Extended Reality Market By Component (Hardware, Software, Services), By Technology (Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR)), By End User (Gaming, Retail, Healthcare, Manufacturing, Media and Entertainment, Education, Aerospace and Defense, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
Global Metaverse in Entertainment Market Size study & Forecast, by Component (Hardware, Software, Service), by Technology (Blockchain, Virtual Reality and Augmented Reality, Mixed Reality, Others), by Application (Film Production, Music Labels, OTT Platforms, Television Broadcasters, Others) and Regional Analysis, 2022-2029
Virtual Event Platform Market with COVID-19 Impact by Component (Platform and Services), Organization Size, End User (Corporations, Government, Education, Healthcare, Third Party Planner, Associations, Non-Profit) and Region - Global Forecast to 2026
この調査レポートは世界の仮想現実(VR)市場について詳細に調査し、主要セグメント別の分析および2025年までの市場予測を行っています。
Overview
This research provides an in-depth assessment of the virtual reality market including analysis of VR ecosystem …
この調査レポートは拡張現実と仮想現実について解説したABIリサーチの無料レポートです。
Over the past decade, the prevalence of new enabling technologies in numerous marketplaces has grown significantly. Any market examined will point to new applications …
この調査レポートは、仮想現実(AR)と複合現実(MR)市場を調査し、技術別、インフラ別、デバイス別などの分析結果や2025年までの市場予測を掲載しています。
Overview
This report assesses AR, MR, and other immersive technology components, the AR/MR ecosystem…
3D Design, Engineering, and Manufacturing by Design Method (VR, Holographic), 3D Printer Type, Software, Services, Materials, Applications, Industry Verticals and Regions 2020 – 2025
Actionable Benefits
Determine adoption rates of virtual reality devices and services within the consumer and enterprise markets to gauge the impact and effectiveness of immersive training, visualization, collaboration, and its impact to content and…
Actionable Benefits
Determine adoption rates of virtual reality devices and services within the consumer and enterprise markets to gauge the impact and effectiveness of immersive training, visualization, collaboration, and its impact to content and…