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Aug, 18 2023

Unleashing Boundless Realities: Global Augmented Reality and Virtual Reality

The market for augmented reality (AR) and virtual reality (VR) technologies has expanded the possibilities of everyday tasks performed using connected devices. AR enhances users' experiences by overlaying digital information in the real world, enabling activities such as information search and shopping to be more interactive and immersive. On the other hand, VR transports users to virtual environments, providing them with the opportunity to explore and interact with simulated surroundings. VR gaming, in particular, immerses players in a 3D world, creating a sense of physical presence and enhancing the overall gaming experience. These technologies revolutionize how people engage with digital content and offer new entertainment, education, and exploration avenues.

 According to Data Bridge Market Research, the Global Augmented Reality and Virtual Reality Market is expected to reach the value of USD 2,094.08 billion in 2021 and is expected to reach the value of USD 1,39,343.56 billion by 2029, at a CAGR of 69.00% during the forecast period of 2022 to 2029

"Importance of augmented reality in healthcare sector surge market demand"

Augmented reality is essential to the healthcare sector. A surgeon could be given a virtual view of a patient's body parts using augmented reality. This can help the surgeon carry out minimally invasive procedures. The healthcare industry is predicted to gain from 3D visualization and augmented reality modeling. The augmented reality and virtual reality markets in this industry are being driven forward by the use of augmented reality (AR) for complex medical student education, doctor training, pharmacy management, and patient care and support after discharge from the hospital.

What restraints the growth of the global augmented reality and virtual reality market?

“High investment requirements can impede market growth”

The augmented reality (AR) and virtual reality (VR) markets face a significant challenge in the form of high investment requirements for development and system-on-a-chip (SoC) integration. These technologies require substantial hardware, software, content creation, and infrastructure investments. The high costs associated with AR/VR development and SoC integration act as barriers, especially for smaller companies and startups.

Segmentation: Global Augmented Reality and Virtual Reality Market  

The global augmented reality and virtual reality market is segmented on the basis of technology, offering, device type, and vertical.

  • On the basis of technology, the augmented reality and virtual reality market is segmented into augmented reality technology, and virtual reality technology.
  • On the basis of offering, the augmented reality and virtual reality market is segmented into hardware, and software.
  • 根據設備類型,擴增實境和虛擬實境市場分為擴增實境、頭戴式顯示器、平視顯示器、虛擬實境、頭戴式顯示器、手勢追蹤設備投影機和顯示牆。
  • 在垂直領域,擴增實境和虛擬實境市場細分為消費性電子、媒體和娛樂、醫療保健、零售、航空航太和國防、汽車、BFSI、IT 和電信、製造、教育、旅遊和旅遊、房地產。

區域洞察:北美主導全球擴增實境和虛擬實境市場

北美是擴增實境和虛擬實境市場的主導力量,受到遊戲、娛樂和媒體、航空航太和國防、零售和製造等各行業的強勁需求的推動。 Google、Facebook、DAQRI 等主要參與者提供創新解決方案,為北美的領導地位做出了貢獻。此外,該地區的企業對擴增實境、虛擬實境和模擬技術進行了大量投資,促進了這個充滿活力的市場的成長和進步。

在多種因素的推動下,亞太地區擴增實境和虛擬實境市場將迎來快速成長。 4G技術和高速通訊基礎設施的廣泛引入推動了該地區對AR和VR技術的採用,促進了無縫連接和沈浸式體驗。此外,亞太地區智慧型手機用戶數量的增加為AR和VR應用開闢了新的途徑。該地區擁有龐大的消費者群體和蓬勃發展的科技生態系統,為各行業的 AR 和 VR 解決方案的擴展和創新提供了巨大的潛力。

要了解有關該研究的更多信息,請訪問:https://www.databridgemarketresearch.com/reports/global-augmented-reality-and-virtual-reality-market

全球擴增實境和虛擬實境市場的最新發展  

  • 2020 年,為了開始銷售愛普生的擴增實境 (AR) 眼鏡,日本精工愛普生公司的子公司愛普生美國公司與 3D HoloGroup(美國)合作。該企業專門從事 AR 軟體架構和系統整合。
  • 2019年,為了加速AR企業應用程式的創建,PTC收購了工業4.0實用AR解決方案供應商TWNKLS(荷蘭)。
  • 2019 年微軟發表了第二代裝置 HoloLens 2。 Azure 積分、Unity PiXYZ CAD 資料外掛程式以及 Unity Pro 的免費試用版都包含在 HoloLens 2 全套。此外,該公司還透露 HoloLens 2 將支援虛幻引擎 4,這將為用戶帶來更逼真的體驗。

 全球擴增實境和虛擬實境市場的主要參與者包括:

  • Google(美國)
  • 索尼公司(日本)
  • 蘋果公司(美國)
  • 三星(韓國)
  • 微軟(美國)
  • HTC股份有限公司(台灣)
  • Oculus(美國)
  • PTC(美國)
  • 精工愛普生公司(日本)
  • 聯想(中國)
  • Wikitude(奧地利)
  • Blippar集團有限公司(英國)
  • MAXST CO., Ltd.(韓國)
  • EON Reality(美國)
  • Uil VR Solutions BV(美國)
  • Cyber​​Glove Systems Inc.(美國)
  • 任天堂(日本)

以上是報告中涉及的關鍵參與者,要了解更多全球擴增實境和虛擬實境市場公司聯絡資訊的詳盡列表,請造訪 https://www.databridgemarketresearch.com/contact

研究方法:全球擴增實境與虛擬實境市場  

資料收集和基準年分析是使用具有大樣本量的資料收集模組完成的。使用市場統計和相干模型來分析和估計市場數據。此外,市場佔有率分析和關鍵趨勢分析是市場報告中的主要成功因素。 dbmr 研究團隊使用的關鍵研究方法是資料三角測量,其中涉及資料探勘、資料變數對市場的影響分析以及初步(產業專家)驗證。除此之外,資料模型還包括供應商定位網格、市場時間軸分析、市場概覽和指南、公司定位網格、公司市場份額分析、測量標準、全球與區域和供應商份額分析。如有進一步疑問,請要求分析師致電。


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