拡張現実&複合現実:影響評価、部門別分析&予測 2019-2024年
Augmented & Mixed Reality
このレポートはモバイル向けの拡張現実(AR)と複合現実(MR)市場を調査し、重要な使用事例と主要な企業、市場予測や包括的な分析を掲載しています。
部門別アプリケーションエコシステム予測:... もっと見る
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サマリー
このレポートはモバイル向けの拡張現実(AR)と複合現実(MR)市場を調査し、重要な使用事例と主要な企業、市場予測や包括的な分析を掲載しています。
部門別アプリケーションエコシステム予測:インストールされたARアプリケーション数、ARアプリケーション市場の総額
-
教育
-
ゲーム
-
医療
-
ライフスタイル
-
マルチメディア
-
小売
-
検索&発見
-
ソーシャルメディア&ネットワーキング
デバイス別のモバイルAR&MR
Overview
Augmented & Mixed Reality research provides in-depth examination of the mobile augmented reality market; covering both the consumer and enterprise spaces. It provides an extensive forecast suite and comprehensive analysis of pivotal use cases and key market players. In-depth analysis of the consumer and enterprise market is presented across three key hardware platforms:
-
Smartphones
-
Tablets
-
Smart Glasses
This research suite includes:
-
Deep Dive Strategy & Competition (PDF)
-
5-Year Deep Dive Data & Forecasting (PDF)
-
Executive Summary & Core Findings (PDF)
-
Augmented & Mixed Reality Sector Analysis: Analysis of future market prospects across eight key vertical markets including:
-
Education
-
Games
-
Healthcare
-
Lifestyle
-
Multimedia
-
Retail
-
Search & Discovery
-
Social Media & Networking
-
Technology Impact Assessment: An evaluation of the development of enabling technologies and their impact on the future of the Augmented & Mixed Reality market, including:
-
5G Networks
-
Artificial Intelligence
-
Computer Vision & Image Recognition Technologies
-
Digital Voice Assistants
-
Edge Computing
-
Mobile Cloud Computing
-
Web-based Augmented Reality
-
Consumer & Enterprise Market Analysis and Impact Assessment: Separate analyses for the impact of AR and MR technologies in the consumer and enterprise markets, aligned with insights and strategic recommendations for key stakeholders.
-
Juniper Research Leaderboard: Offers a comparative assessment of the products and services from 16 leading Augmented & Mixed Reality platform and framework providers in the Juniper Research Leaderboard, categorised in terms of the depth of their solutions and software offerings. Vendors included in the Leaderboard include:
-
Aireal
-
Alphabet
-
Apple
-
Atheer
-
Facebook
-
Inglobe Technologies
-
Mantis Vision
-
Microsoft
-
Object Theory
-
Pearson
-
PTC
-
Re’flekt
-
ScopeAR
-
Snap Inc.
-
Vuzix
-
Wikitude
-
How much will the Augmented & Mixed Reality market be worth by 2024?
-
Which will be the most successful strategies for Augmented & Mixed Reality solutions providers over the next five years?
-
Which Augmented & Mixed Reality solution providers are leading the market?
-
What impact will disruptive technologies, such as 5G and AI, have on the Augmented & Mixed Reality market?
-
How can users of Augmented & Mixed Reality secure a return on investment?
Interviewed: Inglobe Technologies, LetsPlott, Mantis Vision, Object Theory, Pearson, Re'flekt, ScopeAR, Wikitude GmbH.
Profiled: Aireal, Alphabet, Apple, Atheer, Facebook, Inglobe Technologies, Mantis Vision, Microsoft, Object Theory, Pearson, PTC, Re'flekt, ScopeAR, Snap, Vuzix, Wikitude GmbH.
Case Studied: Niantic.
Mentioned: 360WeAre, 3DAR, Acer, Akonia Holographics, Alces Technology, Alibaba, AltSpace, Amplexor, Anheuser Busch, Asus, Audi, Autodesk Fusion 360, BASF, Bertelsmann, BG, BGC, Blippar, BMW, Boeing, Bosch, Boston’s Children Hospital, BrainShark, BrainVu, Buck Design, CAD IT, Carstens and Partner, CDM Smith, Clakamas, Cognizant, DAQRI, Dell, DHL, Digital Nation Entertainment, Discovery Channel, Drive.ai, EA (Electronics Arts), Enlive Studios, Eon, fatfoogoo, FLEX, Flyby Media, Flype, Ford, Forte Technology, General Electric, Google, GrokStyle, Harvard School of Design, HP, Huawei, Hyperloop, Hyundai, IKEA, Indeco, InPrint, Intel, InvenSense, Jamco, Johnson & Johnson, JPL/NASA, Junction Dot, Kopin, Lattice Data, Lenovo, LetsPlott, Leybold, Lockheed Martin, Looksery, Lowe’s Canada, Magic Leap, Manchester United, Matterport, Maybelline, Metaio, Metamarkets, Mojo, More Than Real, MSC Cruises, Nagarro, Nike, Novartis, NTT DoCoMo, NVIDIA, NWI, Oculus, ODG, ONtheGO, OSVR (Open Source Virtual Reality) Alliance, Ozlo, Part IV, PCA, Pebbels, Porsche, Qpass, Qualcomm, Reality Editor, RealWear, RecRec, Regaind, Reinisch, Runente, Samsung, Seepex, Seerslan, Shadow Factory, Siemens, Sony, SpaceView, Steelcase, Stereo Scape, Stink Studios, STM, Surreal Vision, Survalent, Taco Bell, The Electric Factory, The Mill, The Science Channel, The US College Football Playoffs, Thyssen Krupp, T‑Mobile, TNO, Toshiba, Triiger, Trimble, Ubiquity6, UCP, Unilever, Unity, Virgin Media, visionLib, Vurb, VZ Lab, WakingApp Realities, Warner Bros, Wayfay, WayPoint, Woods Bagot.
