拡張現実(AR)、複合現実(MR)、仮想現実(VR) 2020-2030年:技術、予測、企業:xRヘッドセット、技術、予測の包括とAR、MR、VR市場の企業
Augmented, Mixed and Virtual Reality 2020-2030: Forecasts, Markets and Technologies
このレポートは拡張現実(AR)、複合現実(MR)、仮想現実(VR)市場や技術などを詳細に調査し、関連企業のプロフィールや研究活動、今後10年間の市場予測を掲載しています。
主な掲載内容  ... もっと見る
サマリー
このレポートは拡張現実(AR)、複合現実(MR)、仮想現実(VR)市場や技術などを詳細に調査し、関連企業のプロフィールや研究活動、今後10年間の市場予測を掲載しています。
主な掲載内容 ※目次より抜粋
-
エグゼクティブサマリー
-
イントロダクション
-
仮想現実(VR)
-
VR:関連製品のエリア
-
VR:議論と予測
-
拡張現実(AR)と複合現実(MR)
-
AR & MR:部品と関連ヘッドセットサプライヤ
-
AR & MR:関連製品のエリア
-
AR & MR:議論と予測
-
主要ハードウェア動向
-
光学センサ:視界&深さ
-
VR、AR、MRのソフトウェアとコンテンツ作成
-
破綻、疲弊、復活
Report Details
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.
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目次
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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Summary
このレポートは拡張現実(AR)、複合現実(MR)、仮想現実(VR)市場や技術などを詳細に調査し、関連企業のプロフィールや研究活動、今後10年間の市場予測を掲載しています。
主な掲載内容 ※目次より抜粋
-
エグゼクティブサマリー
-
イントロダクション
-
仮想現実(VR)
-
VR:関連製品のエリア
-
VR:議論と予測
-
拡張現実(AR)と複合現実(MR)
-
AR & MR:部品と関連ヘッドセットサプライヤ
-
AR & MR:関連製品のエリア
-
AR & MR:議論と予測
-
主要ハードウェア動向
-
光学センサ:視界&深さ
-
VR、AR、MRのソフトウェアとコンテンツ作成
-
破綻、疲弊、復活
Report Details
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.
ページTOPに戻る
Table of Contents
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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IDTechEx社のウエアラブル技術 - Wearable Technology分野での最新刊レポート
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よくあるご質問
IDTechEx社はどのような調査会社ですか?
IDTechExはセンサ技術や3D印刷、電気自動車などの先端技術・材料市場を対象に広範かつ詳細な調査を行っています。データリソースはIDTechExの調査レポートおよび委託調査(個別調査)を取り扱う日... もっと見る
調査レポートの納品までの日数はどの程度ですか?
在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
但し、一部の調査レポートでは、発注を受けた段階で内容更新をして納品をする場合もあります。
発注をする前のお問合せをお願いします。
注文の手続きはどのようになっていますか?
1)お客様からの御問い合わせをいただきます。
2)見積書やサンプルの提示をいたします。
3)お客様指定、もしくは弊社の発注書をメール添付にて発送してください。
4)データリソース社からレポート発行元の調査会社へ納品手配します。
5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。
お支払方法の方法はどのようになっていますか?
納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。
データリソース社はどのような会社ですか?
当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。
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