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拡張現実とバーチャルリアリティの市場:技術タイプ(AR:マーカーレス、マーカーベース、VR:非没入型、半没入型、完全没入型技術)、デバイスタイプ、オファリング、アプリケーション、企業、地域別 - 2027年までの世界市場予測


Augmented Reality and Virtual Reality Market by Technology Type (AR: Markerless, Marker-base; VR: Non-Immersive, Semi-immersive and Fully Immersive Technology), Device Type, Offering, Application, Enterprise, and Geography - Global Forecast to 2027

拡張現実のヘルスケア分野での需要の広がりは、市場成長の道を開いています。拡張現実は、手術、患者ケア、フィットネス、薬局管理などに活用することができます。これらすべての側面での使用とともに、拡張現実... もっと見る

 

 

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MarketsandMarkets
マーケッツアンドマーケッツ
2022年6月3日 US$4,950
シングルユーザライセンス
ライセンス・価格情報
注文方法はこちら
378 345 英語

日本語のページは自動翻訳を利用し作成しています。


 

サマリー

拡張現実のヘルスケア分野での需要の広がりは、市場成長の道を開いています。拡張現実は、手術、患者ケア、フィットネス、薬局管理などに活用することができます。これらすべての側面での使用とともに、拡張現実は学生や新進外科医の医療トレーニングにも使用できます。拡張現実は、外科医に患者の内臓を3DのARモデルで可視化し、最小限の侵襲で正確な手術ができるよう提供します。また、ARを使った3Dビジュアライゼーションは、医療教育スタッフが学生や外科医に没入型の学習体験を提供するのにも役立ちます。
拡張現実は、外科医が患者の体を切開することなく関節、筋肉、内臓を可視化し、拡張現実技術によって体を診断した後に切開に関するさらなる決定を行うことを容易にします。これにより、診断や手術の精度を高めることができます。患者がリアルタイムでデータを利用できるため、拡張現実技術の成長と利用がさらに促進され、ヘルスケア分野における顕著な重要性を生み出しています。ARは、その正確さ、精密さ、外科医への利便性から、時間節約技術であることも証明されています。
ARは、手術室での外科医のワークフローを強化するために使用することができます。また、医師は専門家をダイヤルして電話サポートを受けることができます。例えば、2016年、イギリスの医師David Nottは、Skypeを使ってアレッポ(シリア)で救命手術を遠隔指示した。Case Western Reserve University(米国)とCleveland Clinic(米国)は、Microsoft HoloLensを用いたARにより、医学教育のために3Dコンテンツを現実世界に持ち込む共同事業を開始しました。Touch Surgery(英国)は、携帯電話やタブレットで完結する外科手術のためのトレーニングプログラムを200以上作成した。これにより、外科医は患者の仮想手術の計画を立て、より良い方法で患者を治療することができるようになります。
"AR市場 "への投資の高まり
AR市場への投資は、ここ数年、大きな成長を遂げています。Facebook Corporation、Intel Corporation、Qualcomm, Inc.、Alphabet, Inc.、Comcast Ventures、Samsung Groupなどの企業が、AR市場に多額の投資を行っている。また、複数の研究機関が、様々な製品やアプリケーションのためにARアプリケーション市場の研究を実施している。研究機関の中には、民間企業やベンチャーキャピタルから出資を受けているところもあれば、政府が出資しているところもある。消費者、航空宇宙・防衛、ヘルスケア、企業、小売、マーケティングなどの業界は、ARの利点を受け入れている。
例えば、ボーイング社は、HorizonXという新しい仕組みを発表した。同社はまず、産業用ARデバイスのエンタープライズ・ソフトウェアの大手企業であるUpskillや、Zunum Aeroなどいくつかの企業に出資する予定である。
VR
「建築・建設分野におけるバーチャルリアリティ技術の浸透
建築・建設分野でもバーチャルリアリティが視野に入ってきた。.建築・建設分野では、VirtulaRealityや3D技術の登場により、技術的な進化を遂げました。VRの使用は、ユーザーが完全に没入できる体験を実現することによって、より便利に設計の選択肢を分析・検討するのに役立ち、建築家やクライアントにとっての作業経験を次のレベルへと引き上げました。このように、従来のクライアントによる設計の承認から、設計へのウォークイン体験による完全没入型のバーチャル3D体験へのスムーズな移行により、クライアントは設計を変更し、設計に関する完全な満足度の後にのみ承認することができます。また、VRは遠方からの作業監督にも利用することができます。このように、インフラに対する需要の高まりとともに、VRの利用が増加し、バーチャルリアリティ市場の成長につながるでしょう。
"VR市場への高い投資額"
VR技術は、投資家や技術大手から莫大な投資を得ている。VRゲームのスタートアップ企業であるDecentralandは、ブロックチェーン技術を使った仮想世界を作るために資金を調達した。この金額は、イニシャル・コイン・オファリング(ICO)を通じて調達された。同様に、フィンランドの企業VarjoはAラウンドで資金を調達した。
2017年7月、Leap Motionは、J.P. Morgan Asset Managementが助言する顧客が主導するシリーズC資金として資金提供を受けた。これにより、同社はアジアを中心にプレゼンスを拡大することになる。
2016年12月、High Fidelityは、IDG CapitalとBrayer Capitalが主導する資金調達を実施した。High Fidelityは、ユーザーが永続的なメタバースのために相互接続された仮想世界をホストし、構築し、参加することを可能にします。
2016年10月、Baobab Studiosは、Horizons VenturesとEvolution Media Partners、Twentieth Century Fox、Youku Global Media Fund、中国の上海メディアグループ、LDV Partnersを中心としたB資金を調達しました。同社は、VRを使ったストーリーテリングにおいて、よりリッチなコンテンツを追加していくことを期待しています。VR市場への投資拡大が市場を牽引する。

"アジア太平洋地域は予測期間中に最も速い速度で成長する"
アジア太平洋地域では、スタートアップ企業の増加や技術進歩のためのブームがあり、この地域の成長速度が最も速くなると考えられます。この地域は、人口が増加しており、世界人口の中で最も人口貢献度が高いため、より多くの人々にAR技術を届けることが可能であり、実行可能な地域となっています。この地域では、トレーニング、アパレル、ジュエリー、メイクアップのバーチャルトライアル、バーチャル家具ショッピング、ローエンド車両のHUD、バーチャル地図アシスト、ジェスチャートラッキング装置、スマートグラスに注力するテクノロジー企業が増加しており、2022年から2027年の予測期間にこの市場の成長を牽引すると考えられる。

主な参加者のプロフィール内訳
- 企業別ティア1=15%、ティア2=50%、ティア3=35
- 役職別Cレベル=45%、ディレクター=25%、その他(セールス、マーケティング、プロダクトマネージャー、各組織のメンバー)=30
- 地域別では北米=45%、アジア太平洋=12%、欧州=35%、南米=3%、中近東・アフリカ=5%。

本レポートで紹介する主要プレイヤー
TheARおよびVR市場は、Google(米国)、Microsoft(米国)、ソニー株式会社(日本)、Samsung Electronics(韓国)、HTC(台湾)、Apple Inc, (米国)、PTC Inc, (米国)、セイコーエプソン(日本)、Oculus VR(Facebook(米国)による)、レノボ(中国)など少数の既存プレーヤーによって支配されています。

調査対象
本レポートでは、ARおよびVR市場について、提供形態(ハードウェアおよびソフトウェア)、技術(AR技術ではマーカーレスおよびマーカーベース、VR技術では非没入型、半没入型、完全没入型)、デバイスタイプ(ヘッドマウントディスプレイ(スマートグラス、スマートヘルメット)、ヘッドアップディスプレイ、プロジェクタおよびディスプレイ)、企業(ジェスチャートラッキング機器)などに基づいて詳細に考察している。ジェスチャートラッキング装置)、企業(小規模企業、中規模企業、大規模企業)、アプリケーション(消費者、商業、企業、航空宇宙・防衛、ヘルスケア、自動車、その他)、地域(北米、欧州、アジア太平洋)、中東、アフリカ、南米を含むRoW(その他の地域)が含まれます。
また、ARおよびVR市場における市場促進要因、阻害要因、機会、課題についても包括的にレビューしています。また、これらの市場の定量的側面に加え、定性的側面もカバーしています。

レポート購入の主なメリット
本レポートは、この市場のリーダー/新規参入者に、市場全体とサブセグメントの収益数値の最も近い概算に関する情報を提供するのに役立ちます。本レポートは、利害関係者が競争環境を理解し、より良いビジネスの位置付けと適切な市場参入戦略を計画するためのより多くの洞察を得るのに役立ちます。また、本レポートは、ステークホルダーがARおよびVR市場の鼓動を理解するのに役立ち、主要な市場ドライバー、阻害要因、課題、機会に関する情報を提供します。