Data & Interactive Forecast
Juniper Research’s Augmented & Mixed Reality forecast suite includes:
-
5-year benchmark forecasts are key metrics by eight key regions and 12 country-level splits including:
-
Canada
-
China
-
Denmark
-
Germany
-
Japan
-
Norway
-
Portugal
-
South Korea
-
Spain
-
Sweden
-
UK
-
US
-
Augmented & Mixed Reality content markets, including total number of installed AR applications and total AR app market value, across eight key AR sectors:
-
Education
-
Games
-
Healthcare
-
Lifestyle
-
Multimedia
-
Retail
-
Search & Discovery
-
Social Media & Networking
-
Mobile Augmented & Mixed Reality, split by three devices:
-
Smartphones
-
Tablets
-
Smart Glasses
-
Access to the full set of forecast data of 715 tables and over 98,000 datapoints.
-
Interactive Excel Scenario tool allowing user the ability to manipulate Juniper Research’s data for 10 different metrics.
Juniper Research’s highly granular interactive Excels enable clients to manipulate Juniper Research’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool, and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.
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目次
Table of Contents
1. Deep Dive Strategy & Competition
1. Consumer Augmented & Mixed Reality
1.1 Introduction . 7
Figure 1.1: Total AR Market Value in 2019, ($m) Split by Industry . 7
Figure 1.2: The Augmented & Mixed Reality Ecosystem . 8
Figure 1.3: The AR 5 Year Roadmap & Total AR Market Value ($m) 2019-2024 . 9
1.2 Notable AR & MR Market Movements . 10
1.2.1 Notable Investments . 10
Table 1.4: Selected Investments in AR & MR Service Providers August 2018-present . 10
i. Investment in Magic Leap . 10
Figure 1.5: Magic Leap One . 10
Table 1.6: Select AR Patent Information March 2016-Present . 11
1.3 Emerging Technologies in Consumer AR . 12
1.3.1 5G Networks . 12
Table 1.7: Initial 5G Requisites & Anticipated Network Conditions . 13
1.3.2 Digital Voice Assistants . 13
1.3.3 MCC & Edge Processing for Mobile AR . 13
Figure 1.8: Edge Computing Architecture in AR . 13
1.4 Strategic Recommendations for Augmented & Mixed Reality
Service Providers & Hardware Vendors . 14
Figure 1.9: Smartphone Penetration Rate (%) Split by 8 Key Regions 2019-2024 . 15
Figure 1.10: Consumer AR - Future Key Milestones . 15
2. Enterprise Augmented & Mixed Reality
2.1 Introduction to Enterprise Augmented & Mixed Reality . 18
Figure 2.1: Benefits of Industrial AR . 18
Figure 2.2: Total Number of Enterprise AR Applications Split by Hardware
Platform (m) 2019-2024 . 18
Figure 2.3: Enterprise AR Ecosystem . 19
2.1.1 The Addressable User Base for AR . 20
Figure 2.4: Global Proportion of Businesses Operating in 2019, Split by 8 Key
Regions: 272 million . 20
Figure 2.5: Proportion of GDP per Annum that can be Disrupted by the
Implementation of Augmented or Mixed Reality (%) in 2019, Split by 8 Key Regions . 21
2.2 Enterprise AR Monetisation Model Analysis . 22
2.2.1 Pay-per-Download Model . 22
2.2.2 Subscription or Seat Licensing Model . 22
2.3 Impact of New AR Technologies . 23
Table 2.6: Juniper Research Technology Impact Assessment: Enterprise AR . 23
2.3.1 AI . 23
2.3.2 Computer Vision & Image Recognition . 24
2.3.3 Mobile Cloud Computing . 24
2.3.4 Edge Computing . 24
2.3.5 5G Networks . 25
2.3.6 Digital Voice Assistants . 25
2.3.7 Web-based AR . 26
2.4 Strategic Recommendations for Enterprise AR. 26
Figure 2.7: Enterprise AR Market Forecast Summary for 2019 . 27
3. Augmented & Mixed Reality Content
3.1 Introduction to Augmented & Mixed Reality Content. 30
Figure 3.1: Total Number of Mobile AR Applications Installed (m), Split by Device
2019 & 2024 . 30
3.1.1 AR Content Framework Assessment . 30
3.2 The Future of AR Content . 31
3.2.1 The Addressable User Base for AR Content . 31
Figure 3.2: Number of Consumer Devices that are AR-capable (m) Split by 3
Device Types 2019-2024 . 31
3.3 AR App Monetisation Analysis . 32
Figure 3.3: Total Consumer AR Market Value, Split by Category ($m) in 2019:
$6.9 billion . 32
3.3.1 Games . 33
Figure 3.4: Average Revenue per AR Games App ($) Split by Device Type 2019-2024 . 33
Case Study: Pokemon GO in 2019 . 33
3.3.2 Search & Discovery . 34
Figure 3.5: Total Market Value of Search & Discovery AR ($m), Split by Device
Type & Global Revenue per Search & Discovery AR application ($) 2019-2024 . 34
3.3.3 Lifestyle . 35
Figure 3.6: Total Market Value of AR Lifestyle Applications ($m), 2019 . 35
Figure 3.7: Global Average Value per In-app Purchase Transaction for all AR
Device Types ($) Split by Category 2019-2024 . 35
3.3.4 Multimedia . 36
Figure 3.8: Total Revenues from AR Multimedia Smartphone Apps in 2024, Split
by 3 Monetisation Strategies: $3.5 billion . 36
Figure 3.9: Global Average Revenue per Consumer Multimedia App ($) Split by 3
Device Types 2019-2024 . 36
3.3.5 Social . 37
