全球動作捕捉市場,按系統(光學動作捕捉系統和非光學動作捕捉系統)、類型(硬體、軟體和服務)、應用(媒體和娛樂、生物力學研究和醫療、工程和設計和工業應用、教育和其他)、國家(美國、加拿大、墨西哥、巴西、阿根廷、南美洲其他地區、德國、義大利、英國、法國、西班牙、荷蘭、比利時、瑞士、土耳其、俄羅斯、歐洲其他地區、日本、中國、印度、韓國、澳洲、新加坡、馬來西亞、泰國、印尼、菲律賓、亞太其他地區、沙烏地阿拉伯、阿聯酋、南非、埃及、以色列、中東和非洲其他地區)劃分的產業趨勢和預測到2029 年。
市場分析與洞察 全球動作捕捉市場
Data Bridge Market Research 分析,動作捕捉市場在 2022 年至 2029 年的預測期內將實現 11.33% 的複合年增長率。基於雲端的動作捕捉平台的日益普及,以及生物力學研究和醫療應用需求的不斷增長,將為動作捕捉市場創造新的機會。
記錄各種物體運動的過程稱為動作捕捉。動作捕捉廣泛應用於娛樂業、軍事、醫療保健、運動領域,以及機器人和電腦視覺驗證。 「動作捕捉」是電玩遊戲和電影製作行業中的一個術語,指的是記錄人類演員的動作,然後利用這些資訊在電腦動畫中為數位角色和模型製作動畫的過程。在動作捕捉過程中,每秒會多次取樣演員的動作。動作捕捉的主要目標是記錄主體的運動,通常不專注於主體的視覺屬性。
對高品質動畫的需求不斷增長,以及動作捕捉系統投資成本的降低,將推動市場成長。電腦視覺技術的進步和發展也將加速市場成長。人們對虛擬實境環境逼真體驗的日益關注,將推動對動作捕捉的需求。電腦視覺在體育運動中的應用日益廣泛,也將推動市場發展。
推動市場成長的因素是對記錄具有卓越時間精度和空間精度的即時數據的需求持續增長。 3D動作捕捉技術在生物力學研究、工業應用和醫療保健領域的應用預計將在不久的將來推動市場成長。動作捕捉市場未來成長的機會之一是3D動作捕捉技術在雲端平台的普及率不斷提高。
然而,另一方面,對特定硬體和軟體進行資料處理的需求以及對先進處理器的要求是預測期內阻礙運動捕捉市場發展的幾個因素。
這份全球動作捕捉市場報告詳細介紹了最新發展動態、貿易法規、進出口分析、生產分析、價值鏈優化、市場份額、國內和本地市場參與者的影響,並分析了新興收入來源、市場法規變化、戰略市場增長分析、市場規模、品類市場增長、應用領域和主導地位、產品審批、產品發布、地域擴張以及市場技術創新等方面的機遇。如需了解更多關於動作捕捉市場的信息,請聯繫 Data Bridge 市場研究部門獲取分析師簡報,我們的團隊將協助您做出明智的市場決策,實現市場成長。
全球動作捕捉市場範圍與市場規模
3D動作捕捉市場根據系統、類型和應用進行細分。細分市場之間的成長有助於您分析利基市場的成長潛力和進入市場的策略,並確定您的核心應用領域以及目標市場的差異化。
- 根據系統類型,運動捕捉市場可分為光學運動捕捉系統和非光學運動捕捉系統。光學運動捕捉系統進一步細分為主動3D運動捕捉系統、被動運動捕捉系統、無標記運動捕捉系統和水下運動捕捉系統。基於深度感知的被動3D運動捕捉系統又細分為飛行時間運動捕捉系統與結構光運動捕捉系統。非光學運動捕捉系統進一步細分為機械3D運動捕捉系統、慣性運動捕捉系統和電磁3D運動捕捉系統。