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目次

1 INTRODUCTION 31
1.1 STUDY OBJECTIVES 31
1.2 MARKET DEFINITION AND SCOPE 31
1.3 INCLUSIONS AND EXCLUSIONS 32
1.4 STUDY SCOPE 33
1.4.1 MARKETS COVERED 33
FIGURE 1 MARKET SEGMENTATION 33
FIGURE 2 MARKET SEGMENTATION 34
1.4.2 YEARS CONSIDERED 35
1.5 CURRENCY 35
1.6 STAKEHOLDERS 35
1.7 SUMMARY OF CHANGES IN NEW VERSION 36
2 RESEARCH METHODOLOGY 37
2.1 RESEARCH DATA 37
FIGURE 3 AR AND VR MARKET: PROCESS FLOW OF MARKET SIZE ESTIMATION 37
FIGURE 4 AR MARKET: RESEARCH DESIGN 38
FIGURE 5 VR MARKET: RESEARCH DESIGN 39
2.1.1 SECONDARY DATA 39
2.1.1.1 Key data from secondary sources 40
2.1.2 PRIMARY DATA 40
2.1.2.1 Breakdown of primaries 41
2.1.2.2 Key industry insights 42
2.2 MARKET SIZE ESTIMATION 42
FIGURE 6 AR & VR MARKET: RESEARCH METHODOLOGY 43
FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY 43
2.2.1 BOTTOM-UP APPROACH 44
2.2.1.1 Approach for capturing market share by bottom-up analysis (demand side) 44
FIGURE 8 AR & VR MARKET: BOTTOM-UP APPROACH 45
FIGURE 9 MARKET SIZE CALCULATION BY BOTTOM-UP APPROACH 45
2.2.2 TOP-DOWN APPROACH 46
2.2.2.1 Approach for capturing market share by top-down analysis (supply side) 46
FIGURE 10 AR & VR MARKET: TOP-DOWN APPROACH 47
FIGURE 11 MARKET SIZE CALCULATION BY TOP-DOWN APPROACH 47

2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 48
FIGURE 12 DATA TRIANGULATION 48
2.4 RESEARCH ASSUMPTIONS 49
FIGURE 13 ASSUMPTIONS OF RESEARCH STUDY 49
3 EXECUTIVE SUMMARY 50
FIGURE 14 AUGMENTED REALITY MARKET, 2018–2027 (USD MILLION) 51
FIGURE 15 VIRTUAL REALITY MARKET, 2018–2027 (USD MILLION) 52
3.1 IMPACT OF COVID-19 ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET 52
FIGURE 16 COVID-19 IMPACT ON AUGMENTED REALITY MARKET 52
FIGURE 17 COVID-19 IMPACT ON VIRTUAL REALITY MARKET 53
3.1.1 REALISTIC SCENARIO (POST-COVID-19) 53
3.1.2 OPTIMISTIC SCENARIO (POST-COVID-19) 53
3.1.3 PESSIMISTIC SCENARIO (POST-COVID-19) 54
FIGURE 18 HEAD-MOUNTED DISPLAYS TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2022 54
FIGURE 19 CONSUMER APPLICATION TO LEAD VIRTUAL REALITY MARKET FROM 2022 TO 2027 54
FIGURE 20 NORTH AMERICA HELD LARGEST SIZE OF AUGMENTED REALITY MARKET IN 2021 55
4 PREMIUM INSIGHTS 56
4.1 ATTRACTIVE OPPORTUNITIES IN AUGMENTED REALITY MARKET 56
FIGURE 21 GROWING DEMAND FOR AR IN HEALTHCARE AND ENTERPRISE APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 56
4.2 ATTRACTIVE OPPORTUNITIES IN VIRTUAL REALITY MARKET 56
FIGURE 22 GROWING USE OF VIRTUAL REALITY IN CONSUMER APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 56
4.3 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 57
FIGURE 23 CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARES OF VIRTUAL REALITY MARKET IN ASIA PACIFIC IN 2027 57
4.4 VIRTUAL REALITY MARKET, BY COUNTRY 57
FIGURE 24 VIRTUAL REALITY MARKET TO GROW AT HIGHEST CAGR IN CHINA DURING FORECAST PERIOD 57
4.5 AUGMENTED REALITY MARKET, BY COUNTRY 58
FIGURE 25 MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 58
5 MARKET OVERVIEW 59
5.1 INTRODUCTION 59
5.2 MARKET DYNAMICS: AR MARKET 59
FIGURE 26 DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS TO DRIVE MARKET GROWTH 59
5.2.1 DRIVERS 60
5.2.1.1 Increasing demand for AR devices and applications in healthcare 60
5.2.1.2 Growing demand for AR in retail and e-commerce sectors due to COVID-19 61
FIGURE 27 ADOPTION OF AR IN RETAIL BY ESTABLISHMENTS 62
5.2.1.3 Rising investments in AR market 62
5.2.2 RESTRAINTS 63
5.2.2.1 Security and privacy issues associated with AR 63
5.2.2.2 Health issues associated with excessive usage of AR 63
5.2.3 OPPORTUNITIES 64
5.2.3.1 Partnerships between telecom players and AR manufacturers to reduce latency to imperceptible levels 64
5.2.3.2 Rise in demand for AR in architecture 64
5.2.3.3 Opportunities in enterprise applications 65
5.2.3.4 High growth of travel & tourism industry 65
5.2.4 CHALLENGES 66
5.2.4.1 Display latency and limited field of view 66
5.2.4.2 Overcoming social challenges to increase adoption rate 66
5.2.4.3 Reconfiguration of applications for different platforms 67
5.3 MARKET DYNAMICS: VR MARKET 67
FIGURE 28 HIGH DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTORS TO DRIVE MARKET GROWTH 67
5.3.1 DRIVERS 68
5.3.1.1 Penetration of HMDs in gaming and entertainment sectors after COVID-19 68
5.3.1.2 High investments in VR market 68
5.3.1.3 Advancement of technologies and growing digitization 69
5.3.1.4 Availability of affordable VR devices 69
5.3.1.5 Growing adoption of HMDs in different industries 69
5.3.2 RESTRAINTS 70
5.3.2.1 Display latency and energy consumption affect overall performance of VR devices 70
5.3.2.2 Health concerns relating to low resolution and lack of movement 70
5.3.2.3 Trade restrictions imposed between US and China 71
5.3.3 OPPORTUNITIES 71
5.3.3.1 Penetration of HMDs in healthcare and architectural applications 71
5.3.3.2 Use of VR in aerospace & defense for training and simulation 72
5.3.3.3 Increasing demand for VR HMDs in healthcare due to COVID-19 72
5.3.4 CHALLENGES 72
5.3.4.1 Developing user-friendly VR systems 72
5.3.4.2 Adverse impact of lockdowns due to COVID-19 on commercial trade 73
5.4 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES 73
FIGURE 29 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES RELATED TO AUGMENTED REALITY MARKET 74

5.5 ECOSYSTEM/MARKET MAP 74
TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET: ECOSYSTEM 74
5.6 TECHNOLOGY ANALYSIS 75
5.6.1 HIGH ADOPTION OF AR SMART GLASSES TO IMPROVE WORK EFFICIENCY 75
5.6.1.1 Case study: Unilever’s AR remote assistance and knowledge sharing 75
5.6.2 INCREASED DEMAND FOR AR FOR RUGGED DISPLAY APPLICATIONS 76
5.6.2.1 Case study: Crescent partnered with Arbor Technology to manufacture rugged AR and VR devices 76
5.6.3 MICRODISPLAYS FOR VR 76
5.6.3.1 Case study: LOMID Project 77
5.6.3.2 Case study: Kopin’s micro display for VR HMD 77
5.6.4 MOBILE AR TECHNOLOGY 77
5.6.4.1 Case study: Better warehouse operations for DHL supply chain’s AR 78
5.6.5 MONITOR-BASED TECHNOLOGY 78
5.6.5.1 Case study: AR outdoor system developed jointly by GRINTEC GmbH and Graz University of Technology 79
5.6.6 NEAR-EYE-BASED TECHNOLOGY 79
5.6.6.1 Case study: FMT AB, a construction and excavation company, uses near eye-based AR technology to assist efficient construction activities 80
5.6.7 WEBAR 80
5.6.7.1 Case Study: WebAR 80
5.7 VALUE CHAIN ANALYSIS 81
FIGURE 30 VALUE CHAIN: AUGMENTED AND VIRTUAL REALITY MARKET 81
5.8 PATENT ANALYSIS 82
TABLE 2 NOTABLE PATENTS PERTAINING TO AUGMENTED AND VIRTUAL REALITY MARKET 82
TABLE 3 NUMBER OF PATENTS REGISTERED RELATED TO AUGMENTED AND VIRTUAL REALITY MARKET IN LAST 10 YEARS 93
FIGURE 31 TOP 10 COMPANIES WITH HIGHEST NO. OF PATENT APPLICATIONS IN LAST 10 YEARS 94
FIGURE 32 NO. OF PATENTS GRANTED PER YEAR, 2012–2021 94
5.9 REGULATORY LANDSCAPE 95
5.9.1 GLOBAL 95
5.10 TRADE ANALYSIS 96
FIGURE 33 IMPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND) 96
FIGURE 34 EXPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND) 97