Figure 3.10: The Virtuous Cycle of Social Network Growth . 37
Figure 3.11: Total Value of Smartphone AR Social Applications in 2024, Split by
Monetisation Model: $11.1 billion . 37
3.3.6 Retail . 38
Figure 3.12: Average Revenue per AR Retail App ($), Split by Device Type 2019-2024 . 38
3.3.7 Healthcare . 39
Figure 3.13: Global AR-capable Consumer Healthcare App Market Value ($m),
Split by 3 Monetisation Strategies 2019-2024 . 39
3.3.8 Education . 40
Figure 3.14: Average Revenue per AR Education App ($), Split by Monetisation
Model 2019-2024 . 40
4. Augmented & Mixed Reality Content: The Competitive Landscape
4.1 Augmented & Mixed Reality: The Competitive Landscape . 42
4.1.1 AR & MR Platform Vendor Assessment Methodology . 42
Table 4.1: Augmented & Mixed Reality Player Scoring Criteria . 43
Figure 4.2: Juniper Research Leaderboard - Augmented & Mixed Reality Service Providers . 44
Table 4.3: Juniper Research Heatmap Results - Augmented & Mixed Reality
Service Providers . 45
4.1.2 Vendor Groupings: Augmented & Mixed Reality Service
Providers . 46
i. Established Leaders . 46
ii. Leading Challengers . 47
iii. Disrputors & Emulators . 48
4.2 Limitations & Interpretations . 49
4.3 Augmented & Mixed Reality: Movers & Shakers . 50
4.4 Player Profiles . 52
4.4.1 Aireal . 52
i. Corporate . 52
ii. Geographical Spread . 52
iii. Key Clients & Strategic Partnerships . 52
iv. High Level View of Offerings . 52
v. Juniper Research View: Key Strengths & Strategic Opportunities . 53
4.4.2 Alphabet. 53
i. Corporate . 53
Table 4.4: Alphabet Select Financial Information ($m) 2015-2018 . 53
ii. Geographical Spread . 53
iii. Key Clients & Strategic Partnerships . 53
iv. High Level View of Offerings . 53
v. Juniper Research View: Key Strengths & Strategic Opportunities . 54
4.4.3 Apple . 54
i. Corporate . 54
Table 4.5: Apple Financial Snapshot ($m) FY2015-2018 . 54
ii. Geographical Spread . 55
iii. Key Clients & Strategic Partnerships . 55
iv. High Level View of Offerings . 55
v. Juniper Research View: Key Strengths & Strategic Opportunities . 55
4.4.4 Atheer . 56
i. Corporate . 56
ii. Geographical Spread. 56
iii. Key Clients & Strategic Partnerships . 56
iv. High Level View of Offerings . 56
v. Juniper Research View: Key Strengths & Strategic Opportunities . 57
4.4.5 Facebook . 57
i. Corporate . 57
Table 4.6: Facebook Select Financial Information ($m) 2015-2018 . 58
ii. Geographical Spread. 58
iii. Key Clients & Strategic Partnerships . 58
iv. High Level of View of Offerings. 58
v. Juniper Research View: Key Strengths & Strategic Opportunities . 59
4.4.6 Inglobe Technologies . 59
i. Corporate . 59
ii. Geographical Spread. 59
iii. Key Clients & Strategic Partnerships . 59
iv. High Level View of Offerings . 60
v. Juniper Research View: Key Strengths & Strategic Partnerships . 60
4.4.7 Mantis Vision . 60
i. Corporate . 60
ii. Geographical Spread. 61
iii. Key Clients & Strategic Opportunities . 61
iv. High Level View of Offerings . 61
Figure 4.7: Mantis Vision Software . 61
v. Juniper Research View: Key Strengths & Strategic Opportunities . 61
4.4.8 Microsoft . 62
i. Corporate . 62
Table 4.8: Microsoft Financial Snapshot ($m) 2015-2018 . 62
ii. Geographical Spread . 62
iii. Key Clients & Strategic Partnerships . 62
iv. High Level View of Offerings . 63
v. Juniper Research View: Key Strengths & Strategic Opportunities . 63
4.4.9 Object Theory . 63
i. Corporate . 63
ii. Geographical Spread . 64
iii. Key Clients & Strategic Partnerships . 64
iv. High Level View of Offerings . 64
v. Juniper Research View: Key Strengths & Strategic Opportunities . 64
4.4.10 Pearson . 65
i. Corporate . 65
Table 4.9: Pearson Select Financial Information 2016-2018 . 65
ii. Geographical Spread . 65
iii. Key Clients & Strategic Partnerships . 65
iv. High Level View of Offerings . 65
v. Juniper Research View: Key Strengths & Strategic Opportunities . 66
4.4.11 PTC . 66
i. Corporate . 66
ii. Geographical Spread . 66
Table 4.10: PTC Selected Financial Information ($m) 2016-2018 . 66
iii. Key Clients & Strategic Partnerships . 66
iv. High Level View of Offerings . 67
v. Juniper Research View: Key Strengths & Strategic Opportunities . 67
4.4.12 Re'flekt . 67
i. Corporate . 67
ii. Geographical Spread. 67
iii. Key Clients & Strategic Opportunities . 68
iv. High Level View of Offerings . 68
v. Juniper Research View: Key Strengths & Strategic Opportunities . 68
4.4.13 ScopeAR . 68
i. Corporate . 68
ii. Geographical Spread. 69
iii. Key Clients & Strategic Partnerships . 69
iv. High Level View of Offerings . 69
v. Juniper Research View: Key Strengths & Strategic Opportunities . 69
4.4.14 Snap Inc . 70
i. Corporate . 70
Table 4.11: Snap Inc Selected Financial Information ($m) 2016-2018 . 70
ii. Geographical Spread. 70
iii. Key Clients & Strategic Recommendations . 70
iv. High Level View of Offerings . 70
