世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

世界の企業と産業向け仮想現実市場の分析と予測:訓練とシミュレーション、教育、バーチャルプロトタイピング/3Dモデリング、ロケーションベースのエンターテインメント、医学的治療:世界市場分析と予測

Virtual Reality for Enterprise and Industrial Markets

Training and Simulation, Education, Virtual Prototyping/3D Modeling, Location-Based Entertainment, and Medical Therapy: Global Market Analysis and Forecasts

 

出版社 出版年月電子版価格 ページ数図表数
Tractica
トラクティカ
2018年5月US$4,500
1-5ユーザライセンス
62 46

サマリー

米国調査会社トラクティカ社(Tractica LLC.)の調査レポート「世界の企業と産業市場向け仮想現実市場の分析と予測:訓練とシュミレーション、教育、バーチャルプロトタイピング/3Dモデリング、アトラクションズ、医学的治療:世界市場分析と予測」は、企業用や産業用途の仮想現実 (VR/バーチャルリアリティ) ハードウェアとコンテンツの年間出荷数や関連収益などの2016-2025年の世界の市場予測を提供しています。ヘッドマウントディスプレイ(HMDs)と、ソフトウェアアプリケーション、コンテンツクリエーションツールを分析しています。5つの主要地域、5つの主要用途(教育、バーチャルプロトタイピング/3Dモデリング、ロケーションベースのエンターテインメント、訓練とシミュレーション、医学的治療)別に市場規模と予測データを掲載しています。このレポートでは18社の企業向けVR市場の主要企業のプロフィールも掲載しています。

主な掲載内容

  1. エグゼクティブサマリー
  2. 市場課題
    1. 市場動向
    2. 市場成長促進要因
    3. 市場成長阻害要因
    4. 事例研究
  3. 技術課題
    1. トラッキング
    2. レイテンシの技術とVR酔い対策
    3. 動作認識カメラ
  4. 主要企業
    1. HDM(ヘッドマウントディスプレイ)とプラットフォームの主要企業
    2. 実現技術の主要企業
    3. 企業アプリケーション
  5. 市場予測
    1. 製品タイプ別の企業向けVR市場
    2. 地域別の企業向けVR市場:出荷台数と収益
    3. 用途別の企業向けVR世界市場:収益
    4. 用途別・地域別の企業向けVR市場:収益

Report Details

While enterprise markets have made use of professional-grade virtual reality (VR) technology for some time, the recent debut of consumer-grade VR head-mounted displays (HMDs) from companies like Facebook/Oculus, HTC, and Samsung has raised the profile of VR immeasurably and, more importantly, sparked the potential for enterprise VR use cases leveraging consumer-grade VR solutions. In addition to the availability of low-cost consumer grade VR solutions, the adoption of VR among enterprises is motivated by the opportunity for increased productivity, improved results, and efficiency through the greater level of immersion that VR applications offer compared to more conventional means.

Even with the continuing growth, however, market adoption of enterprise VR use cases is moving slower than previously anticipated due to market acceptance lagging behind for the education and location-based entertainment use cases. Lagging market acceptance in these two use cases is due to a slower adoption of smartphone HMDs; in education because of the cost of hardware and access to smartphones, and in location-based entertainment because many venues desire higher immersion/quality VR experiences, which smartphone HMDs cannot deliver. Despite some retrenching in the market, however, there is momentum and accelerated activity, particularly for location-based entertainment and medical therapy use cases. Tractica forecasts that worldwide enterprise VR hardware and software revenue will increase from $1.0 billion in 2018 to $12.6 billion annually by 2025.

This Tractica report provides global market forecasts for the period from 2016 through 2025 for annual unit shipments and associated revenue for VR hardware and content in the enterprise sector. The analysis covers HMDs as well as software applications and content creation tools. Market sizing and forecast data is segmented by five major regions and five different application markets are examined including education, virtual prototyping/3D modeling, location-based entertainment, training and simulation, and medical therapy. The report also includes profiles of 18 key industry players in the enterprise VR market.

Key Questions Addressed:

  • How large is the market for enterprise VR hardware and content?
  • How will the market be segmented by product type, application/use case, and world region?
  • How will this market grow in the coming years and what factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the enterprise VR market?
  • Who are the leading providers of enterprise VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • VR headset manufacturers
  • Mobile device manufacturers
  • Semiconductor and component companies
  • Software and application developers
  • Systems integrators
  • Enterprise and industrial VR end-user organizations
  • Investor community


目次

Table of Contents

  1. Executive Summary
    1. Introduction
    2. Market Observations/Key Trends
    3. Market Drivers and Barriers
    4. Key Industry Players
    5. Market Forecast Highlights
    6. Conclusions & Recommendations
  2. Market Issues
    1. Introduction
    2. Scope of Study
    3. Product Type Definitions
    4. Market Overview
    5. Market Trends
    6. Market Drivers
      1. Virtual Reality Awareness from Consumer Virtual Reality
      2. Low-Cost Consumer-Grade Virtual Reality for Enterprise
      3. Increased Productivity, Greater Results, Efficiency
      4. Large Market Potential for Simpler Virtual Reality Experiences
      5. Three-Dimensional User Interface
        1. Voice Interface Emerging?
      6. Market Barriers
        1. Consumer-Grade Hardware Cost, Requirements
        2. Consumer-Grade Quality of Experience
          1. Virtual Reality Sickness
          2. Restricted Field of View
          3. Tethering
          4. Lack of Natural User Input
        3. Trial and Error for Early Virtual Reality Applications
      7. Use Cases
        1. Education
          1. Lifeliqe
          2. Google
        2. Virtual Prototyping/Three-Dimensional Modeling
        3. Location-Based Entertainment
          1. Amusement Parks
          2. Entertainment Centers
        4. Training and Simulation
        5. Medical Therapy
  3. Technology Issues
    1. Introduction
    2. Tracking
      1. Inside-Out and Outside-In
        1. Simultaneous Location and Mapping and Computer Vision
      2. Eye Tracking
      3. Hand Tracking Solutions
    3. Latency Technologies and Virtual Reality Sickness Prevention
      1. Galvanic Vestibular Stimulation
      2. Screen Tearing
        1. Oculus Asynchronous Timewarp and Spacewarp
    4. Motion Capture Cameras
  4. Key Industry Players
    1. Introduction
    2. Key Head-Mounted Display and Platform Players
      1. Sensics
      2. Facebook (Oculus)
        1. Evolving Head-Mounted Displays and Virtual Reality Experience
      3. HTC
      4. Samsung
      5. Google
    3. Key Enabling Technology Players
      1. Unity
      2. Leap Motion
      3. Tobii
    4. Enterprise Applications
      1. Firsthand Technology
      2. Osso VR
      3. Lifeliqe
      4. VRStudios
      5. THE VOID
      6. IMAX
      7. VR Coaster
      8. Ballast
      9. Zero Latency
      10. WorldViz
  5. Market Forecasts
    1. Introduction
    2. Forecast Methodology
    3. Unit Shipments and Revenue
    4. Enterprise Virtual Reality Market by Product Type
    5. Enterprise Virtual Reality Market by Geographic Region
      1. Regional Head-Mounted Display Shipments
      2. Regional Head-Mounted Display Revenue
      3. Regional Software Revenue
    6. Global Enterprise Virtual Reality Market Revenue by Application
    7. Regional Enterprise Virtual Reality Market Revenue by Application
      1. North America
      2. