更容易使用,开发多用户、统一和简化的体验至关重要。在当前的市场情况下,此类产品的供应有限,这对市场成长构成了重大挑战。
  • 未来几年,即时渲染和互动式人工智慧、身临其境型体验的日益普及以及 5G 的普及预计将改变影院体验并推动 XR 显示市场的成长。例如,如果端到端延迟(使用者头部运动和VR头戴装置显示变化之间的延迟)很长,使用者可能会出现晕动症。为了避免这种情况,VR系统需要有低于20毫秒的延迟,而5G使这成为可能。因此,5G可望支撑XR市场需求。

XR显示市场趋势

AR 和 VR 应用在多个最终用户产业的采用率不断提高

  • AR 和 VR 的快速采用正在改变游戏产业,并为 XR 显示器市场创造更多机会。公司正在快速开发产品,以最大限度地提高市场吸引力。例如,Oculus Quest VR头戴装置可以透过添加手部侦测功能来改善 VR 系统,让 VR 使用者可以用手指来操纵 VR 世界。
  • 基于手势的计算现已成为游戏、电视、设备、资讯亭、医学、3D 雕塑、工程、医疗专业人员、设计师、广告商甚至身体残疾人士的一部分。基于手势的游戏已经超越了传统的游戏机,越来越多地被应用在儿童教育游戏中。例如,Magic Touch Math 是第一款专注于使用自订手势绘图学习数学的游戏。因此,基于手势的辨识可以用于传统游戏应用以外的应用。
  • 2021 年 9 月,奥迪推出了 Holoride,一款虚拟实境路上娱乐产品。这使您可以从奥迪车内前往虚拟世界。Start-UpsHololide 致力于让汽车出行成为多模态体验。这项新技术将 VR 内容和驾驶动作即时融合在一起,使奥迪后座乘客能够透过使用 VR 眼镜即时适应汽车的驾驶动作,沉浸在游戏、电影、简报等内容中。您体验虚拟内容。
  • 此外,2021 年 9 月,酵母伦敦大学 (UEL) 宣布与 EON Reality 合作推出EON-XR 中心。英国的 EON-XR 中心让学生和教师透过智慧型手机、网站和VR头戴装置等各种设备存取基于 AR 和 VR 的培训,从而推动所研究市场的成长和需求。因此,此类发展预计将进一步推动市场上对 XR 显示器研究的需求。

北美预计将占据很大份额

  • 随着美国政府探索直接和间接方式使用扩增实境技术来促进创新和促进繁荣,北美地区预计将占据重要的市场占有率。
  • 例如,外交部在某些培训中引入了VR作为体验式学习工具。该地区正在实施多个 AR 和 VR 培训项目,以培养当地劳动力并管理污水。
  • 由于接触先进技术等因素,该地区在市场上占据主导地位。此外,资源的便利获取也创造了对扩增实境设备的强烈需求。多家地区公司正在为其 AR/VR 穿戴式装置引入创新显示器。
  • 从苹果到谷歌,许多美国科技巨头都在大力投资打造 VR 和 AR 设备。由于显示器是此类设备的关键要素,此类投资将推动市场成长。
  • 例如,2022 年 6 月,Facebook 母公司 Meta 推出了四款用于研究目的的虚拟实境 (VR) 原型显示器,旨在释放元宇宙技术的全部潜力。该模型有望减轻耳机的重量,同时提供更真实的视觉体验,并解决低解析度、视觉扭曲和眼睛疲劳等问题。
  • 该地区也是许多大公司的所在地,包括 eMagin Corporation,这是一家用于 AR/VR 和其他近视成像产品的高分辨率 OLED 微显示器的领先製造商。该公司将在 2022 年显示週上展示其当前的产品线,包括 dPd 直接图形化OLED 微显示技术。2022 年显示周是业界最大的专注于显示市场的会议之一,于2022 年5 月在加利福尼亚州圣荷西举行。我主持了这次会议。