v. Juniper Research View: Key Strengths & Strategic Opportunities . 71
4.4.15 Vuzix . 71
i. Corporate . 71
Table 4.12: Vuzix Key Financial Data ($m) FY2017-2018 . 72
ii. Geographical Spread. 72
iii. Key Clients & Strategic Opportunities . 72
iv. High Level View of Offerings . 72
v. Juniper Research View: Key Strengths & Strategic Opportunities . 72
4.4.16 Wikitude GmbH . 73
i. Corporate . 73
ii. Geographical Spread . 73
iii. Key Clients & Strategic Opportunities . 73
iv. High Level View of Offerings . 73
v. Juniper Research View: Key Strengths & Strategic Opportunities . 74
2. Deep Dive Data & Forecasting
1. Augmented & Mixed Reality: Market Forecast Summary
1.1 Introduction to Augmented & Mixed Reality . 4
1.2 AR Market Summary . 5
1.2.1 Total Number of Consumer AR Apps . 5
Figure & Table 1.1: Total Number of Mobile Augmented Reality Applications
Installed, (m) Split 8 Key Categories 2019-2024 . 5
1.2.2 Total AR Market Value . 6
Figure & Table 1.2: Total Augmented Reality Market Value, ($m) Split by Industry 2019-2024 . 6
2. Consumer Smartphone Augmented Reality: Market Forecasts & Key Takeaways
2.1 Introduction to Smartphone AR . 8
2.1.1 Smartphone AR . 8
i. Pay-per-Download Methodology . 8
ii. In-App Purchases Methodology . 9
iii. AR Advertising Forecast Methodology . 9
Figure 2.1: Smartphone Pay-per-Download AR Forecast Methodology . 10
Figure 2.2: Smartphone In-App Purchases AR Forecast Methodology. 11
Figure 2.3: Smartphone AR Advertising Forecast Methodology . 12
2.1.2 Total Smartphone AR Apps by Category . 13
Figure & Table 2.4: Total Number of Smartphone Augmented Reality Applications
(m) Split by 8 Key Categories 2019-2024 . 13
2.1.3 Total Smartphone AR Apps by Region . 14
Figure & Table 2.5: Total Number of Smartphone Augmented Reality Applications
(m) Split by 8 Key Regions 2019-2024 . 14
2.1.4 Total Advertising Spend on Consumer Smartphone AR Apps . 15
Figure & Table 2.6: Total Smartphone Augmented Reality Market Value ($m) Split
by 8 Key Regions 2019-2024 . 15
Table 2.7: Total Value of Smartphone AR Applications, ($m) Split by Revenue
Model 2019-2024 . 15
3. Consumer Tablet Augmented Reality: Market Forecasts & Key Takeaways
3.1 Introduction to Tablet AR . 17
3.1.1 Tablet Forecast Methodology . 17
i. Pay-per-Download Methodology . 17
ii. In-App Purchases Methodology . 17
iii. AR Advertising Forecast Methodology . 17
Figure 3.1: Tablet Pay-per-Download AR Forecast Methodology . 19
Figure 3.2: Tablet In-App Purchases Forecast Methodology . 20
Figure 3.3: Tablet AR Advertising Forecast Methodology . 21
3.1.2 Total Tablet AR Apps, Split by Category . 22
Figure & Table 3.4: Total Number of Tablet Augmented Reality Applications (m)
Split by 8 Key Categories 2019-2024 . 22
3.1.3 Total Tablet AR Apps,Split by Region . 23
Figure & Table 3.5: Total Number of Tablet Augmented Reality Applications (m)
Split by 8 Key Regions 2019-2024 . 23
3.1.4 Total AR App Market Value . 24
Figure & Table 3.6: Total Tablet Augmented Reality Market Value ($m) Split by 8
Key Regions 2019-2024 . 24
Table 3.7: Total Value of Tablet AR Applications, Split by Revenue Model ($m) 2019-2024 . 24
4. Consumer Smart Glasses Augmented Reality: Market Forecasts & Key Takeaways
4.1 Introduction to Smart Glasses AR . 26
4.2 Forecast Methodology. 26
4.2.1 Pay-per-Download Methodology . 26
4.2.2 In-App Purchases Methodology . 26
4.2.3 AR Advertising Forecast Methodology. 26
4.2.4 Key Changes from Previous Forecast . 27
Figure 4.1: Smart Glasses Pay-per-Download AR Forecast Methodology . 28
Figure 4.2: Smart Glasses In-App Purchases AR Forecast Methodology . 29
Figure 4.3: Smart Glasses AR Advertising Forecast Methodology . 30
4.2.5 Total Smart Glasses AR Apps, Split by Category . 31
Figure & Table 4.4: Total Number of Smartglasses Augmented Reality
Applications (m) Split by 8 Key Categories 2019-2024 . 31
4.2.6 Total Smart Glass AR Apps, Split by Region . 32
Figure & Table 4.5: Total Number of Smartglass Augmented Reality Applications
(m) Split by 8 Key Regions 2019-2024. 32
4.2.7 Total Smart Glass AR Market Value . 33
Figure & Table 4.6: Total Smartglass Augmented Reality Market Value ($m) Split
by 8 Key Regions 2019-2024. 33
Table 4.7: Total Smartglass Augmented Reality Market Value ($m) Split by
Monetisation Model 2019-2024 . 33
5. Enterprise Augmented Reality: Market Forecasts & Key Takeaways
5.1 Introduction to Enterprise AR . 35
5.1.1 Enterprise Forecasting Methodology . 35
i. Pay-per-Download Methodology . 35
ii. Subscription/Licensing Model . 35
5.1.2 Key Changes from Previous Forecast . 35
Figure 5.1: Enterprise AR Forecast Methodology . 37
Figure 5.2: Enterprise AR Subscription/Licence Model Forecast Methodology . 38
5.1.3 Total Enterprise AR Apps . 39
Figure 5.3: Total Number of Enterprise Augmented Reality Applications (m) Split