- 動作捕捉市場按類型細分為硬體、軟體和服務。硬體部分進一步細分為攝影機、感測器、通訊設備和配件。通訊設備細分為交換器和集線器、連接器和電纜。配件細分為標記器、安裝設備、鏡頭和濾鏡、校準工具和測力板。服務細分為諮詢和規劃、安裝和培訓、支援和維護。軟體細分為套裝動作捕捉軟體和插件動作捕捉軟體。
- 動作捕捉市場也根據應用進行細分。應用領域分為媒體和娛樂、生物力學研究和醫療、工程和設計及工業應用、教育和其他。媒體和娛樂領域進一步細分為遊戲、電影製作/廣告、現場表演/表演/舞台製作和廣播。生物力學研究和醫療領域進一步細分為運動科學、神經病學和心理學/復健和姿勢分析、動物科學、臨床步態分析以及核磁共振成像和外科手術。工程和設計及工業應用領域細分為無人系統和機器人、人體工學、空氣動力學、軍事訓練以及海洋和水下應用。
動作捕捉市場國家分析
對全球動作捕捉市場進行了分析,並按國家、系統、類型和應用提供了市場規模和數量信息,如上所述。
全球動作捕捉市場報告涵蓋的國家包括北美洲的美國、加拿大和墨西哥、歐洲的德國、法國、英國、荷蘭、瑞士、比利時、俄羅斯、義大利、西班牙、土耳其、歐洲其他地區、中國、日本、印度、韓國、新加坡、馬來西亞、澳洲、泰國、印尼、菲律賓、亞太地區(APAC)的其他地區、沙烏地阿拉伯、阿聯酋、以色列、澳洲、泰國、歐洲、亞太地區和其他國家的非洲地區(其他國家的非洲歐洲地區)。
亞太地區預計將成為動作捕捉市場成長最快的地區。中國和印度等國對動作捕捉系統的需求強勁。新冠疫情導致整個亞太地區實施封鎖。亞太地區及其周邊地區的供應鏈中斷,導致運輸受限。
全球動作捕捉市場報告的國家部分還提供了各個市場的影響因素以及國內市場監管變化,這些變化會影響市場的當前和未來趨勢。消費量、生產地點和產量、進出口分析、價格趨勢分析、原材料成本、上下游價值鏈分析等數據點是預測各國市場狀況的主要指標。此外,在對國家/地區數據進行預測分析時,還考慮了全球品牌的存在和供應情況,以及它們因本土和國內品牌的激烈競爭或稀缺而面臨的挑戰,國內關稅和貿易路線的影響。
競爭格局與動作捕捉市佔率分析
全球動作捕捉市場競爭格局按競爭對手提供詳細資訊。詳細資訊包括公司概況、公司財務狀況、收入、市場潛力、研發投入、新市場計劃、全球佈局、生產基地和設施、生產能力、公司優勢和劣勢、產品發布、產品寬度和廣度以及應用主導地位。以上提供的數據僅與公司在動作捕捉市場的重點相關。
全球動作捕捉市場報告中的一些主要參與者包括 Vicon Motion Systems Ltd、Exave AB、Xsens、NaturalPoint, Inc.、AIQ-Synertial.com、Phasespace、PTI Phoenix Technologies Inc.、Noraxon USA.、Motion Analysis Corporation、Notch Interfaces Inc.、Polhemlectus.、Noraxon USA.、Motion Analysis Corporation、通知Ltd.、CyberGlove Systems Inc.、Dynamixyz. 等。