5.11 CASE STUDY ANALYSIS 98
5.11.1 L&T PARTNERED WITH INGAGE TECHNOLOGY TO TRAIN WORKERS 98
5.11.2 MOBIDEV CREATED AR APP TO INCREASE CUSTOMER ENGAGEMENT 98
5.11.3 RUFFLES COULD INCREASE SALES WITH AR GAME—AMIGO 99
5.11.4 BEP SURFACE TECHNOLOGIES OPTED FOR VIRTUAL REALITY FOR THEIR DESIGN AND MANUFACTURING PROCESSES 99
5.11.5 UNILEVER’S AR USE CASE: REMOTE ASSISTANCE AND KNOWLEDGE SHARING 100
5.11.6 BOEING’S AR USE CASE: WIRING OF AIRPLANE 100
5.12 KEY CONFERENCES & EVENTS DURING 2022-2023 101
TABLE 4 AUGMENTED AND VIRTUAL REALITY MARKET: DETAILED LIST OF CONFERENCES & EVENTS 101
5.13 PORTER’S FIVE FORCES ANALYSIS 104
TABLE 5 AUGMENTED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS 104
5.13.1 INTENSITY OF COMPETITIVE RIVALRY 104
5.13.2 THREAT OF SUBSTITUTES 105
5.13.3 BARGAINING POWER OF BUYERS 105
5.13.4 BARGAINING POWER OF SUPPLIERS 105
5.13.5 THREAT OF NEW ENTRANTS 105
5.14 AVERAGE SELLING PRICE (ASP) ANALYSIS 106
FIGURE 35 AVERAGE PRICING FOR AUGMENTED REALITY MARKET 106
FIGURE 36 AVERAGE PRICING FOR VIRTUAL REALITY MARKET 106
6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY ENTERPRISE 107
6.1 INTRODUCTION 107
6.2 SMALL ENTERPRISES 107
6.3 MEDIUM ENTERPRISES 108
6.4 LARGE ENTERPRISES 109
7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 110
7.1 INTRODUCTION 111
7.2 AUGMENTED REALITY TECHNOLOGY 111
TABLE 6 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AR 111
7.2.1 MARKER-BASED AUGMENTED REALITY 111
7.2.1.1 Case study: Vectrona provided mixed reality experiences for US Air Force training 112
7.2.1.2 Passive marker 113
7.2.1.2.1 Passive markers are widely used type of marker-based AR 113
7.2.1.3 Active marker 113
7.2.1.3.1 Active markers use LED to track objects 113
7.2.1.3.2 Case study: The Code Work (TCW) project for augmented reality 113

7.2.2 MARKERLESS AUGMENTED REALITY 113
7.2.2.1 Model-based tracking 114
7.2.2.1.1 Model-based tracking depends on camera movements 114
7.2.2.1.2 Case study: Cavanna AR app 114
7.2.2.2 Image processing-based tracking 114
7.2.2.2.1 Image processing-based tracking requires optical scanners or cameras for processing images 114
7.2.2.2.2 Case study: PAPER.plus brings in image processing-based tracking for markerless AR technology 115
7.2.3 ANCHOR-BASED AUGMENTED REALITY 115
7.2.3.1 Anchor-based AR is used to overlay virtual images in real space 115
7.2.3.2 Case study: Sotheby’s International Realty 115
7.3 VIRTUAL REALITY TECHNOLOGY 116
FIGURE 37 SEMI- AND FULLY IMMERSIVE TECHNOLOGIES TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD 116
TABLE 7 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2018–2021 (USD MILLION) 116
TABLE 8 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION) 116
7.3.1 NON-IMMERSIVE TECHNOLOGY 117
7.3.1.1 Use of non-immersive technology in VR software development set to drive market 117
TABLE 9 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2018–2021 (USD MILLION) 117
TABLE 10 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2022–2027 (USD MILLION) 118
7.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 118
7.3.2.1 Fully immersive technology would be driven by demand for VR HMDs 118
7.3.2.2 Case study: JBHXR & PIXO providing complete VR solution for enterprises 119
TABLE 11 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2018–2021 (USD MILLION) 119
TABLE 12 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2022–2027 (USD MILLION) 120
8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING 121
8.1 INTRODUCTION 122
FIGURE 38 AUGMENTED REALITY MARKET FOR HARDWARE EXPECTED TO GROW AT HIGHER CAGR THAN SOFTWARE DURING FORECAST PERIOD 122
TABLE 13 AUGMENTED REALITY MARKET, BY OFFERING, 2018–2021 (USD MILLION) 122
TABLE 14 AUGMENTED REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION) 123
8.2 HARDWARE 123
FIGURE 39 DISPLAYS & PROJECTORS TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD 123
TABLE 15 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2018–2021 (USD MILLION) 124
TABLE 16 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2022–2027 (USD MILLION) 124
FIGURE 40 VIRTUAL REALITY MARKET FOR HARDWARE TO REGISTER HIGHER CAGR DURING FORECAST PERIOD 125
TABLE 17 VIRTUAL REALITY MARKET, BY OFFERING, 2018–2021 (USD MILLION) 125
TABLE 18 VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION) 125
FIGURE 41 VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 126
TABLE 19 VIRTUAL REALITY MARKET, BY HARDWARE, 2018–2021 (USD MILLION) 126
TABLE 20 VIRTUAL REALITY MARKET, HARDWARE, 2022–2027 (USD MILLION) 126
8.2.1 SENSORS 127
8.2.1.1 Sensors are widely used in AR & VR devices for detecting motion, velocity, magnetic field, and presence of object 127
8.2.1.1.1 Accelerometers 127
8.2.1.1.2 Gyroscopes 127
8.2.1.1.3 Magnetometers 127
8.2.1.1.4 Proximity sensors 128
8.2.2 SEMICONDUCTOR COMPONENTS 128
8.2.2.1 Controller is most important component of AR and VR devices 128
8.2.2.1.1 Controllers and processors 128
8.2.2.1.2 Integrated circuits 128
8.2.3 DISPLAYS AND PROJECTORS 128
8.2.3.1 Displays & projectors hold major share of AR and VR market 128
8.2.4 POSITION TRACKERS 129
8.2.4.1 Position trackers are used for maintaining accuracy in AR and VR devices 129
8.2.5 CAMERAS 129
8.2.5.1 Cameras are crucial components to measure depth and amplitude of objects 129
8.2.6 OTHERS 129
8.2.7 IMPACT OF COVID-19 ON HARDWARE MARKET 129
8.3 SOFTWARE 130
8.3.1 SDK WILL PLAY CRUCIAL ROLE IN AR & VR SOFTWARE MARKET 130
8.3.1.1 Software development kits 130
8.3.1.1.1 Case study: Arcore for Tendar 130
8.3.1.2 Cloud-based services 131
8.3.1.2.1 Case study: VR Group boosts cloud application performance and reduces costs 131
FIGURE 42 CONSUMER APPLICATIONS EXPECTED TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET FOR SOFTWARE DURING FORECAST PERIOD 132
TABLE 21 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018–2021 (USD MILLION) 132
TABLE 22 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2022–2027 (USD MILLION) 133
TABLE 23 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018–2021 (USD MILLION) 133
TABLE 24 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2022–2027 (USD MILLION) 134
8.3.2 AUGMENTED REALITY SOFTWARE FUNCTIONS 134
8.3.2.1 Workflow optimization and remote collaboration are most trending AR solutions 134
8.3.2.1.1 Remote collaboration 134
8.3.2.1.2 Case study: AkzoNobel adopts AMA’s AR solution to take remote collaboration to next level 134
8.3.2.1.3 Workflow optimization 135
8.3.2.1.4 Documentation 135
8.3.2.1.5 Visualization 136
8.3.2.1.6 3D modeling 136
8.3.2.1.7 Case study: Development of 3D Models for Interior Design AR App 136
8.3.2.1.8 Navigation 137
8.4 VIRTUAL REALITY CONTENT CREATION 137
8.4.1 VR CONTENT CREATION IS KEY TO STRENGTHENING VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES 137
8.4.2 CASE STUDY: DEPLOYING GAMIFICATION AND VR IN ACTIVE SHOOTER TRAINING COURSE BY INNO-VERSITY 138
9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 139
9.1 INTRODUCTION 140
9.2 AUGMENTED REALITY DEVICES 140
FIGURE 43 AUGMENTED REALITY MARKET FOR HEAD-MOUNTED DISPLAYS HAS LARGER MARKET SHARE DURING FORECAST PERIOD 140
TABLE 25 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2018–2021 (USD MILLION) 140
TABLE 26 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION) 140
TABLE 27 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2018–2021 (THOUSAND UNITS) 141
TABLE 28 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS) 141
9.2.1 HEAD-MOUNTED DISPLAYS 141
9.2.1.1 Case Study: Inova Mount Vernon Hospital puts emergency room patients at ease 142
TABLE 29 AUGMENTED REALITY MARKET FOR HMD, BY APPLICATION, 2018–2021 (USD MILLION) 142
TABLE 30 AUGMENTED REALITY MARKET FOR HMD, BY APPLICATION, 2022–2027 (USD MILLION) 143
9.2.1.2 Augmented Reality smart glasses 143
9.2.1.2.1 AR smart glasses are widely adopted across companies to improve work efficiency 143
9.2.1.2.2 Case study – North AR glasses for travel experience 144
9.2.1.3 Smart helmets 144
9.2.1.3.1 Smart helmets are widely adopted in construction sector to optimize workflow 144
9.2.1.3.2 Case study 145
9.2.2 HEAD-UP DISPLAYS 145
9.2.2.1 Head-up display devices are anticipated to commercialize in 2020 145
9.2.2.2 Case study: Navdy hired Aavid, Thermal division of Boyd Corporation to manage HUDs in varying thermal conditions 146
TABLE 31 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2018–2021 (USD MILLION) 146
TABLE 32 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 147
9.3 VIRTUAL REALITY DEVICES 148
FIGURE 44 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 148
TABLE 33 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2018–2021 (USD MILLION) 148
TABLE 34 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION) 148
FIGURE 45 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO EXHIBIT HIGHEST CAGR DURING FORECAST PERIOD, IN TERMS OF SHIPMENT 149
TABLE 35 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2018–2021 (THOUSAND UNITS) 149
TABLE 36 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS) 149
9.3.1 HEAD-MOUNTED DISPLAYS 150
9.3.1.1 Use of HMDs in gaming and entertainment is major driver for growth of VR hardware devices 150
TABLE 37 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2018–2021 (USD MILLION) 150
TABLE 38 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 151
9.3.2 GESTURE-TRACKING DEVICES 151
9.3.2.1 Gesture-tracking devices play crucial role in healthcare and gaming applications 151
9.3.2.2 Case study 151
9.3.2.2.1 Data gloves 152
9.3.2.2.2 Others 152
TABLE 39 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2018–2021 (USD MILLION) 152
TABLE 40 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2022–2027 (USD MILLION) 152
9.3.3 PROJECTORS & DISPLAY WALLS 153
9.3.3.1 Projectors and display walls are new growth avenues in VR hardware market 153
9.3.3.2 Case study: Juntendo University, Sakura Campus 153
9.3.3.3 Case study: Barrier-Free VR Spectating 153
TABLE 41 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2018–2021 (USD MILLION) 154
TABLE 42 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2022–2027 (USD MILLION) 154

