モバイル拡張現実:アプリとセンサ、ブラウザ、画像認識、リアルタイムサーチMobile Augmented Reality
サマリー
Augmented Reality (AR) is a term used to describe the use of technology to superimpose images, data or other content over a displayed real life view of the world. Most applications for AR have been either industrial/military or home computer-based. But recently, innovative technologists and developers have untethered AR by leveraging mobile networks and, as a primary device, smartphones. This shift into the mobile use of AR radically changes the paradigm of AR and propels AR far beyond the capacity, possibilities and opportunities of tethered uses. What Questions Does This Report Answer?
Who Needs This Report?
目次
Executive Brief: Top-Line Forecast
Executive Brief: Drivers
Executive Brief: Inhibitors
Executive Brief: Market Share
Executive Brief: Summary and Strategic Recommendations
Section 1.
1.1. Introduction
1.1.1. Defining Mobile AR
1.1.2. Today's Mobile AR
1.1.3. Tomorrow's Mobile AR - Zero Click Interface, the Internet of Things
1.2. Drivers
1.3. Barriers
1.4. Anatomy
1.4.1. Marker-Based AR
1.4.2. Marker-less AR
1.4.3. Image Recognition
1.4.4. Cloud-Based Storage
1.4.5. Smartphones
1.4.6. Media Tablets
1.4.7. Handheld Gaming Devices
1.4.8. Eyewear
1.5. Market Development
1.5.1. AR Platforms/World Browsers
1.5.2. The Future's Prevailing App Categories
1.5.3. Physically Impaired
1.5.4. Facial, Voice, and Gesture Recognition
1.5.5. Migrating from Pull to Push AR
1.5.6. The Internet of Things
1.5.7. Situational Awareness
1.6. Market Forecasts
Section 2.
2.1. Conclusions
2.2. Recommendations
Section 3.
3.1. Defining Augmented Reality
3.2. AR as a Visual Medium
3.3. Graphics Superimposed on Real-Time Video
3.3.1. Graphics Superimposed on a Transparent Medium
3.4. Mobile Advantage - Sensors
3.4.1. Accelerometer
3.4.2. Gyroscope
3.4.3. Digital Compass (Magnetometer)
3.5. Computer Vision
3.6. Marker-Based AR
3.6.1. Public Infrastructure for Marker-Based AR - Pachube Porthole
3.6.2. Point and Shoot Tagging
3.7. Marker-Less AR
3.7.1. Sensor Fusion
3.7.2. Image Recognition
3.7.3. Cloud-Based Storage
3.7.3.1. Google Goggles and Image-Based Search
3.7.3.2. Intel
3.7.4. Facial Recognition
3.7.4.1. Recognizr
3.7.4.2. ACCESS
3.8. Other AR Platforms, Enablers
3.8.1. metaio's Junaio Glue
3.8.2. Qualcomm
3.8.3. Alcatel-Lucent Dekaps
3.9. Devices
3.9.1. Smartphones
3.9.2. Media Tablets
3.9.3. Mobile Gaming Devices, Other Consumer Electronics
3.9.3.1. Handheld Games
3.9.4. Eyewear
Section 4.
4.1. Current Landscape
4.2. Smartphone Apps
4.2.1. Overview
4.2.2. Smartphone OS
4.2.3. AR Platforms/World Browsers
4.2.3.1. Layar
4.2.3.2. metaio
4.2.3.3. Mobilizy (Wikitude)
4.2.3.4. Kamra
4.2.3.5. mixare
4.2.3.6. Will Apple, Google, and RIM Build AR Engines?
4.2.4. The Future's Prevailing App Categories
4.2.4.1. Proximity-Based Social Networking
4.2.4.2. ARstreets
4.2.4.3. Tonchidot, Sekai Camera
4.2.4.4. Marketing
4.2.4.5. Navigation
4.2.4.6. acrossair's Nearest Tube
4.2.4.7. Real-Time Search - Google Goggles
4.2.4.8. Games
4.2.4.9. Shopping
4.2.4.10. Tryvertising
4.2.4.11. Tesco Wine Finder
4.2.4.12. Total Immersion's Fitting Room for Glasses
4.2.4.13. IKEA Product Catalog
4.3. Future
4.3.1. Physically Impaired
4.3.2. Evolution of Games
4.3.3. Facial, Voice, and Gesture Recognition
4.3.4. Migrating from Pull to Push AR
4.3.5. Eyewear
4.3.6. The Internet of Things
4.3.7. Situational Awareness
4.3.8. Zero-Click Interface
Section 5.
5.1. Forecast Methodology
5.1.1. Handheld AR Game Sales & Revenue
5.1.2. Mobile AR Applications Downloads
5.1.3. Mobile AR Application Revenue, Paid Apps
5.1.4. Mobile AR Application Revenue, In-App Purchases
5.1.5. Mobile AR Application Revenue; In-App Advertising
5.2. Market Forecasts
5.2.1. Handheld AR Game Sales & Revenue
5.2.2. Mobile AR Applications Downloads
5.2.3. Mobile AR Application Revenue, Paid Apps
5.2.4. Mobile AR Application Revenue, In-App Purchases
5.2.5. Mobile AR Application Revenue; In-App Advertising
Section 6. * 表の部分売りが可能です。データリソースまでお問合せください。(電話:03-3582-2531、Eメール:office@dri.co.jp)
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Mobile AR Revenue by Sector, World Market, Forecast: 2010 to 2016
1-2
Handheld Gaming Console Shipments, World Market, Forecast: 2010 to 2016
1-3
Handheld AR Game Sales, World Market, Forecast: 2010 to 2016
1-4
Handheld AR Game Revenues by Region, World Market, Forecast: 2010 to 2016
1-5
Smartphone Installed Base by OS, World Market, Forecast: 2010 to 2016
1-6
Mobile AR Application Downloads by OS, World Market, Forecast: 2010 to 2016
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Mobile AR Application Downloads Revenue, Paid Apps by OS, World Market, Forecast: 2010 to 2016Charts
Figures
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