Semiconductor and Electronics

Augmented Reality & Virtual Reality Market — By Technology, By Sensors & Components, By Applications, By Geography (2013–2018)

Augmented Reality & Virtual Reality.png

The augmented reality (AR) and virtual reality (VR) is experiencing heavy penetration in the training and infotainment market. The major reason behind heavy penetration is the wide spectrum of application areas for these technologies. Early in 1960’s virtual reality based machines started to be patented and were considered as the beginning of virtual reality. Virtual reality is the three dimensional interactive world produced by a computer.

The term “augmented reality” was introduced as a variation of virtual reality; it is a form of technology used to enhance real time object by imposing virtual image over it. Augmented reality application was first used for the development of virtual advertisement on television then it expanded its applications in gaming and entertainment.

Scope of the report
Company profiles chapter analyze a company’s strategy to grow in the market, new products launches taking place, acquisition & merger news, and partnerships and contracts signed from 2008 onwards. It covers the revenue forecast from 2013 to 2018 for all the listed categories. The entire report is broadly divided in to augmented reality and virtual reality market segments. The market data point for each of the segment is categorized under the following verticals: technology, sensors & components, applications, and geography.

By Application:
The application chapter includes various applications such as: automotive, e-commerce and retail, marketing, medical, military & defence, and education. Among the mentioned applications, e-commerce and military are the one’s seeing maximum penetration currently. However, other applications are expected to emerge rapidly by the year 2015.

Request FREE REPORT Sample @—by-technology-mobile-26-spatial-ar-semi-26-fully-immersive-vr3B-by-sensors-26-components-accelerometer-data-glove-hmd-ics3B-by-applications-medical-military-gaming-by-geography-2013-96-2018-

Table of Contents

1 Introduction (Page No. — 21)

1.1 Key Take-Aways

1.2 Report Description

1.3 Markets Covered

1.4 Companies Covered In the Report

1.5 Stakeholders

1.6 Research Methodology

1.7 Report Assumptions

2 Executive Summary (Page No. — 35)

3 Cover Story (Page No. — 37)

3.1 Ben Vaughan — Artoolworks

3.2 Rahul Dutta — Trimensions

3.3 Matthew Szymczyk — Zugara Inc

3.4 Sudhanshu Kapoor — Metaio GMBH

MORE DETAILS @—by-technology-mobile-26-spatial-ar-semi-26-fully-immersive-vr3B-by-sensors-26-components-accelerometer-data-glove-hmd-ics3B-by-applications-medical-military-gaming-by-geography-2013-96-2018-


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