XR显示行业概况

XR显示市场主要由多家国内外公司组成。公司之间的公司间竞争非常激烈,预计在预测期内将保持不变。市场主要参与者包括Sony Corporation、三星电子、Kopin公司、 JAPAN DISPLAY公司等。市场上的技术进步也为企业带来了巨大的竞争优势,市场上也出现了多种合作关係。

  • 2022 年 6 月 - Kopin 赢得了一份为美国前国防承包开发新型汽车显示成像系统的合约。新系统将 Kopin 的高亮度、高解析度、低功耗铁电液晶硅(FLCOS) 微显示器和自订光学元件整合到极其坚固的自订外壳中,从而能够在最恶劣的环境中运作。我会做到的。
  • 2022 年 6 月 LG Display 计画为可能向苹果供应第二代混合实境(MR) 装置的显示器奠定基础。 LG 已从 Sunic System 订购沉淀设备,这将使该公司能够生产微型 OLED 面板。
  • 2022 年 5 月 - 三星电子在欧洲整合系统 (ISE) 上推出了其 micro-LED 技术,并推出了三款采用其尖端显示技术 The Wall 的新型号。 The Wall 的下一代技术带来的好处将改变任何业务并创造新的机会。

其他福利

  • Excel 格式的市场预测 (ME) 表
  • 3 个月分析师支持

目录

第一章简介

  • 研究假设和市场定义
  • 调查范围

第二章调查方法

第三章执行摘要

第四章市场洞察

  • 市场概况
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 买方议价能力
    • 新进入者的威胁
    • 竞争公司之间的敌意强度
    • 替代品的威胁
  • 技术简介
    • 虚拟实境
    • 扩增实境
    • 混合实境
  • 评估 COVID-19 对市场的影响

第五章市场动态

  • 市场驱动因素
    • AR 和 VR 应用在多个最终用户产业的采用率不断提高
    • MicroLED等整体微显示器技术的重大进步
  • 市场限制因素
    • 显示器製造过程复杂
    • 扩增实境穿戴装置的可用内容有限

第六章市场区隔

  • 按显示类型
    • 液晶显示器(LCD)
    • 有机发光二极体二极体(OLED)
    • 其他显示类型
  • 按最终用户产业
    • 游戏和娱乐
    • 卫生保健
    • 教育
    • 军事和国防
    • 汽车和製造
    • 零售
    • 其他用途
  • 按地区
    • 北美洲
    • 欧洲
    • 亚太地区
    • 世界其他地区

第七章 竞争形势

  • 公司简介
    • Sony Corporation
    • Samsung Electronics Co., Ltd.
    • Kopin Corporation
    • Japan Display Inc.
    • Plessey Company plc
    • eMagin Corporation
    • LG Display Co., Ltd.
    • Lumus, Ltd.
    • Seiko Epson Corporation
    • BOE Technology Group Co., Ltd.
    • Realfiction Holding AB
    • SA Photonics, Inc.

第八章投资分析

第九章市场机会与未来趋势

简介目录
Product Code: 71672

The Extended Reality Display Market size is estimated at USD 1.93 billion in 2024, and is expected to reach USD 12.79 billion by 2029, growing at a CAGR of 46.06% during the forecast period (2024-2029).

Extended Reality Display - Market

The onset of the pandemic has triggered the development of extended reality technologies in retail, education, and healthcare. However, the use of XR Technologies has always been dominant in the gaming and entertainment industry despite the impact of COVID-19 that accelerated the adoption of XR technologies in other end-user industries. Thus, driving the growth for displays in the extended reality market.