10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION 155
10.1 INTRODUCTION 156
FIGURE 46 AUGMENTED REALITY MARKET, BY APPLICATION 156
FIGURE 47 CONSUMER APPLICATION TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD 156
TABLE 43 AUGMENTED REALITY MARKET, BY APPLICATION, 2018–2021 (USD MILLION) 157
TABLE 44 AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 157
10.2 APPLICATIONS OF AUGMENTED REALITY 158
10.2.1 CONSUMER 158
TABLE 45 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 158
TABLE 46 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 158
TABLE 47 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2018–2021 (USD MILLION) 158
TABLE 48 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2022–2027 (USD MILLION) 159
TABLE 49 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 159
TABLE 50 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 159
TABLE 51 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 160
TABLE 52 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 160
TABLE 53 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 160
TABLE 54 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 161
TABLE 55 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 161
TABLE 56 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 161
10.2.1.1 Gaming 162
10.2.1.1.1 Augmented reality enhances interactivity in gaming and provides immersive experience to gamers 162
10.2.1.1.2 Case study: Ruffles unites Brazil’s youth with Amigo AR game 162
10.2.1.2 Sports & entertainment 162
10.2.1.3 Case study: Xmas ARchy’s AR Portal 163
10.2.1.3.1 Entertainment applications 163
10.2.1.3.1.1 Museums (archaeology) 163
10.2.1.3.1.2 Case study: AR in museums 163
10.2.1.3.1.3 Theme parks 164
10.2.1.3.1.4 Art galleries and exhibitions 164
10.2.1.3.1.5 Case study: Jaunauce Palace team recruited Overly to bring back pieces from Leonardo da Vinci, Raphael, and Bertel Thorvaldsen in augmented reality 164
TABLE 57 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS 164
10.2.2 COMMERCIAL 165
TABLE 58 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 165
TABLE 59 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 165
TABLE 60 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2018–2019 (USD MILLION) 165
TABLE 61 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2022–2027 (USD MILLION) 166
TABLE 62 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 166
TABLE 63 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 166
TABLE 64 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 167
TABLE 65 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 167
TABLE 66 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 167
TABLE 67 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 168
TABLE 68 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 168
TABLE 69 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 168
10.2.2.1 Retail & e-commerce 169
10.2.2.1.1 Jewelry 169
10.2.2.1.1.1 Augmented reality enables consumers to try before they buy and improves consumer buying experience 169
10.2.2.1.1.2 Case study: PC Jewelers Revamps Store Experience 169
10.2.2.1.2 Beauty and cosmetics 170
10.2.2.1.2.1 Virtual testing of cosmetic products is key driver for augmented reality market in beauty and cosmetics 170
10.2.2.1.2.2 Case study: e.l.f. sees higher conversion for online consumers using 3D try-on 170
10.2.2.1.3 Apparel fitting 170
10.2.2.1.3.1 Virtual trial rooms are gaining consumer attention 170
10.2.2.1.3.2 Case study: Visual fitting room – TryNDBuy in Bangalore 171
10.2.2.1.4 Grocery shopping 171
10.2.2.1.4.1 Augmented reality provides personalized product tips in grocery application 171
10.2.2.1.5 Footwear 171
10.2.2.1.5.1 Virtual try before you buy feature drives growth of augmented reality market in footwear 171
10.2.2.1.5.2 Case study: Virtual try-on shoes 171
10.2.2.1.6 Furniture & lighting design 172
10.2.2.1.6.1 Reduced product exchange rate through augmented reality drives growth of augmented reality market in furniture & lighting design 172
10.2.2.1.6.2 Case study: Slate and JigSpace are disrupting furniture design industry with AR model viewers and 3D product visualization software 172
10.2.2.2 Travel & Tourism 173
10.2.2.2.1 Augmented reality plays crucial role in enhancing traveling experience 173
10.2.2.2.2 Case study: Using AR for travel mobile app development 173
10.2.2.3 E-learning 173
10.2.2.3.1 Augmented reality increases student interaction and enhances learning experience 173
TABLE 70 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATION 174
10.2.3 ENTERPRISE (MANUFACTURING) 174
10.2.3.1 Augmented reality aids enterprises in providing better training by visualizing content 174
10.2.3.2 Case study: Boeing cuts production time by 25% with Skylight on glass 175
TABLE 71 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 175
TABLE 72 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 175
TABLE 73 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2018–2021 (USD MILLION) 176
TABLE 74 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2022–2027 (USD MILLION) 176
TABLE 75 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 176
TABLE 76 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 177
TABLE 77 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 177
TABLE 78 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 177
TABLE 79 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 178
TABLE 80 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 178
TABLE 81 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 178
TABLE 82 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 178
TABLE 83 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATION 179
10.2.4 HEALTHCARE 179
TABLE 84 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 180
TABLE 85 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 180
TABLE 86 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2018–2021 (USD MILLION) 180
TABLE 87 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2022–2027 (USD MILLION) 180
TABLE 88 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 181
TABLE 89 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 181
TABLE 90 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 181
TABLE 91 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 182
TABLE 92 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 182
TABLE 93 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 182
TABLE 94 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 183
TABLE 95 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 183
10.2.4.1 Surgery 183
10.2.4.1.1 Augmented healthcare apps can help save lives and treat patients seamlessly irrespective of severity of issues 183
10.2.4.1.2 Case study: AR in surgeries 184
10.2.4.2 Fitness management 184
10.2.4.2.1 Augmented reality adds interactivity and fun to workouts 184
10.2.4.2.2 Case study: AR in fitness 184
10.2.4.3 Patient care management 184
10.2.4.3.1 Remote consulting feature drives growth of augmented reality for patient care management 184
10.2.4.3.2 Case study: AR in patient management 185
10.2.4.4 Pharmacy management 185
10.2.4.4.1 Requirement for better scheduling flow of medicines drives growth of augmented reality in pharmacy management 185
10.2.4.4.2 Case study: AR in pharmacy management 185
10.2.4.5 Medical training and education 186
10.2.4.5.1 Augmented reality enriches learning experience and amplifies interactivity 186
10.2.4.5.2 Case study: AR in medical education 186
10.2.4.6 Others 186
10.2.4.6.1 AR helps radiologists perceive 3D image data more precisely for interventional and diagnostic radiology 186
TABLE 96 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATION 187