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目录
1. INTRODUCTION
1.1 OBJECTIVES OF THE STUDY
1.2 MARKET DEFINITION
1.3 OVERVIEW OF GLOBAL MOTION CAPTURE MARKET
1.4 CURRENCY AND PRICING
1.5 LIMITATION
1.6 MARKETS COVERED
2. MARKET SEGMENTATION
2.1 KEY TAKEAWAYS
2.2 ARRIVING AT THE GLOBAL MOTION CAPTURE MARKET
2.2.1 VENDOR POSITIONING GRID
2.2.2 TECHNOLOGY LIFE LINE CURVE
2.2.3 MARKET GUIDE
2.2.4 COMPANY POSITIONING GRID
2.2.5 MULTIVARIATE MODELLING
2.2.6 STANDARDS OF MEASUREMENT
2.2.7 TOP TO BOTTOM ANALYSIS
2.2.8 VENDOR SHARE ANALYSIS
2.2.9 DATA POINTS FROM KEY PRIMARY INTERVIEWS
2.2.10 DATA POINTS FROM KEY SECONDARY DATABASES
2.3 GLOBAL MOTION CAPTURE MARKET: RESEARCH SNAPSHOT
2.4 ASSUMPTIONS
3. MARKET OVERVIEW
3.1 DRIVERS
3.2 RESTRAINTS
3.3 OPPORTUNITIES
3.4 CHALLENGES
4. EXECUTIVE SUMMARY
5. PREMIUM INSIGHTS
5.1 CASE STUDIES
5.2 PORTER’S FIVE FORCES ANALYSIS
5.3 REGULATORY LANDSCAPE
5.4 TECHNOLOGY OVERVIEW
5.5 KEY ATTRIBUTES FOR INNOVATION & INVESTMENTS BY COMPANIES
5.6 VALUE CHAIN ANALYSIS
6. GLOBAL MOTION CAPTURE MARKET, BY ANIMATION TYPE
6.1 OVERVIEW
6.2 2D
6.2.1 BY TYPE
6.2.1.1. VIDEO & FILM
6.2.1.2. INTERACTIVE
6.2.1.3. VIRTUAL REALITY
6.2.1.4. AUGMENTED REALITY
6.2.1.5. MIXED REALITY
6.3 3D
6.3.1 BY TYPE
6.3.1.1. VIDEO & FILM
6.3.1.2. INTERACTIVE
6.3.1.3. VIRTUAL REALITY
6.3.1.4. AUGMENTED REALITY
6.3.1.5. MIXED REALITY
6.3.2 BY TECHNIQUE
6.3.2.1. INVERSE KINEMATICS
6.3.2.2. FLUID SIMULATION
6.3.2.3. 3D SKELETON ANIMATION
7. GLOBAL MOTION CAPTURE MARKET, BY OFFERING
7.1 OVERVIEW
7.2 HARDWARE
7.2.1 SENSORS
7.2.2 CAMERAS
7.2.3 COMMUNICATION DEVICES
7.2.3.1. CONNECTORS AND CABLES
7.2.3.2. SWITCHES AND HUBS
7.2.4 ACCESSORIES
7.2.4.1. MOUNTING EQUIPMENT
7.2.4.2. LENSES & FILTERS
7.2.4.3. MARKERS
7.2.4.4. FORCE PLATES
7.2.4.5. CALIBRATION TOOLS
7.2.4.6. OTHERS
7.3 SOFTWARE
7.3.1 PLUGIN SOFTWARE
7.3.2 PACKAGED SOFTWARE
7.4 SERVICES
7.4.1 INSTALLATION
7.4.2 CONSULTING & PLANNING
7.4.3 TRAINING, SUPPORT & MAINTENANCE
8. GLOBAL MOTION CAPTURE MARKET, BY TECHNOLOGY
8.1 OVERVIEW
8.2 OPTICAL SYSTEMS