Key Highlights

  • The market numbers stated in the study indicate the value of displays sold by the vendors across applications such as gaming, entertainment, retail, healthcare, education, military and defense, automotive and manufacturing, and others. The displays used in the market are designed as either direct view panels or microdisplay panels. The AR display panels are designed as see-through and allow users to view the digital data while fully being aware of the physical world around them.
  • The COVID-19 pandemic resulted in an upsurge in adopting XR technologies that drive the demand for displays studied in the market. For example, beauty retailers such as Sephora and Ulta have to forbid customers from physically testing the beauty products on their skin. Beauty retailers are instead turning to AR to help consumers digitally test products to assist in buying decisions.
  • Therefore, the use of immersive technology in end-user settings is expected to increase further over the coming years due to the short-term growth in demand augmented by the effects of the pandemic.
  • Moreover, Mixed reality adoption is gaining momentum in various sectors where information availability at the eyesight becomes an added advantage and gives an edge. Microsoft is increasingly focusing on innovating its offering to expand its application field. For instance, in March 2021, Microsoft won a contract from the US Army to produce headsets based on the HoloLens 2 worth USD 21.9 billion. Such developments are further expected to impact the adoption of the technology and drive the need for XR displays studied in the market.
  • One of the most difficult challenges faced by the XR technology pertains to educating the wider audience - the broader market. The current applications (for smartphones, tablets, and wearables) are limited to a single user alone. For XR to be more accessible, developing multi-user, uniform, and streamlined experiences is a must. In the current market scenario, the availability of such products is limited, thus acting as a significant challenge to the market's growth.
  • In the coming years, real-time rendering and interactive AI, the increasing popularity of immersive experiences, and the proliferation of 5G are expected to transform the theatrical experience and boost the growth of the XR display market. For instance, if the end-to-end latency (delay between the user's head movement and the change of the display in a VR headset) is very high, users can experience motion sickness. To avoid it, VR systems need less than 20ms latency, which a 5G can deliver. Thus, 5G is expected to support the demand for the XR market.

Extended Reality Display Market Trends

Rising Adoption of AR and VR Applications Across Multiple End-User Industries

  • The rapid adoption of AR and VR is transforming the gaming industry, significantly creating more opportunities for the XR display market. Companies are making rapid developments in their products to gain maximum market traction. For instance, the Oculus Quest VR headset improvised its VR system by adding a hand tracking feature, which may enable VR users to use their fingers to manipulate the VR worlds.
  • Gesture-based computing is now becoming a part of gaming, TVs, devices, kiosks, medical, 3D sculpting, engineering, medical professionals, designers, advertisers, and even people with physical disabilities. Gesture-based gaming has moved beyond traditional gaming consoles and is witnessing increasing adoption in educational games for children. For instance, Magic Touch Math is the first game that focuses on learning mathematics using custom gesture drawings. Thus, gesture-based recognition can also be used in applications apart from traditional gaming applications.
  • In September 2021, Audi announced the virtual reality entertainment holoride on the road. This makes travel to virtual worlds from within an Audi possible. The startup holoride is working to make car rise a multi-modal experience. This new technology will merge VR content with driving movements in real-time to enable back seat passengers in Audi to dive into games, movies, and presentations and experience virtual content by adapting to the driving movements of the car in real-time using VR glasses.
  • Further, in September 2021, the University of East London (UEL) announced the launch of an EON-XR Center in partnership with EON Reality. The EON-XR Center in the United Kingdom lets students and lecturers access AR and VR-based training through various devices, including smartphones, websites, and VR headsets.Thus, driving the growth and demand for the market studied. Thus, such developments are expected to further drive the demand for the XR displays studied in the market.

North America is Expected to Hold Significant Share

  • The North American region is expected to hold a significant market share as the United States Government is finding both direct and indirect ways to use extended reality technology to facilitate innovation and promote prosperity.
  • For instance, the Foreign Service Institute at the State Department has introduced VR as an experiential learning tool in specific training. Several AR and VR training programs have been implemented in the region to develop local workforces and manage wastewater.
  • The region is dominating the market due to factors such as high technology exposure. Besides, the easy availability of resources has created a robust demand for extended reality devices. Several regional companies are deploying innovative displays into their AR/VR wearables.
  • Many large American technology giants, from Apple to Google, are significantly investing in building VR and AR equipment. As the display forms a critical element in such devices, such investments will aid the market's growth.
  • For instance, in June 2022, Facebook's parent company Meta unveiled four virtual reality (VR) prototype displays for research purposes as the company seeks to achieve the full potential of metaverse technology. The models are expected to deliver visual experiences that closely resemble reality and solve problems such as poor resolution, distorted views, and eye fatigue while making headsets lighter.
  • The region is also home to many major players, such as eMagin Corporation, a major manufacturer of high-resolution OLED microdisplays for AR/VR and other near-eye imaging products. The company hosted an exhibit of its current product line, including its dPd Direct Patterning OLED Microdisplay Technology, at Display Week 2022, one of the industry's largest conferences devoted to the display market, in San Jose, California, in May 2022.