by 8 Key Regions 2019-2024 . 39
Table 5.4: Total Number of Enterprise AR Apps (m) Split by Device 2019-2024 39
5.1.4 Total Enterprise AR Market Value . 40
Figure & Table 5.5: Total Revenues from Enterprise Augmented Reality
Applications ($m) Split by 8 Key Regions 2019-2024 . 40
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Summary
このレポートはモバイル向けの拡張現実(AR)と複合現実(MR)市場を調査し、重要な使用事例と主要な企業、市場予測や包括的な分析を掲載しています。
部門別アプリケーションエコシステム予測:インストールされたARアプリケーション数、ARアプリケーション市場の総額
-
教育
-
ゲーム
-
医療
-
ライフスタイル
-
マルチメディア
-
小売
-
検索&発見
-
ソーシャルメディア&ネットワーキング
デバイス別のモバイルAR&MR
Overview
Augmented & Mixed Reality research provides in-depth examination of the mobile augmented reality market; covering both the consumer and enterprise spaces. It provides an extensive forecast suite and comprehensive analysis of pivotal use cases and key market players. In-depth analysis of the consumer and enterprise market is presented across three key hardware platforms:
-
Smartphones
-
Tablets
-
Smart Glasses
This research suite includes:
-
Deep Dive Strategy & Competition (PDF)
-
5-Year Deep Dive Data & Forecasting (PDF)
-
Executive Summary & Core Findings (PDF)
-
Augmented & Mixed Reality Sector Analysis: Analysis of future market prospects across eight key vertical markets including:
-
Education
-
Games
-
Healthcare
-
Lifestyle
-
Multimedia
-
Retail
-
Search & Discovery
-
Social Media & Networking
-
Technology Impact Assessment: An evaluation of the development of enabling technologies and their impact on the future of the Augmented & Mixed Reality market, including:
-
5G Networks
-
Artificial Intelligence
-
Computer Vision & Image Recognition Technologies
-
Digital Voice Assistants
-
Edge Computing
-
Mobile Cloud Computing
-
Web-based Augmented Reality
-
Consumer & Enterprise Market Analysis and Impact Assessment: Separate analyses for the impact of AR and MR technologies in the consumer and enterprise markets, aligned with insights and strategic recommendations for key stakeholders.
-
Juniper Research Leaderboard: Offers a comparative assessment of the products and services from 16 leading Augmented & Mixed Reality platform and framework providers in the Juniper Research Leaderboard, categorised in terms of the depth of their solutions and software offerings. Vendors included in the Leaderboard include:
-
Aireal
-
Alphabet
-
Apple
-
Atheer
-
Facebook
-
Inglobe Technologies
-
Mantis Vision
-
Microsoft
-
Object Theory
-
Pearson
-
PTC
-
Re’flekt
-
ScopeAR
-
Snap Inc.
-
Vuzix
-
Wikitude
-
How much will the Augmented & Mixed Reality market be worth by 2024?
-
Which will be the most successful strategies for Augmented & Mixed Reality solutions providers over the next five years?
-
Which Augmented & Mixed Reality solution providers are leading the market?
-
What impact will disruptive technologies, such as 5G and AI, have on the Augmented & Mixed Reality market?
-
How can users of Augmented & Mixed Reality secure a return on investment?
Interviewed: Inglobe Technologies, LetsPlott, Mantis Vision, Object Theory, Pearson, Re'flekt, ScopeAR, Wikitude GmbH.
Profiled: Aireal, Alphabet, Apple, Atheer, Facebook, Inglobe Technologies, Mantis Vision, Microsoft, Object Theory, Pearson, PTC, Re'flekt, ScopeAR, Snap, Vuzix, Wikitude GmbH.
Case Studied: Niantic.
Mentioned: 360WeAre, 3DAR, Acer, Akonia Holographics, Alces Technology, Alibaba, AltSpace, Amplexor, Anheuser Busch, Asus, Audi, Autodesk Fusion 360, BASF, Bertelsmann, BG, BGC, Blippar, BMW, Boeing, Bosch, Boston’s Children Hospital, BrainShark, BrainVu, Buck Design, CAD IT, Carstens and Partner, CDM Smith, Clakamas, Cognizant, DAQRI, Dell, DHL, Digital Nation Entertainment, Discovery Channel, Drive.ai, EA (Electronics Arts), Enlive Studios, Eon, fatfoogoo, FLEX, Flyby Media, Flype, Ford, Forte Technology, General Electric, Google, GrokStyle, Harvard School of Design, HP, Huawei, Hyperloop, Hyundai, IKEA, Indeco, InPrint, Intel, InvenSense, Jamco, Johnson & Johnson, JPL/NASA, Junction Dot, Kopin, Lattice Data, Lenovo, LetsPlott, Leybold, Lockheed Martin, Looksery, Lowe’s Canada, Magic Leap, Manchester United, Matterport, Maybelline, Metaio, Metamarkets, Mojo, More Than Real, MSC Cruises, Nagarro, Nike, Novartis, NTT DoCoMo, NVIDIA, NWI, Oculus, ODG, ONtheGO, OSVR (Open Source Virtual Reality) Alliance, Ozlo, Part IV, PCA, Pebbels, Porsche, Qpass, Qualcomm, Reality Editor, RealWear, RecRec, Regaind, Reinisch, Runente, Samsung, Seepex, Seerslan, Shadow Factory, Siemens, Sony, SpaceView, Steelcase, Stereo Scape, Stink Studios, STM, Surreal Vision, Survalent, Taco Bell, The Electric Factory, The Mill, The Science Channel, The US College Football Playoffs, Thyssen Krupp, T‑Mobile, TNO, Toshiba, Triiger, Trimble, Ubiquity6, UCP, Unilever, Unity, Virgin Media, visionLib, Vurb, VZ Lab, WakingApp Realities, Warner Bros, Wayfay, WayPoint, Woods Bagot.