8.2.1 ACTIVE MARKER
8.2.2 PASSIVE MAKER
8.2.2.1. 3D DEPTH SENSING
8.2.2.2. TIME-OF-FLIGHT
8.2.2.3. STRUCTURED LIGHT
8.2.3 MARKERLESS
8.2.4 UNDERWATER
8.3 NON-OPTICAL SYSTEMS
8.3.1 MECHANICAL SYSTEMS
8.3.2 INERTIAL SYSTEMS
8.3.3 ELECTROMAGNETIC SYSTEMS
9. GLOBAL MOTION CAPTURE MARKET, BY UTILITY
9.1 OVERVIEW
9.2 MOVEMENT SCIENCES
9.3 ANIMATION
9.4 VIRTUAL PRODUCTION
9.5 VIRTUAL REALITY
9.6 ROBOTICS
9.7 OTHERS
10. GLOBAL MOTION CAPTURE MARKET, BY CONNECTIVITY
10.1 OVERVIEW
10.2 WIRED
10.3 WIRELESS
11. GLOBAL MOTION CAPTURE MARKET, BY ENTERPRISE SIZE
11.1 OVERVIEW
11.2 SMALL & MEDIUM ORGANIZATIONS
11.3 LARGE ORGANIZATIONS
12. GLOBAL MOTION CAPTURE MARKET, BY APPLICATION
12.1 OVERVIEW
12.2 BIOMECHANICAL RESEARCH & MEDICAL
12.2.1 NEUROSCIENCE
12.2.1.1. BY OFFERING
12.2.1.1.1. HARDWARE
12.2.1.1.2. SOFTWARE
12.2.1.1.3. SERVICES
12.2.2 ANIMAL SCIENCE
12.2.2.1. BY OFFERING
12.2.2.1.1. HARDWARE
12.2.2.1.2. SOFTWARE
12.2.2.1.3. SERVICES
12.2.3 SPORTS SCIENCE
12.2.3.1. BY OFFERING
12.2.3.1.1. HARDWARE
12.2.3.1.2. SOFTWARE
12.2.3.1.3. SERVICES
12.2.4 CLINICAL GAIT ANALYSIS
12.2.4.1. BY OFFERING
12.2.4.1.1. HARDWARE
12.2.4.1.2. SOFTWARE
12.2.4.1.3. SERVICES
12.2.5 MRI & SURGERY
12.2.5.1. BY OFFERING
12.2.5.1.1. HARDWARE
12.2.5.1.2. SOFTWARE
12.2.5.1.3. SERVICES
12.2.6 SCIENTIFIC GAIT ANALYSIS
12.2.6.1. BY OFFERING
12.2.6.1.1. HARDWARE
12.2.6.1.2. SOFTWARE
12.2.6.1.3. SERVICES
12.3 MEDIA & ENTERTAINMENT
12.3.1 FILM PRODUCTION
12.3.1.1. BY OFFERING
12.3.1.1.1. HARDWARE
12.3.1.1.2. SOFTWARE
12.3.1.1.3. SERVICES
12.3.2 VIDEO GAMING
12.3.2.1. BY 3D ANIMATION
12.3.2.1.1. DIGITAL 3D
12.3.2.1.2. INTERACTIVE 3D
12.3.2.1.3. VIRTUAL REALITY 3D
12.3.2.1.4. OTHERS
12.3.2.2. BY OFFERING
12.3.2.2.1. HARDWARE
12.3.2.2.2. SOFTWARE
12.3.2.2.3. SERVICES
12.3.2.3. BY PERFORMANCE
12.3.2.3.1. SMART GLOVES
12.3.2.3.2. FACE CAPTURE
12.3.2.3.3. SMARTSUITS
12.3.2.3.4. OTHERS
12.3.2.4. BY TYPE
12.3.2.4.1. GAME CG
12.3.2.4.2. GAME ANIMATION
12.3.2.4.3. 3D ANIMATION
12.3.2.4.4. ADVERTISING
12.3.2.4.5. OTHERS
12.3.3 LIVE PERFORMANCES/CONCERTS
12.3.3.1. BY OFFERING