10.2.5 AEROSPACE & DEFENSE 187
10.2.5.1 AR is being used to gain competitive advantage over enemies 187
10.2.5.2 Case study: US Air Force adopts immersive mixed reality training to fuel better engagement, learning retention, and outcomes 188
TABLE 97 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 188
TABLE 98 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 188
TABLE 99 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2018–2021 (USD MILLION) 189
TABLE 100 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2022–2027 (USD MILLION) 189
TABLE 101 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 189
TABLE 102 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 190
TABLE 103 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 190
TABLE 104 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 190
TABLE 105 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 191
TABLE 106 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 191
TABLE 107 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 191
TABLE 108 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 191
TABLE 109 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATION 192
10.2.6 ENERGY 192
10.2.6.1 Growing need to improve safety in oil & gas sector drives augmented reality market for energy sector 192
10.2.6.2 Case study: Siemens Energy’s remote assistance 193
TABLE 110 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 193
TABLE 111 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 193
TABLE 112 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2018–2021 (USD MILLION) 194
TABLE 113 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2022–2027 (USD MILLION) 194
TABLE 114 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 194
TABLE 115 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 195
TABLE 116 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 195
TABLE 117 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 195
TABLE 118 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2018–2021 (USD MILLION) 196
TABLE 119 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2022–2027 (USD MILLION) 196
TABLE 120 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 196
TABLE 121 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 196
TABLE 122 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATION 197
10.2.7 AUTOMOTIVE 198
10.2.7.1 Emergence of ADAS drives demand for AR-based HUD technology 198
10.2.7.2 Case study: AR in heads-up displays for Visteon HUD 198
TABLE 123 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 199
TABLE 124 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 199
TABLE 125 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2018–2021 (USD MILLION) 199
TABLE 126 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2022–2027 (USD MILLION) 200
TABLE 127 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 200
TABLE 128 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 200
TABLE 129 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 201
TABLE 130 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 201
TABLE 131 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 201
TABLE 132 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 202
TABLE 133 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 202
TABLE 134 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 202
TABLE 135 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS 203

 

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Summary

Augmented reality’s widening demands in healthcare sector is paving a way for its growth in the market. The augmented reality can be put to use for surgeries, patient care, fitness and pharmacy management. Alog with its use in all of these aspects, augmented reality can also be used for medical training for students/budding surgeons. The augmented reality provides an immersive, 3D AR modelled visualization of the patient’s internal organs to the surgeon so that the surgery can be performed with minimalistic invasion and with precsision. The AR modelled 3D visualization also helps medical teaching staff to provide an immersive learning experience to the students/budding surgeons.
Augmented reality facilitates surgeonsto visualize joints, muscles, and internal organs without making incisions into the pateint’s body and make further decision about incsisions post diagnosing the body through augmented reality technologies. This leads to increase in the accuracy of diagnosis as well as surgeries. The real-time data availability of patients facilitate the growth and use of augmented reality technology even more, creating its remarkable importance in the healthcare sector. AR, due to its accuracy, precision and convenience to the surgeons, also proves to be a time saving technology.
AR could be used to enhance the workflow of the surgeons in the operating room. Also, the doctors can dial in an expert for telephonic support. For example, in 2016, David Nott, a British doctor, remotely directed life-saving operations in Aleppo (Syria) using Skype. Case Western Reserve University (US) and Cleveland Clinic (US) have entered a joint venture to bring 3D content into the real world for medical education via AR using Microsoft HoloLens. Touch Surgery (UK) has created more than 200 training programs for surgical procedures to be completed on a mobile phone or tablet. This will help the surgeons plan the patient’s virtual surgery and cure patients in a better way.
“Rising investments in AR market”
Investments in the AR market have witnessed huge growth over the past few years. Companies such as Facebook Corporation, Intel Corporation, Qualcomm, Inc., Alphabet, Inc., Comcast Ventures, and Samsung Group are investing heavily in the AR market. Also, several research institutes are carrying out research in the AR application market for various products and applications. Some research institutes are being funded by private firms and venture capitalists, while governments are funding some. Industries such as consumer, aerospace & defense, healthcare, enterprise, retail, and marketing embrace the benefits of AR.
For instance, Boeing Company has announced a new setup named HorizonX. The company would be investing in some companies to start with, including Upskill, a major company in enterprise software for industrial AR devices, and Zunum Aero.
VR
“Penetration of Virtual reality technologin architecture and construction”
Virtual reality has come into picture for architecture and construction field. . The architecture and construction field has had a technological evolution with the emergence of VirtulaReality and 3D technologies. The use of VRhas helps to analyse and study the alternatives of the designs more conveniently by achieving a fully immersive experience for users and has taken the workexperience for the architects as well as for the clients to the next level. This smooth transition of conventional design approovals by the clients to a complete immersive virtual 3D experience by a walk in experience into the design helps the client to make changes and approve the designs only after a complete satisfaction regarding the design.VRcan also be used in order to identify the location of raw materials and equipments during the construction stage. VR can also be used for supervision of work from far away places. So, with the growing demand for infrastructure, the increasing use f VR in it will lead to the growth in the virtual reality market.
“High investments in VR market”
VR technology has been fetching huge investments from investors and tech giants. The VR game start-up Decentraland raised funding to create a virtual world using blockchain technology. The sum was raised through initial coin offerings (ICO). Similarly, Varjo, a Finnish company, raised funding in A round.
In July 2017, Leap Motion received a funding as Series C funding led by clients advised by J.P. Morgan Asset Management. This will help the company to expand its presence, especially in Asia.
In December 2016, High Fidelity raised funding, led by IDG Capital and Brayer Capital. High Fidelity allows users to host, build, and join interconnected virtual worlds for a persistent Metaverse.
In October 2016, Baobab Studios raised B funding led by Horizons Ventures and Evolution Media Partners, Twentieth Century Fox, Youku Global Media Fund, China’s Shanghai Media Group, and LDV Partners. The company looks forward to adding richer content in storytelling using VR. The increased investments in the VR market will drive the market.

“Asia Pacific region to grow at a fastest rate in the forecast period”
With the increasing number of start-ups and the boom for technological advancements in Asia Pacific region, the growth rate will be fastest in this region. The increasing population as well as the maximum population contribution of the world population in this region makes it possible and viable to reach out these AR technologies for a wider range of people. The increasing technology companies in the region, focusing on training, virtual trials of apparels, jewellery, make-up, virtual furniture shopping, HUDs in low end vehicles, virtual map assistance, gesture tracking devices and smart glasses will lead to the growth of this market in the given forecast period of 2022 to 2027.

Breakdown ofprofiles of primary participants:
• By Company: Tier 1 =15%, Tier 2 =50%, and Tier 3 =35%
• By Designation: C-level Executives = 45%, Directors= 25%, and Others (sales, marketing, and product managers, as well as members of various organizations) =30%
• By Region: North America = 45%, Asia Pacific=12%, Europe=35%, and South America=3% and Middle East and Africe = 5%.

Major players profiled in this report:
TheAR and VR market is dominated by a few established players such as Google (US), Microsoft (US), Sony Corporation (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Apple Inc., (US), PTC Inc., (US), Seiko Epson (Japan), Oculus VR (by Facebook (US)), Lenovo (China).

Research coverage
This report offers detailed insights into theAR and VRmarket based on offering (hardware and software),technology (markerless and marker-based for AR technologies and non-immersive, semi- immersive ndfully immersive technologies for VR), device type (head-mounted displays (smart glasses, smart helmets), head-up display, projectors and displays, gesture tracking devices), enterprise (small enterprise, medium enterprise, large enterprise), application (consumer, commercial, enterprise, aerospace and defence, healthcare, automotive, others)and region (North America, Europe, Asia Pacific), and Rest of the World (RoW) which includes theMiddle East, Africa, and South America.
The report also provides a comprehensive review of market drivers, restraints, opportunities, and challenges in the AR and VRmarket. The report also covers qualitative aspects in addition to the quantitative aspects of these markets.

Key Benefits of Buying the Report
The report will help the leaders/new entrants in this market with information on the closest approximations of the revenue numbers for the overall market and the sub-segments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the AR and VR market and provides them information on key market drivers, restraints, challenges, and opportunities.



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Table of Contents

1 INTRODUCTION 31
1.1 STUDY OBJECTIVES 31
1.2 MARKET DEFINITION AND SCOPE 31
1.3 INCLUSIONS AND EXCLUSIONS 32
1.4 STUDY SCOPE 33
1.4.1 MARKETS COVERED 33
FIGURE 1 MARKET SEGMENTATION 33
FIGURE 2 MARKET SEGMENTATION 34
1.4.2 YEARS CONSIDERED 35
1.5 CURRENCY 35
1.6 STAKEHOLDERS 35
1.7 SUMMARY OF CHANGES IN NEW VERSION 36
2 RESEARCH METHODOLOGY 37
2.1 RESEARCH DATA 37
FIGURE 3 AR AND VR MARKET: PROCESS FLOW OF MARKET SIZE ESTIMATION 37
FIGURE 4 AR MARKET: RESEARCH DESIGN 38
FIGURE 5 VR MARKET: RESEARCH DESIGN 39
2.1.1 SECONDARY DATA 39
2.1.1.1 Key data from secondary sources 40
2.1.2 PRIMARY DATA 40
2.1.2.1 Breakdown of primaries 41
2.1.2.2 Key industry insights 42
2.2 MARKET SIZE ESTIMATION 42
FIGURE 6 AR & VR MARKET: RESEARCH METHODOLOGY 43
FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY 43
2.2.1 BOTTOM-UP APPROACH 44
2.2.1.1 Approach for capturing market share by bottom-up analysis (demand side) 44
FIGURE 8 AR & VR MARKET: BOTTOM-UP APPROACH 45
FIGURE 9 MARKET SIZE CALCULATION BY BOTTOM-UP APPROACH 45
2.2.2 TOP-DOWN APPROACH 46
2.2.2.1 Approach for capturing market share by top-down analysis (supply side) 46
FIGURE 10 AR & VR MARKET: TOP-DOWN APPROACH 47
FIGURE 11 MARKET SIZE CALCULATION BY TOP-DOWN APPROACH 47