Extended Reality Display Industry Overview

The Extended Reality Display Market primarily comprises multiple domestic and international players. The competitive rivalry is expected to be high and remain the same during the forecast period among the players. Significant players in the market include Sony Corporation, Samsung Electronics Co., Ltd., Kopin Corporation, Japan Display, Inc., etc. Technological advancements in the market are also bringing considerable competitive advantage to the companies, and the market is also witnessing multiple partnerships.

  • June 2022 - Kopin was awarded a contract to develop a new in-vehicle display imaging system for a US prime defense contractor. The new system would integrate Kopin's high-brightness, high-resolution, low-power ferroelectric liquid crystal on silicon (FLCOS) microdisplay and custom optic into a heavily ruggedized custom housing to enable operational use in extremely harsh environments.
  • June 2022 - LG Display is planning the groundwork to potentially supply Apple with displays for its second-generation mixed reality (MR) device. LG will order deposition equipment from Sunic System, allowing the company to produce micro OLED panels.
  • May 2022 - Samsung Electronics launched Micro LED technology at Integrated Systems Europe (ISE) with three new models of its state-of-the-art display technology, The Wall. The next-generation technology of The Wall would deliver benefits for transforming any business and unlocking new opportunities.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Intensity of Competitive Rivalry
    • 4.2.5 Threat of Substitutes
  • 4.3 Technology Snapshot
    • 4.3.1 Virtual Reality
    • 4.3.2 Augmented Reality
    • 4.3.3 Mixed Reality
  • 4.4 Assessment on the impact due to COVID-19 on the market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Rising Adoption of AR and VR Applications Across Multiple End-user Industries
    • 5.1.2 Significant Technological Advancement Across Micros Displays Such as MicroLEDs
  • 5.2 Market Restraints
    • 5.2.1 Complex Manufacturing Process Involved for the Production of Displays
    • 5.2.2 Limited Content Available for the Extended Reality Wearables

6 MARKET SEGMENTATION

  • 6.1 By Display Type
    • 6.1.1 Liquid Crystal Displays (LCD)
    • 6.1.2 Organic Light-Emitting Diode (OLED)
    • 6.1.3 Other Display Type
  • 6.2 By End-User Industry
    • 6.2.1 Gaming and Entertainment
    • 6.2.2 Healthcare
    • 6.2.3 Education
    • 6.2.4 Military and Defense
    • 6.2.5 Automotive and Manufacturing
    • 6.2.6 Retail
    • 6.2.7 Other Applications
  • 6.3 By Geography
    • 6.3.1 North America
    • 6.3.2 Europe
    • 6.3.3 Asia Pacific
    • 6.3.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Sony Corporation
    • 7.1.2 Samsung Electronics Co., Ltd.
    • 7.1.3 Kopin Corporation
    • 7.1.4 Japan Display Inc.
    • 7.1.5 Plessey Company plc
    • 7.1.6 eMagin Corporation
    • 7.1.7 LG Display Co., Ltd.
    • 7.1.8 Lumus, Ltd.
    • 7.1.9 Seiko Epson Corporation
    • 7.1.10 BOE Technology Group Co., Ltd.
    • 7.1.11 Realfiction Holding AB
    • 7.1.12 SA Photonics, Inc.

8 INVESTMENT ANALYSIS

9 MARKET OPPORTUNITIES AND FUTURE TRENDS