12.3.3.1.1. HARDWARE
12.3.3.1.2. SOFTWARE
12.3.3.1.3. SERVICES
12.3.4 BROADCAST
12.3.4.1. BY OFFERING
12.3.4.1.1. HARDWARE
12.3.4.1.2. SOFTWARE
12.3.4.1.3. SERVICES
12.4 ENGINEERING DESING & INDUSTRIAL
12.4.1 ERGONOMICS
12.4.1.1. BY OFFERING
12.4.1.1.1. HARDWARE
12.4.1.1.2. SOFTWARE
12.4.1.1.3. SERVICES
12.4.2 UNMANNED SYSTEMS & ROBOTICS
12.4.2.1. BY OFFERING
12.4.2.1.1. HARDWARE
12.4.2.1.2. SOFTWARE
12.4.2.1.3. SERVICES
12.4.3 AERODYNAMICS
12.4.3.1. BY OFFERING
12.4.3.1.1. HARDWARE
12.4.3.1.2. SOFTWARE
12.4.3.1.3. SERVICES
12.4.4 MILITARY TRAINING
12.4.4.1. BY OFFERING
12.4.4.1.1. HARDWARE
12.4.4.1.2. SOFTWARE
12.4.4.1.3. SERVICES
12.4.5 MARINE & UNDERWATER
12.4.5.1. BY OFFERING
12.4.5.1.1. HARDWARE
12.4.5.1.2. SOFTWARE
12.4.5.1.3. SERVICES
12.5 EDUCATION
12.5.1 BY OFFERING
12.5.1.1. HARDWARE
12.5.1.2. SOFTWARE
12.5.1.3. SERVICES
12.6 AUTOMOTIVE
12.6.1 BY OFFERING
12.6.1.1. HARDWARE
12.6.1.2. SOFTWARE
12.6.1.3. SERVICES
12.7 SPORTS
12.7.1 BY OFFERING
12.7.1.1. HARDWARE
12.7.1.2. SOFTWARE
12.7.1.3. SERVICES
12.8 RETAIL
12.8.1 BY OFFERING
12.8.1.1. HARDWARE
12.8.1.2. SOFTWARE
12.8.1.3. SERVICES
12.9 OTHERS
13. GLOBAL MOTION CAPTURE MARKET, BY REGION
13.1 GLOBAL MOTION CAPTURE MARKET, (ALL SEGMENTATION PROVIDED ABOVE IS REPRESENTED IN THIS CHAPTER BY COUNTRY)
13.2 NORTH AMERICA
13.2.1 U.S.
13.2.2 CANADA
13.2.3 MEXICO
13.3 EUROPE
13.3.1 GERMANY
13.3.2 FRANCE
13.3.3 U.K.
13.3.4 ITALY
13.3.5 SPAIN
13.3.6 RUSSIA
13.3.7 TURKEY
13.3.8 BELGIUM
13.3.9 NETHERLANDS
13.3.10 SWITZERLAND
13.3.11 REST OF EUROPE
13.4 ASIA PACIFIC
13.4.1 JAPAN
13.4.2 CHINA
13.4.3 SOUTH KOREA
13.4.4 INDIA
13.4.5 AUSTRALIA
13.4.6 SINGAPORE
13.4.7 THAILAND
13.4.8 MALAYSIA
13.4.9 INDONESIA
13.4.10 PHILIPPINES
13.4.11 REST OF ASIA PACIFIC
13.5 SOUTH AMERICA
13.5.1 BRAZIL
13.5.2 ARGENTINA
13.5.3 REST OF SOUTH AMERICA
13.6 MIDDLE EAST AND AFRICA
13.6.1 SOUTH AFRICA
13.6.2 EGYPT
13.6.3 SAUDI ARABIA
13.6.4 U.A.E
13.6.5 ISRAEL
13.6.6 REST OF MIDDLE EAST AND AFRICA
13.7 KEY PRIMARY INSIGHTS: BY MAJOR COUNTRIES
14. GLOBAL MOTION CAPTURE MARKET, COMPANY LANDSCAPE