2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 48
FIGURE 12 DATA TRIANGULATION 48
2.4 RESEARCH ASSUMPTIONS 49
FIGURE 13 ASSUMPTIONS OF RESEARCH STUDY 49
3 EXECUTIVE SUMMARY 50
FIGURE 14 AUGMENTED REALITY MARKET, 2018–2027 (USD MILLION) 51
FIGURE 15 VIRTUAL REALITY MARKET, 2018–2027 (USD MILLION) 52
3.1 IMPACT OF COVID-19 ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET 52
FIGURE 16 COVID-19 IMPACT ON AUGMENTED REALITY MARKET 52
FIGURE 17 COVID-19 IMPACT ON VIRTUAL REALITY MARKET 53
3.1.1 REALISTIC SCENARIO (POST-COVID-19) 53
3.1.2 OPTIMISTIC SCENARIO (POST-COVID-19) 53
3.1.3 PESSIMISTIC SCENARIO (POST-COVID-19) 54
FIGURE 18 HEAD-MOUNTED DISPLAYS TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2022 54
FIGURE 19 CONSUMER APPLICATION TO LEAD VIRTUAL REALITY MARKET FROM 2022 TO 2027 54
FIGURE 20 NORTH AMERICA HELD LARGEST SIZE OF AUGMENTED REALITY MARKET IN 2021 55
4 PREMIUM INSIGHTS 56
4.1 ATTRACTIVE OPPORTUNITIES IN AUGMENTED REALITY MARKET 56
FIGURE 21 GROWING DEMAND FOR AR IN HEALTHCARE AND ENTERPRISE APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 56
4.2 ATTRACTIVE OPPORTUNITIES IN VIRTUAL REALITY MARKET 56
FIGURE 22 GROWING USE OF VIRTUAL REALITY IN CONSUMER APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 56
4.3 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 57
FIGURE 23 CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARES OF VIRTUAL REALITY MARKET IN ASIA PACIFIC IN 2027 57
4.4 VIRTUAL REALITY MARKET, BY COUNTRY 57
FIGURE 24 VIRTUAL REALITY MARKET TO GROW AT HIGHEST CAGR IN CHINA DURING FORECAST PERIOD 57
4.5 AUGMENTED REALITY MARKET, BY COUNTRY 58
FIGURE 25 MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 58
5 MARKET OVERVIEW 59
5.1 INTRODUCTION 59
5.2 MARKET DYNAMICS: AR MARKET 59
FIGURE 26 DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS TO DRIVE MARKET GROWTH 59
5.2.1 DRIVERS 60
5.2.1.1 Increasing demand for AR devices and applications in healthcare 60
5.2.1.2 Growing demand for AR in retail and e-commerce sectors due to COVID-19 61
FIGURE 27 ADOPTION OF AR IN RETAIL BY ESTABLISHMENTS 62
5.2.1.3 Rising investments in AR market 62
5.2.2 RESTRAINTS 63
5.2.2.1 Security and privacy issues associated with AR 63
5.2.2.2 Health issues associated with excessive usage of AR 63
5.2.3 OPPORTUNITIES 64
5.2.3.1 Partnerships between telecom players and AR manufacturers to reduce latency to imperceptible levels 64
5.2.3.2 Rise in demand for AR in architecture 64
5.2.3.3 Opportunities in enterprise applications 65
5.2.3.4 High growth of travel & tourism industry 65
5.2.4 CHALLENGES 66
5.2.4.1 Display latency and limited field of view 66
5.2.4.2 Overcoming social challenges to increase adoption rate 66
5.2.4.3 Reconfiguration of applications for different platforms 67
5.3 MARKET DYNAMICS: VR MARKET 67
FIGURE 28 HIGH DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTORS TO DRIVE MARKET GROWTH 67
5.3.1 DRIVERS 68
5.3.1.1 Penetration of HMDs in gaming and entertainment sectors after COVID-19 68
5.3.1.2 High investments in VR market 68
5.3.1.3 Advancement of technologies and growing digitization 69
5.3.1.4 Availability of affordable VR devices 69
5.3.1.5 Growing adoption of HMDs in different industries 69
5.3.2 RESTRAINTS 70
5.3.2.1 Display latency and energy consumption affect overall performance of VR devices 70
5.3.2.2 Health concerns relating to low resolution and lack of movement 70
5.3.2.3 Trade restrictions imposed between US and China 71
5.3.3 OPPORTUNITIES 71
5.3.3.1 Penetration of HMDs in healthcare and architectural applications 71
5.3.3.2 Use of VR in aerospace & defense for training and simulation 72
5.3.3.3 Increasing demand for VR HMDs in healthcare due to COVID-19 72
5.3.4 CHALLENGES 72
5.3.4.1 Developing user-friendly VR systems 72
5.3.4.2 Adverse impact of lockdowns due to COVID-19 on commercial trade 73
5.4 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES 73
FIGURE 29 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES RELATED TO AUGMENTED REALITY MARKET 74

5.5 ECOSYSTEM/MARKET MAP 74
TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET: ECOSYSTEM 74
5.6 TECHNOLOGY ANALYSIS 75
5.6.1 HIGH ADOPTION OF AR SMART GLASSES TO IMPROVE WORK EFFICIENCY 75
5.6.1.1 Case study: Unilever’s AR remote assistance and knowledge sharing 75
5.6.2 INCREASED DEMAND FOR AR FOR RUGGED DISPLAY APPLICATIONS 76
5.6.2.1 Case study: Crescent partnered with Arbor Technology to manufacture rugged AR and VR devices 76
5.6.3 MICRODISPLAYS FOR VR 76
5.6.3.1 Case study: LOMID Project 77
5.6.3.2 Case study: Kopin’s micro display for VR HMD 77
5.6.4 MOBILE AR TECHNOLOGY 77
5.6.4.1 Case study: Better warehouse operations for DHL supply chain’s AR 78
5.6.5 MONITOR-BASED TECHNOLOGY 78
5.6.5.1 Case study: AR outdoor system developed jointly by GRINTEC GmbH and Graz University of Technology 79
5.6.6 NEAR-EYE-BASED TECHNOLOGY 79
5.6.6.1 Case study: FMT AB, a construction and excavation company, uses near eye-based AR technology to assist efficient construction activities 80
5.6.7 WEBAR 80
5.6.7.1 Case Study: WebAR 80
5.7 VALUE CHAIN ANALYSIS 81
FIGURE 30 VALUE CHAIN: AUGMENTED AND VIRTUAL REALITY MARKET 81
5.8 PATENT ANALYSIS 82
TABLE 2 NOTABLE PATENTS PERTAINING TO AUGMENTED AND VIRTUAL REALITY MARKET 82
TABLE 3 NUMBER OF PATENTS REGISTERED RELATED TO AUGMENTED AND VIRTUAL REALITY MARKET IN LAST 10 YEARS 93
FIGURE 31 TOP 10 COMPANIES WITH HIGHEST NO. OF PATENT APPLICATIONS IN LAST 10 YEARS 94
FIGURE 32 NO. OF PATENTS GRANTED PER YEAR, 2012–2021 94
5.9 REGULATORY LANDSCAPE 95
5.9.1 GLOBAL 95
5.10 TRADE ANALYSIS 96
FIGURE 33 IMPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND) 96
FIGURE 34 EXPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND) 97

5.11 CASE STUDY ANALYSIS 98
5.11.1 L&T PARTNERED WITH INGAGE TECHNOLOGY TO TRAIN WORKERS 98
5.11.2 MOBIDEV CREATED AR APP TO INCREASE CUSTOMER ENGAGEMENT 98
5.11.3 RUFFLES COULD INCREASE SALES WITH AR GAME—AMIGO 99
5.11.4 BEP SURFACE TECHNOLOGIES OPTED FOR VIRTUAL REALITY FOR THEIR DESIGN AND MANUFACTURING PROCESSES 99
5.11.5 UNILEVER’S AR USE CASE: REMOTE ASSISTANCE AND KNOWLEDGE SHARING 100
5.11.6 BOEING’S AR USE CASE: WIRING OF AIRPLANE 100
5.12 KEY CONFERENCES & EVENTS DURING 2022-2023 101
TABLE 4 AUGMENTED AND VIRTUAL REALITY MARKET: DETAILED LIST OF CONFERENCES & EVENTS 101
5.13 PORTER’S FIVE FORCES ANALYSIS 104
TABLE 5 AUGMENTED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS 104
5.13.1 INTENSITY OF COMPETITIVE RIVALRY 104
5.13.2 THREAT OF SUBSTITUTES 105
5.13.3 BARGAINING POWER OF BUYERS 105
5.13.4 BARGAINING POWER OF SUPPLIERS 105
5.13.5 THREAT OF NEW ENTRANTS 105
5.14 AVERAGE SELLING PRICE (ASP) ANALYSIS 106
FIGURE 35 AVERAGE PRICING FOR AUGMENTED REALITY MARKET 106
FIGURE 36 AVERAGE PRICING FOR VIRTUAL REALITY MARKET 106
6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY ENTERPRISE 107
6.1 INTRODUCTION 107
6.2 SMALL ENTERPRISES 107
6.3 MEDIUM ENTERPRISES 108
6.4 LARGE ENTERPRISES 109
7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 110
7.1 INTRODUCTION 111
7.2 AUGMENTED REALITY TECHNOLOGY 111
TABLE 6 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AR 111
7.2.1 MARKER-BASED AUGMENTED REALITY 111
7.2.1.1 Case study: Vectrona provided mixed reality experiences for US Air Force training 112
7.2.1.2 Passive marker 113
7.2.1.2.1 Passive markers are widely used type of marker-based AR 113
7.2.1.3 Active marker 113
7.2.1.3.1 Active markers use LED to track objects 113
7.2.1.3.2 Case study: The Code Work (TCW) project for augmented reality 113