Data & Interactive Forecast
Juniper Research’s Augmented & Mixed Reality forecast suite includes:
-
5-year benchmark forecasts are key metrics by eight key regions and 12 country-level splits including:
-
Canada
-
China
-
Denmark
-
Germany
-
Japan
-
Norway
-
Portugal
-
South Korea
-
Spain
-
Sweden
-
UK
-
US
-
Augmented & Mixed Reality content markets, including total number of installed AR applications and total AR app market value, across eight key AR sectors:
-
Education
-
Games
-
Healthcare
-
Lifestyle
-
Multimedia
-
Retail
-
Search & Discovery
-
Social Media & Networking
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Mobile Augmented & Mixed Reality, split by three devices:
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Smartphones
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Tablets
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Smart Glasses
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Interactive Excel Scenario tool allowing user the ability to manipulate Juniper Research’s data for 10 different metrics.
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Table of Contents
Table of Contents
1. Deep Dive Strategy & Competition
1. Consumer Augmented & Mixed Reality
1.1 Introduction . 7
Figure 1.1: Total AR Market Value in 2019, ($m) Split by Industry . 7
Figure 1.2: The Augmented & Mixed Reality Ecosystem . 8
Figure 1.3: The AR 5 Year Roadmap & Total AR Market Value ($m) 2019-2024 . 9
1.2 Notable AR & MR Market Movements . 10
1.2.1 Notable Investments . 10
Table 1.4: Selected Investments in AR & MR Service Providers August 2018-present . 10
i. Investment in Magic Leap . 10
Figure 1.5: Magic Leap One . 10
Table 1.6: Select AR Patent Information March 2016-Present . 11
1.3 Emerging Technologies in Consumer AR . 12
1.3.1 5G Networks . 12
Table 1.7: Initial 5G Requisites & Anticipated Network Conditions . 13
1.3.2 Digital Voice Assistants . 13
1.3.3 MCC & Edge Processing for Mobile AR . 13
Figure 1.8: Edge Computing Architecture in AR . 13
1.4 Strategic Recommendations for Augmented & Mixed Reality
Service Providers & Hardware Vendors . 14
Figure 1.9: Smartphone Penetration Rate (%) Split by 8 Key Regions 2019-2024 . 15
Figure 1.10: Consumer AR - Future Key Milestones . 15
2. Enterprise Augmented & Mixed Reality
2.1 Introduction to Enterprise Augmented & Mixed Reality . 18
Figure 2.1: Benefits of Industrial AR . 18
Figure 2.2: Total Number of Enterprise AR Applications Split by Hardware
Platform (m) 2019-2024 . 18
Figure 2.3: Enterprise AR Ecosystem . 19
2.1.1 The Addressable User Base for AR . 20
Figure 2.4: Global Proportion of Businesses Operating in 2019, Split by 8 Key
Regions: 272 million . 20
Figure 2.5: Proportion of GDP per Annum that can be Disrupted by the
Implementation of Augmented or Mixed Reality (%) in 2019, Split by 8 Key Regions . 21
2.2 Enterprise AR Monetisation Model Analysis . 22
2.2.1 Pay-per-Download Model . 22
2.2.2 Subscription or Seat Licensing Model . 22
2.3 Impact of New AR Technologies . 23
Table 2.6: Juniper Research Technology Impact Assessment: Enterprise AR . 23
2.3.1 AI . 23
2.3.2 Computer Vision & Image Recognition . 24
2.3.3 Mobile Cloud Computing . 24
2.3.4 Edge Computing . 24
2.3.5 5G Networks . 25
2.3.6 Digital Voice Assistants . 25
2.3.7 Web-based AR . 26
2.4 Strategic Recommendations for Enterprise AR. 26
Figure 2.7: Enterprise AR Market Forecast Summary for 2019 . 27
3. Augmented & Mixed Reality Content
3.1 Introduction to Augmented & Mixed Reality Content. 30
Figure 3.1: Total Number of Mobile AR Applications Installed (m), Split by Device
2019 & 2024 . 30
3.1.1 AR Content Framework Assessment . 30
3.2 The Future of AR Content . 31
3.2.1 The Addressable User Base for AR Content . 31
Figure 3.2: Number of Consumer Devices that are AR-capable (m) Split by 3
Device Types 2019-2024 . 31
3.3 AR App Monetisation Analysis . 32
Figure 3.3: Total Consumer AR Market Value, Split by Category ($m) in 2019:
$6.9 billion . 32
3.3.1 Games . 33
Figure 3.4: Average Revenue per AR Games App ($) Split by Device Type 2019-2024 . 33
Case Study: Pokemon GO in 2019 . 33
3.3.2 Search & Discovery . 34
Figure 3.5: Total Market Value of Search & Discovery AR ($m), Split by Device
Type & Global Revenue per Search & Discovery AR application ($) 2019-2024 . 34
3.3.3 Lifestyle . 35
Figure 3.6: Total Market Value of AR Lifestyle Applications ($m), 2019 . 35
Figure 3.7: Global Average Value per In-app Purchase Transaction for all AR
Device Types ($) Split by Category 2019-2024 . 35
3.3.4 Multimedia . 36
Figure 3.8: Total Revenues from AR Multimedia Smartphone Apps in 2024, Split
by 3 Monetisation Strategies: $3.5 billion . 36
Figure 3.9: Global Average Revenue per Consumer Multimedia App ($) Split by 3
Device Types 2019-2024 . 36
3.3.5 Social . 37
Figure 3.10: The Virtuous Cycle of Social Network Growth . 37
Figure 3.11: Total Value of Smartphone AR Social Applications in 2024, Split by