14.1 COMPANY SHARE ANALYSIS: GLOBAL
14.2 COMPANY SHARE ANALYSIS: NORTH AMERICA
14.3 COMPANY SHARE ANALYSIS: EUROPE
14.4 COMPANY SHARE ANALYSIS: ASIA PACIFIC
14.5 MERGERS & ACQUISITIONS
14.6 NEW PRODUCT DEVELOPMENT AND APPROVALS
14.7 EXPANSIONS
14.8 REGULATORY CHANGES
14.9 PARTNERSHIP AND OTHER STRATEGIC DEVELOPMENTS
15. GLOBAL MOTION CAPTURE MARKET, SWOT AND DBMR ANALYSIS
16. GLOBAL MOTION CAPTURE MARKET, COMPANY PROFILE
16.1 METRIA INNOVATION, INC.
16.1.1 COMPANY SNAPSHOT
16.1.2 REVENUE ANALYSIS
16.1.3 GEOGRAPHIC PRESENCE
16.1.4 PRODUCT PORTFOLIO
16.1.5 RECENT DEVELOPMENTS
16.2 CHARNWOOD DYNAMICS LTD (CODAMOTION)
16.2.1 COMPANY SNAPSHOT
16.2.2 REVENUE ANALYSIS
16.2.3 GEOGRAPHIC PRESENCE
16.2.4 PRODUCT PORTFOLIO
16.2.5 RECENT DEVELOPMENTS
16.3 MOTION ANALYSIS CORPORATION
16.3.1 COMPANY SNAPSHOT
16.3.2 REVENUE ANALYSIS
16.3.3 GEOGRAPHIC PRESENCE
16.3.4 PRODUCT PORTFOLIO
16.3.5 RECENT DEVELOPMENTS
16.4 PHASESPACE, INC
16.4.1 COMPANY SNAPSHOT
16.4.2 REVENUE ANALYSIS
16.4.3 GEOGRAPHIC PRESENCE
16.4.4 PRODUCT PORTFOLIO
16.4.5 RECENT DEVELOPMENTS
16.5 XSENS TECHNOLOGIES
16.5.1 COMPANY SNAPSHOT
16.5.2 REVENUE ANALYSIS
16.5.3 GEOGRAPHIC PRESENCE
16.5.4 PRODUCT PORTFOLIO
16.5.5 RECENT DEVELOPMENTS
16.6 DEEPMOTION, INC
16.6.1 COMPANY SNAPSHOT
16.6.2 REVENUE ANALYSIS
16.6.3 GEOGRAPHIC PRESENCE
16.6.4 PRODUCT PORTFOLIO
16.6.5 RECENT DEVELOPMENTS
16.7 PHOENIX TECHNOLOGIES, INC.
16.7.1 COMPANY SNAPSHOT
16.7.2 REVENUE ANALYSIS
16.7.3 GEOGRAPHIC PRESENCE
16.7.4 PRODUCT PORTFOLIO
16.7.5 RECENT DEVELOPMENTS
16.8 RADICAL SOLUTIONS, LLC
16.8.1 COMPANY SNAPSHOT
16.8.2 REVENUE ANALYSIS
16.8.3 GEOGRAPHIC PRESENCE
16.8.4 PRODUCT PORTFOLIO
16.8.5 RECENT DEVELOPMENTS
16.9 SIMI REALITY MOTION SYSTEMS
16.9.1 COMPANY SNAPSHOT
16.9.2 REVENUE ANALYSIS
16.9.3 GEOGRAPHIC PRESENCE
16.9.4 PRODUCT PORTFOLIO
16.9.5 RECENT DEVELOPMENTS
16.10 OPTITRACK
16.10.1 COMPANY SNAPSHOT
16.10.2 REVENUE ANALYSIS
16.10.3 GEOGRAPHIC PRESENCE
16.10.4 PRODUCT PORTFOLIO
16.10.5 RECENT DEVELOPMENTS
16.11 MOTUS DIGITAL
16.11.1 COMPANY SNAPSHOT