7.2.2 MARKERLESS AUGMENTED REALITY 113
7.2.2.1 Model-based tracking 114
7.2.2.1.1 Model-based tracking depends on camera movements 114
7.2.2.1.2 Case study: Cavanna AR app 114
7.2.2.2 Image processing-based tracking 114
7.2.2.2.1 Image processing-based tracking requires optical scanners or cameras for processing images 114
7.2.2.2.2 Case study: PAPER.plus brings in image processing-based tracking for markerless AR technology 115
7.2.3 ANCHOR-BASED AUGMENTED REALITY 115
7.2.3.1 Anchor-based AR is used to overlay virtual images in real space 115
7.2.3.2 Case study: Sotheby’s International Realty 115
7.3 VIRTUAL REALITY TECHNOLOGY 116
FIGURE 37 SEMI- AND FULLY IMMERSIVE TECHNOLOGIES TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD 116
TABLE 7 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2018–2021 (USD MILLION) 116
TABLE 8 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION) 116
7.3.1 NON-IMMERSIVE TECHNOLOGY 117
7.3.1.1 Use of non-immersive technology in VR software development set to drive market 117
TABLE 9 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2018–2021 (USD MILLION) 117
TABLE 10 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2022–2027 (USD MILLION) 118
7.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 118
7.3.2.1 Fully immersive technology would be driven by demand for VR HMDs 118
7.3.2.2 Case study: JBHXR & PIXO providing complete VR solution for enterprises 119
TABLE 11 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2018–2021 (USD MILLION) 119
TABLE 12 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2022–2027 (USD MILLION) 120
8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING 121
8.1 INTRODUCTION 122
FIGURE 38 AUGMENTED REALITY MARKET FOR HARDWARE EXPECTED TO GROW AT HIGHER CAGR THAN SOFTWARE DURING FORECAST PERIOD 122
TABLE 13 AUGMENTED REALITY MARKET, BY OFFERING, 2018–2021 (USD MILLION) 122
TABLE 14 AUGMENTED REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION) 123
8.2 HARDWARE 123
FIGURE 39 DISPLAYS & PROJECTORS TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD 123
TABLE 15 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2018–2021 (USD MILLION) 124
TABLE 16 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2022–2027 (USD MILLION) 124
FIGURE 40 VIRTUAL REALITY MARKET FOR HARDWARE TO REGISTER HIGHER CAGR DURING FORECAST PERIOD 125
TABLE 17 VIRTUAL REALITY MARKET, BY OFFERING, 2018–2021 (USD MILLION) 125
TABLE 18 VIRTUAL REALITY MARKET, BY OFFERING, 2022–2027 (USD MILLION) 125
FIGURE 41 VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 126
TABLE 19 VIRTUAL REALITY MARKET, BY HARDWARE, 2018–2021 (USD MILLION) 126
TABLE 20 VIRTUAL REALITY MARKET, HARDWARE, 2022–2027 (USD MILLION) 126
8.2.1 SENSORS 127
8.2.1.1 Sensors are widely used in AR & VR devices for detecting motion, velocity, magnetic field, and presence of object 127
8.2.1.1.1 Accelerometers 127
8.2.1.1.2 Gyroscopes 127
8.2.1.1.3 Magnetometers 127
8.2.1.1.4 Proximity sensors 128
8.2.2 SEMICONDUCTOR COMPONENTS 128
8.2.2.1 Controller is most important component of AR and VR devices 128
8.2.2.1.1 Controllers and processors 128
8.2.2.1.2 Integrated circuits 128
8.2.3 DISPLAYS AND PROJECTORS 128
8.2.3.1 Displays & projectors hold major share of AR and VR market 128
8.2.4 POSITION TRACKERS 129
8.2.4.1 Position trackers are used for maintaining accuracy in AR and VR devices 129
8.2.5 CAMERAS 129
8.2.5.1 Cameras are crucial components to measure depth and amplitude of objects 129
8.2.6 OTHERS 129
8.2.7 IMPACT OF COVID-19 ON HARDWARE MARKET 129
8.3 SOFTWARE 130
8.3.1 SDK WILL PLAY CRUCIAL ROLE IN AR & VR SOFTWARE MARKET 130
8.3.1.1 Software development kits 130
8.3.1.1.1 Case study: Arcore for Tendar 130
8.3.1.2 Cloud-based services 131
8.3.1.2.1 Case study: VR Group boosts cloud application performance and reduces costs 131
FIGURE 42 CONSUMER APPLICATIONS EXPECTED TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET FOR SOFTWARE DURING FORECAST PERIOD 132
TABLE 21 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018–2021 (USD MILLION) 132
TABLE 22 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2022–2027 (USD MILLION) 133
TABLE 23 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018–2021 (USD MILLION) 133
TABLE 24 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2022–2027 (USD MILLION) 134
8.3.2 AUGMENTED REALITY SOFTWARE FUNCTIONS 134
8.3.2.1 Workflow optimization and remote collaboration are most trending AR solutions 134
8.3.2.1.1 Remote collaboration 134
8.3.2.1.2 Case study: AkzoNobel adopts AMA’s AR solution to take remote collaboration to next level 134
8.3.2.1.3 Workflow optimization 135
8.3.2.1.4 Documentation 135
8.3.2.1.5 Visualization 136
8.3.2.1.6 3D modeling 136
8.3.2.1.7 Case study: Development of 3D Models for Interior Design AR App 136
8.3.2.1.8 Navigation 137
8.4 VIRTUAL REALITY CONTENT CREATION 137
8.4.1 VR CONTENT CREATION IS KEY TO STRENGTHENING VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES 137
8.4.2 CASE STUDY: DEPLOYING GAMIFICATION AND VR IN ACTIVE SHOOTER TRAINING COURSE BY INNO-VERSITY 138
9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 139
9.1 INTRODUCTION 140
9.2 AUGMENTED REALITY DEVICES 140
FIGURE 43 AUGMENTED REALITY MARKET FOR HEAD-MOUNTED DISPLAYS HAS LARGER MARKET SHARE DURING FORECAST PERIOD 140
TABLE 25 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2018–2021 (USD MILLION) 140
TABLE 26 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION) 140
TABLE 27 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2018–2021 (THOUSAND UNITS) 141
TABLE 28 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS) 141
9.2.1 HEAD-MOUNTED DISPLAYS 141
9.2.1.1 Case Study: Inova Mount Vernon Hospital puts emergency room patients at ease 142
TABLE 29 AUGMENTED REALITY MARKET FOR HMD, BY APPLICATION, 2018–2021 (USD MILLION) 142
TABLE 30 AUGMENTED REALITY MARKET FOR HMD, BY APPLICATION, 2022–2027 (USD MILLION) 143
9.2.1.2 Augmented Reality smart glasses 143
9.2.1.2.1 AR smart glasses are widely adopted across companies to improve work efficiency 143
9.2.1.2.2 Case study – North AR glasses for travel experience 144
9.2.1.3 Smart helmets 144
9.2.1.3.1 Smart helmets are widely adopted in construction sector to optimize workflow 144
9.2.1.3.2 Case study 145
9.2.2 HEAD-UP DISPLAYS 145
9.2.2.1 Head-up display devices are anticipated to commercialize in 2020 145
9.2.2.2 Case study: Navdy hired Aavid, Thermal division of Boyd Corporation to manage HUDs in varying thermal conditions 146
TABLE 31 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2018–2021 (USD MILLION) 146
TABLE 32 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 147
9.3 VIRTUAL REALITY DEVICES 148
FIGURE 44 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 148
TABLE 33 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2018–2021 (USD MILLION) 148
TABLE 34 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION) 148
FIGURE 45 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO EXHIBIT HIGHEST CAGR DURING FORECAST PERIOD, IN TERMS OF SHIPMENT 149
TABLE 35 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2018–2021 (THOUSAND UNITS) 149
TABLE 36 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS) 149
9.3.1 HEAD-MOUNTED DISPLAYS 150
9.3.1.1 Use of HMDs in gaming and entertainment is major driver for growth of VR hardware devices 150
TABLE 37 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2018–2021 (USD MILLION) 150
TABLE 38 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 151
9.3.2 GESTURE-TRACKING DEVICES 151
9.3.2.1 Gesture-tracking devices play crucial role in healthcare and gaming applications 151
9.3.2.2 Case study 151
9.3.2.2.1 Data gloves 152
9.3.2.2.2 Others 152
TABLE 39 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2018–2021 (USD MILLION) 152
TABLE 40 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2022–2027 (USD MILLION) 152
9.3.3 PROJECTORS & DISPLAY WALLS 153
9.3.3.1 Projectors and display walls are new growth avenues in VR hardware market 153
9.3.3.2 Case study: Juntendo University, Sakura Campus 153
9.3.3.3 Case study: Barrier-Free VR Spectating 153
TABLE 41 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2018–2021 (USD MILLION) 154
TABLE 42 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2022–2027 (USD MILLION) 154