Monetisation Model: $11.1 billion . 37
3.3.6 Retail . 38
Figure 3.12: Average Revenue per AR Retail App ($), Split by Device Type 2019-2024 . 38
3.3.7 Healthcare . 39
Figure 3.13: Global AR-capable Consumer Healthcare App Market Value ($m),
Split by 3 Monetisation Strategies 2019-2024 . 39
3.3.8 Education . 40
Figure 3.14: Average Revenue per AR Education App ($), Split by Monetisation
Model 2019-2024 . 40
4. Augmented & Mixed Reality Content: The Competitive Landscape
4.1 Augmented & Mixed Reality: The Competitive Landscape . 42
4.1.1 AR & MR Platform Vendor Assessment Methodology . 42
Table 4.1: Augmented & Mixed Reality Player Scoring Criteria . 43
Figure 4.2: Juniper Research Leaderboard - Augmented & Mixed Reality Service Providers . 44
Table 4.3: Juniper Research Heatmap Results - Augmented & Mixed Reality
Service Providers . 45
4.1.2 Vendor Groupings: Augmented & Mixed Reality Service
Providers . 46
i. Established Leaders . 46
ii. Leading Challengers . 47
iii. Disrputors & Emulators . 48
4.2 Limitations & Interpretations . 49
4.3 Augmented & Mixed Reality: Movers & Shakers . 50
4.4 Player Profiles . 52
4.4.1 Aireal . 52
i. Corporate . 52
ii. Geographical Spread . 52
iii. Key Clients & Strategic Partnerships . 52
iv. High Level View of Offerings . 52
v. Juniper Research View: Key Strengths & Strategic Opportunities . 53
4.4.2 Alphabet. 53
i. Corporate . 53
Table 4.4: Alphabet Select Financial Information ($m) 2015-2018 . 53
ii. Geographical Spread . 53
iii. Key Clients & Strategic Partnerships . 53
iv. High Level View of Offerings . 53
v. Juniper Research View: Key Strengths & Strategic Opportunities . 54
4.4.3 Apple . 54
i. Corporate . 54
Table 4.5: Apple Financial Snapshot ($m) FY2015-2018 . 54
ii. Geographical Spread . 55
iii. Key Clients & Strategic Partnerships . 55
iv. High Level View of Offerings . 55
v. Juniper Research View: Key Strengths & Strategic Opportunities . 55
4.4.4 Atheer . 56
i. Corporate . 56
ii. Geographical Spread. 56
iii. Key Clients & Strategic Partnerships . 56
iv. High Level View of Offerings . 56
v. Juniper Research View: Key Strengths & Strategic Opportunities . 57
4.4.5 Facebook . 57
i. Corporate . 57
Table 4.6: Facebook Select Financial Information ($m) 2015-2018 . 58
ii. Geographical Spread. 58
iii. Key Clients & Strategic Partnerships . 58
iv. High Level of View of Offerings. 58
v. Juniper Research View: Key Strengths & Strategic Opportunities . 59
4.4.6 Inglobe Technologies . 59
i. Corporate . 59
ii. Geographical Spread. 59
iii. Key Clients & Strategic Partnerships . 59
iv. High Level View of Offerings . 60
v. Juniper Research View: Key Strengths & Strategic Partnerships . 60
4.4.7 Mantis Vision . 60
i. Corporate . 60
ii. Geographical Spread. 61
iii. Key Clients & Strategic Opportunities . 61
iv. High Level View of Offerings . 61
Figure 4.7: Mantis Vision Software . 61
v. Juniper Research View: Key Strengths & Strategic Opportunities . 61
4.4.8 Microsoft . 62
i. Corporate . 62
Table 4.8: Microsoft Financial Snapshot ($m) 2015-2018 . 62
ii. Geographical Spread . 62
iii. Key Clients & Strategic Partnerships . 62
iv. High Level View of Offerings . 63
v. Juniper Research View: Key Strengths & Strategic Opportunities . 63
4.4.9 Object Theory . 63
i. Corporate . 63
ii. Geographical Spread . 64
iii. Key Clients & Strategic Partnerships . 64
iv. High Level View of Offerings . 64
v. Juniper Research View: Key Strengths & Strategic Opportunities . 64
4.4.10 Pearson . 65
i. Corporate . 65
Table 4.9: Pearson Select Financial Information 2016-2018 . 65
ii. Geographical Spread . 65
iii. Key Clients & Strategic Partnerships . 65
iv. High Level View of Offerings . 65
v. Juniper Research View: Key Strengths & Strategic Opportunities . 66
4.4.11 PTC . 66
i. Corporate . 66
ii. Geographical Spread . 66
Table 4.10: PTC Selected Financial Information ($m) 2016-2018 . 66
iii. Key Clients & Strategic Partnerships . 66
iv. High Level View of Offerings . 67
v. Juniper Research View: Key Strengths & Strategic Opportunities . 67
4.4.12 Re'flekt . 67
i. Corporate . 67
ii. Geographical Spread. 67
iii. Key Clients & Strategic Opportunities . 68
iv. High Level View of Offerings . 68
v. Juniper Research View: Key Strengths & Strategic Opportunities . 68
4.4.13 ScopeAR . 68
i. Corporate . 68
ii. Geographical Spread. 69
iii. Key Clients & Strategic Partnerships . 69
iv. High Level View of Offerings . 69
v. Juniper Research View: Key Strengths & Strategic Opportunities . 69
4.4.14 Snap Inc . 70
i. Corporate . 70
Table 4.11: Snap Inc Selected Financial Information ($m) 2016-2018 . 70
ii. Geographical Spread. 70
iii. Key Clients & Strategic Recommendations . 70
iv. High Level View of Offerings . 70
v. Juniper Research View: Key Strengths & Strategic Opportunities . 71
4.4.15 Vuzix . 71
i. Corporate . 71
Table 4.12: Vuzix Key Financial Data ($m) FY2017-2018 . 72
ii. Geographical Spread. 72