16.11.2 REVENUE ANALYSIS
16.11.3 GEOGRAPHIC PRESENCE
16.11.4 PRODUCT PORTFOLIO
16.11.5 RECENT DEVELOPMENTS
16.12 QUALIYSIS
16.12.1 COMPANY SNAPSHOT
16.12.2 REVENUE ANALYSIS
16.12.3 GEOGRAPHIC PRESENCE
16.12.4 PRODUCT PORTFOLIO
16.12.5 RECENT DEVELOPMENTS
16.13 NOITOM
16.13.1 COMPANY SNAPSHOT
16.13.2 REVENUE ANALYSIS
16.13.3 GEOGRAPHIC PRESENCE
16.13.4 PRODUCT PORTFOLIO
16.13.5 RECENT DEVELOPMENTS
16.14 NORTHERN DIGITAL INC.
16.14.1 COMPANY SNAPSHOT
16.14.2 REVENUE ANALYSIS
16.14.3 GEOGRAPHIC PRESENCE
16.14.4 PRODUCT PORTFOLIO
16.14.5 RECENT DEVELOPMENTS
16.15 VICON MOTION SYSTEMS
16.15.1 COMPANY SNAPSHOT
16.15.2 REVENUE ANALYSIS
16.15.3 GEOGRAPHIC PRESENCE
16.15.4 PRODUCT PORTFOLIO
16.15.5 RECENT DEVELOPMENTS
16.16 NANSENSE
16.16.1 COMPANY SNAPSHOT
16.16.2 REVENUE ANALYSIS
16.16.3 GEOGRAPHIC PRESENCE
16.16.4 PRODUCT PORTFOLIO
16.16.5 RECENT DEVELOPMENTS
16.17 NORAXON
16.17.1 COMPANY SNAPSHOT
16.17.2 REVENUE ANALYSIS
16.17.3 GEOGRAPHIC PRESENCE
16.17.4 PRODUCT PORTFOLIO
16.17.5 RECENT DEVELOPMENTS
16.18 TRACXN TECHNOLOGIES
16.18.1 COMPANY SNAPSHOT
16.18.2 REVENUE ANALYSIS
16.18.3 GEOGRAPHIC PRESENCE
16.18.4 PRODUCT PORTFOLIO
16.18.5 RECENT DEVELOPMENTS
16.19 ROKOKO ELECTRONICS
16.19.1 COMPANY SNAPSHOT
16.19.2 REVENUE ANALYSIS
16.19.3 GEOGRAPHIC PRESENCE
16.19.4 PRODUCT PORTFOLIO
16.19.5 RECENT DEVELOPMENTS
16.20 C-MOTION, INC
16.20.1 COMPANY SNAPSHOT
16.20.2 REVENUE ANALYSIS
16.20.3 GEOGRAPHIC PRESENCE
16.20.4 PRODUCT PORTFOLIO
16.20.5 RECENT DEVELOPMENTS
16.21 DORSAVI
16.21.1 COMPANY SNAPSHOT
16.21.2 REVENUE ANALYSIS
16.21.3 GEOGRAPHIC PRESENCE
16.21.4 PRODUCT PORTFOLIO
16.21.5 RECENT DEVELOPMENTS
16.22 AVATOUR
16.22.1 COMPANY SNAPSHOT
16.22.2 REVENUE ANALYSIS
16.22.3 GEOGRAPHIC PRESENCE
16.22.4 PRODUCT PORTFOLIO
16.22.5 RECENT DEVELOPMENTS
16.23 NATURALPOINT, INC.
16.23.1 COMPANY SNAPSHOT
16.23.2 REVENUE ANALYSIS
16.23.3 GEOGRAPHIC PRESENCE
16.23.4 PRODUCT PORTFOLIO
16.23.5 RECENT DEVELOPMENTS
16.24 AIQ-SYNERTIAL.COM
16.24.1 COMPANY SNAPSHOT
16.24.2 REVENUE ANALYSIS
16.24.3 GEOGRAPHIC PRESENCE
16.24.4 PRODUCT PORTFOLIO