10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION 155
10.1 INTRODUCTION 156
FIGURE 46 AUGMENTED REALITY MARKET, BY APPLICATION 156
FIGURE 47 CONSUMER APPLICATION TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD 156
TABLE 43 AUGMENTED REALITY MARKET, BY APPLICATION, 2018–2021 (USD MILLION) 157
TABLE 44 AUGMENTED REALITY MARKET, BY APPLICATION, 2022–2027 (USD MILLION) 157
10.2 APPLICATIONS OF AUGMENTED REALITY 158
10.2.1 CONSUMER 158
TABLE 45 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 158
TABLE 46 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 158
TABLE 47 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2018–2021 (USD MILLION) 158
TABLE 48 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2022–2027 (USD MILLION) 159
TABLE 49 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 159
TABLE 50 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 159
TABLE 51 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 160
TABLE 52 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 160
TABLE 53 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 160
TABLE 54 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 161
TABLE 55 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 161
TABLE 56 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 161
10.2.1.1 Gaming 162
10.2.1.1.1 Augmented reality enhances interactivity in gaming and provides immersive experience to gamers 162
10.2.1.1.2 Case study: Ruffles unites Brazil’s youth with Amigo AR game 162
10.2.1.2 Sports & entertainment 162
10.2.1.3 Case study: Xmas ARchy’s AR Portal 163
10.2.1.3.1 Entertainment applications 163
10.2.1.3.1.1 Museums (archaeology) 163
10.2.1.3.1.2 Case study: AR in museums 163
10.2.1.3.1.3 Theme parks 164
10.2.1.3.1.4 Art galleries and exhibitions 164
10.2.1.3.1.5 Case study: Jaunauce Palace team recruited Overly to bring back pieces from Leonardo da Vinci, Raphael, and Bertel Thorvaldsen in augmented reality 164
TABLE 57 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS 164
10.2.2 COMMERCIAL 165
TABLE 58 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 165
TABLE 59 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 165
TABLE 60 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2018–2019 (USD MILLION) 165
TABLE 61 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2022–2027 (USD MILLION) 166
TABLE 62 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 166
TABLE 63 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 166
TABLE 64 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 167
TABLE 65 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 167
TABLE 66 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 167
TABLE 67 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 168
TABLE 68 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 168
TABLE 69 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 168
10.2.2.1 Retail & e-commerce 169
10.2.2.1.1 Jewelry 169
10.2.2.1.1.1 Augmented reality enables consumers to try before they buy and improves consumer buying experience 169
10.2.2.1.1.2 Case study: PC Jewelers Revamps Store Experience 169
10.2.2.1.2 Beauty and cosmetics 170
10.2.2.1.2.1 Virtual testing of cosmetic products is key driver for augmented reality market in beauty and cosmetics 170
10.2.2.1.2.2 Case study: e.l.f. sees higher conversion for online consumers using 3D try-on 170
10.2.2.1.3 Apparel fitting 170
10.2.2.1.3.1 Virtual trial rooms are gaining consumer attention 170
10.2.2.1.3.2 Case study: Visual fitting room – TryNDBuy in Bangalore 171
10.2.2.1.4 Grocery shopping 171
10.2.2.1.4.1 Augmented reality provides personalized product tips in grocery application 171
10.2.2.1.5 Footwear 171
10.2.2.1.5.1 Virtual try before you buy feature drives growth of augmented reality market in footwear 171
10.2.2.1.5.2 Case study: Virtual try-on shoes 171
10.2.2.1.6 Furniture & lighting design 172
10.2.2.1.6.1 Reduced product exchange rate through augmented reality drives growth of augmented reality market in furniture & lighting design 172
10.2.2.1.6.2 Case study: Slate and JigSpace are disrupting furniture design industry with AR model viewers and 3D product visualization software 172
10.2.2.2 Travel & Tourism 173
10.2.2.2.1 Augmented reality plays crucial role in enhancing traveling experience 173
10.2.2.2.2 Case study: Using AR for travel mobile app development 173
10.2.2.3 E-learning 173
10.2.2.3.1 Augmented reality increases student interaction and enhances learning experience 173
TABLE 70 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATION 174
10.2.3 ENTERPRISE (MANUFACTURING) 174
10.2.3.1 Augmented reality aids enterprises in providing better training by visualizing content 174
10.2.3.2 Case study: Boeing cuts production time by 25% with Skylight on glass 175
TABLE 71 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 175
TABLE 72 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 175
TABLE 73 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2018–2021 (USD MILLION) 176
TABLE 74 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2022–2027 (USD MILLION) 176
TABLE 75 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 176
TABLE 76 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 177
TABLE 77 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 177
TABLE 78 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 177
TABLE 79 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 178
TABLE 80 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 178
TABLE 81 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 178
TABLE 82 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 178
TABLE 83 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATION 179
10.2.4 HEALTHCARE 179
TABLE 84 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 180
TABLE 85 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 180
TABLE 86 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2018–2021 (USD MILLION) 180
TABLE 87 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2022–2027 (USD MILLION) 180
TABLE 88 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 181
TABLE 89 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 181
TABLE 90 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 181
TABLE 91 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 182
TABLE 92 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 182
TABLE 93 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 182
TABLE 94 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 183
TABLE 95 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 183
10.2.4.1 Surgery 183
10.2.4.1.1 Augmented healthcare apps can help save lives and treat patients seamlessly irrespective of severity of issues 183
10.2.4.1.2 Case study: AR in surgeries 184
10.2.4.2 Fitness management 184
10.2.4.2.1 Augmented reality adds interactivity and fun to workouts 184
10.2.4.2.2 Case study: AR in fitness 184
10.2.4.3 Patient care management 184
10.2.4.3.1 Remote consulting feature drives growth of augmented reality for patient care management 184
10.2.4.3.2 Case study: AR in patient management 185
10.2.4.4 Pharmacy management 185
10.2.4.4.1 Requirement for better scheduling flow of medicines drives growth of augmented reality in pharmacy management 185
10.2.4.4.2 Case study: AR in pharmacy management 185
10.2.4.5 Medical training and education 186
10.2.4.5.1 Augmented reality enriches learning experience and amplifies interactivity 186
10.2.4.5.2 Case study: AR in medical education 186
10.2.4.6 Others 186
10.2.4.6.1 AR helps radiologists perceive 3D image data more precisely for interventional and diagnostic radiology 186
TABLE 96 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATION 187

10.2.5 AEROSPACE & DEFENSE 187
10.2.5.1 AR is being used to gain competitive advantage over enemies 187
10.2.5.2 Case study: US Air Force adopts immersive mixed reality training to fuel better engagement, learning retention, and outcomes 188
TABLE 97 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 188
TABLE 98 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 188
TABLE 99 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2018–2021 (USD MILLION) 189
TABLE 100 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2022–2027 (USD MILLION) 189
TABLE 101 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 189
TABLE 102 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 190
TABLE 103 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 190
TABLE 104 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 190
TABLE 105 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 191
TABLE 106 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 191
TABLE 107 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 191
TABLE 108 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 191
TABLE 109 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATION 192
10.2.6 ENERGY 192
10.2.6.1 Growing need to improve safety in oil & gas sector drives augmented reality market for energy sector 192
10.2.6.2 Case study: Siemens Energy’s remote assistance 193
TABLE 110 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 193
TABLE 111 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 193
TABLE 112 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2018–2021 (USD MILLION) 194
TABLE 113 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2022–2027 (USD MILLION) 194
TABLE 114 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 194
TABLE 115 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 195
TABLE 116 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 195
TABLE 117 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 195
TABLE 118 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2018–2021 (USD MILLION) 196
TABLE 119 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2022–2027 (USD MILLION) 196
TABLE 120 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 196
TABLE 121 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 196
TABLE 122 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATION 197
10.2.7 AUTOMOTIVE 198
10.2.7.1 Emergence of ADAS drives demand for AR-based HUD technology 198
10.2.7.2 Case study: AR in heads-up displays for Visteon HUD 198
TABLE 123 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION) 199
TABLE 124 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION) 199
TABLE 125 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2018–2021 (USD MILLION) 199
TABLE 126 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2022–2027 (USD MILLION) 200
TABLE 127 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION) 200
TABLE 128 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION) 200
TABLE 129 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION) 201
TABLE 130 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION) 201
TABLE 131 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION) 201
TABLE 132 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION) 202
TABLE 133 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION) 202
TABLE 134 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION) 202
TABLE 135 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS 203

 

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