iii. Key Clients & Strategic Opportunities . 72
iv. High Level View of Offerings . 72
v. Juniper Research View: Key Strengths & Strategic Opportunities . 72
4.4.16 Wikitude GmbH . 73
i. Corporate . 73
ii. Geographical Spread . 73
iii. Key Clients & Strategic Opportunities . 73
iv. High Level View of Offerings . 73
v. Juniper Research View: Key Strengths & Strategic Opportunities . 74
2. Deep Dive Data & Forecasting
1. Augmented & Mixed Reality: Market Forecast Summary
1.1 Introduction to Augmented & Mixed Reality . 4
1.2 AR Market Summary . 5
1.2.1 Total Number of Consumer AR Apps . 5
Figure & Table 1.1: Total Number of Mobile Augmented Reality Applications
Installed, (m) Split 8 Key Categories 2019-2024 . 5
1.2.2 Total AR Market Value . 6
Figure & Table 1.2: Total Augmented Reality Market Value, ($m) Split by Industry 2019-2024 . 6
2. Consumer Smartphone Augmented Reality: Market Forecasts & Key Takeaways
2.1 Introduction to Smartphone AR . 8
2.1.1 Smartphone AR . 8
i. Pay-per-Download Methodology . 8
ii. In-App Purchases Methodology . 9
iii. AR Advertising Forecast Methodology . 9
Figure 2.1: Smartphone Pay-per-Download AR Forecast Methodology . 10
Figure 2.2: Smartphone In-App Purchases AR Forecast Methodology. 11
Figure 2.3: Smartphone AR Advertising Forecast Methodology . 12
2.1.2 Total Smartphone AR Apps by Category . 13
Figure & Table 2.4: Total Number of Smartphone Augmented Reality Applications
(m) Split by 8 Key Categories 2019-2024 . 13
2.1.3 Total Smartphone AR Apps by Region . 14
Figure & Table 2.5: Total Number of Smartphone Augmented Reality Applications
(m) Split by 8 Key Regions 2019-2024 . 14
2.1.4 Total Advertising Spend on Consumer Smartphone AR Apps . 15
Figure & Table 2.6: Total Smartphone Augmented Reality Market Value ($m) Split
by 8 Key Regions 2019-2024 . 15
Table 2.7: Total Value of Smartphone AR Applications, ($m) Split by Revenue
Model 2019-2024 . 15
3. Consumer Tablet Augmented Reality: Market Forecasts & Key Takeaways
3.1 Introduction to Tablet AR . 17
3.1.1 Tablet Forecast Methodology . 17
i. Pay-per-Download Methodology . 17
ii. In-App Purchases Methodology . 17
iii. AR Advertising Forecast Methodology . 17
Figure 3.1: Tablet Pay-per-Download AR Forecast Methodology . 19
Figure 3.2: Tablet In-App Purchases Forecast Methodology . 20
Figure 3.3: Tablet AR Advertising Forecast Methodology . 21
3.1.2 Total Tablet AR Apps, Split by Category . 22
Figure & Table 3.4: Total Number of Tablet Augmented Reality Applications (m)
Split by 8 Key Categories 2019-2024 . 22
3.1.3 Total Tablet AR Apps,Split by Region . 23
Figure & Table 3.5: Total Number of Tablet Augmented Reality Applications (m)
Split by 8 Key Regions 2019-2024 . 23
3.1.4 Total AR App Market Value . 24
Figure & Table 3.6: Total Tablet Augmented Reality Market Value ($m) Split by 8
Key Regions 2019-2024 . 24
Table 3.7: Total Value of Tablet AR Applications, Split by Revenue Model ($m) 2019-2024 . 24
4. Consumer Smart Glasses Augmented Reality: Market Forecasts & Key Takeaways
4.1 Introduction to Smart Glasses AR . 26
4.2 Forecast Methodology. 26
4.2.1 Pay-per-Download Methodology . 26
4.2.2 In-App Purchases Methodology . 26
4.2.3 AR Advertising Forecast Methodology. 26
4.2.4 Key Changes from Previous Forecast . 27
Figure 4.1: Smart Glasses Pay-per-Download AR Forecast Methodology . 28
Figure 4.2: Smart Glasses In-App Purchases AR Forecast Methodology . 29
Figure 4.3: Smart Glasses AR Advertising Forecast Methodology . 30
4.2.5 Total Smart Glasses AR Apps, Split by Category . 31
Figure & Table 4.4: Total Number of Smartglasses Augmented Reality
Applications (m) Split by 8 Key Categories 2019-2024 . 31
4.2.6 Total Smart Glass AR Apps, Split by Region . 32
Figure & Table 4.5: Total Number of Smartglass Augmented Reality Applications
(m) Split by 8 Key Regions 2019-2024. 32
4.2.7 Total Smart Glass AR Market Value . 33
Figure & Table 4.6: Total Smartglass Augmented Reality Market Value ($m) Split
by 8 Key Regions 2019-2024. 33
Table 4.7: Total Smartglass Augmented Reality Market Value ($m) Split by
Monetisation Model 2019-2024 . 33
5. Enterprise Augmented Reality: Market Forecasts & Key Takeaways
5.1 Introduction to Enterprise AR . 35
5.1.1 Enterprise Forecasting Methodology . 35
i. Pay-per-Download Methodology . 35
ii. Subscription/Licensing Model . 35
5.1.2 Key Changes from Previous Forecast . 35
Figure 5.1: Enterprise AR Forecast Methodology . 37
Figure 5.2: Enterprise AR Subscription/Licence Model Forecast Methodology . 38
5.1.3 Total Enterprise AR Apps . 39
Figure 5.3: Total Number of Enterprise Augmented Reality Applications (m) Split
by 8 Key Regions 2019-2024 . 39
Table 5.4: Total Number of Enterprise AR Apps (m) Split by Device 2019-2024 39
5.1.4 Total Enterprise AR Market Value . 40
Figure & Table 5.5: Total Revenues from Enterprise Augmented Reality
Applications ($m) Split by 8 Key Regions 2019-2024 . 40
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