16.24.5 RECENT DEVELOPMENTS
16.25 NOTCH INTERFACES INC.
16.25.1 COMPANY SNAPSHOT
16.25.2 REVENUE ANALYSIS
16.25.3 GEOGRAPHIC PRESENCE
16.25.4 PRODUCT PORTFOLIO
16.25.5 RECENT DEVELOPMENTS
16.26 POLHEMUS
16.26.1 COMPANY SNAPSHOT
16.26.2 REVENUE ANALYSIS
16.26.3 GEOGRAPHIC PRESENCE
16.26.4 PRODUCT PORTFOLIO
16.26.5 RECENT DEVELOPMENTS
16.27 MOTEK ENTERTAINMENT
16.27.1 COMPANY SNAPSHOT
16.27.2 REVENUE ANALYSIS
16.27.3 GEOGRAPHIC PRESENCE
16.27.4 PRODUCT PORTFOLIO
16.27.5 RECENT DEVELOPMENTS
16.28 CYBERGLOVE SYSTEMS INC.
16.28.1 COMPANY SNAPSHOT
16.28.2 REVENUE ANALYSIS
16.28.3 GEOGRAPHIC PRESENCE
16.28.4 PRODUCT PORTFOLIO
16.28.5 RECENT DEVELOPMENTS
16.29 DYNAMIXYZ
16.29.1 COMPANY SNAPSHOT
16.29.2 REVENUE ANALYSIS
16.29.3 GEOGRAPHIC PRESENCE
16.29.4 PRODUCT PORTFOLIO
16.29.5 RECENT DEVELOPMENTS
16.30 EXAVE AB
16.30.1 COMPANY SNAPSHOT
16.30.2 REVENUE ANALYSIS
16.30.3 GEOGRAPHIC PRESENCE
16.30.4 PRODUCT PORTFOLIO
16.30.5 RECENT DEVELOPMENTS
16.31 FACEWARE TECHNOLOGIES, INC
16.31.1 COMPANY SNAPSHOT
16.31.2 REVENUE ANALYSIS
16.31.3 GEOGRAPHIC PRESENCE
16.31.4 PRODUCT PORTFOLIO
16.31.5 RECENT DEVELOPMENTS
NOTE: THE COMPANIES PROFILED IS NOT EXHAUSTIVE LIST AND IS AS PER OUR PREVIOUS CLIENT REQUIREMENT. WE PROFILE MORE THAN 100 COMPANIES IN OUR STUDIES AND HENCE THE LIST OF COMPANIES CAN BE MODIFIED OR REPLACED ON REQUEST
17. CONCLUSION
18. QUESTIONNAIRE
19. RELATED REPORTS
20. ABOUT DATA BRIDGE MARKET RESEARCH
研究方法
数据收集和基准年分析是使用具有大样本量的数据收集模块完成的。该阶段包括通过各种来源和策略获取市场信息或相关数据。它包括提前检查和规划从过去获得的所有数据。它同样包括检查不同信息源中出现的信息不一致。使用市场统计和连贯模型分析和估计市场数据。此外,市场份额分析和关键趋势分析是市场报告中的主要成功因素。要了解更多信息,请请求分析师致电或下拉您的询问。
DBMR 研究团队使用的关键研究方法是数据三角测量,其中包括数据挖掘、数据变量对市场影响的分析和主要(行业专家)验证。数据模型包括供应商定位网格、市场时间线分析、市场概览和指南、公司定位网格、专利分析、定价分析、公司市场份额分析、测量标准、全球与区域和供应商份额分析。要了解有关研究方法的更多信息,请向我们的行业专家咨询。
可定制
Data Bridge Market Research 是高级形成性研究领域的领导者。我们为向现有和新客户提供符合其目标的数据和分析而感到自豪。报告可定制,包括目标品牌的价格趋势分析、了解其他国家的市场(索取国家列表)、临床试验结果数据、文献综述、翻新市场和产品基础分析。目标竞争对手的市场分析可以从基于技术的分析到市场组合策略进行分析。我们可以按照您所需的格式和数据样式添加您需要的任意数量的竞争对手数据。我们的分析师团队还可以为您提供原始 Excel 文件数据透视表(事实手册)中的数据,或者可以帮助您根据报告中的数据集创建演示文稿。

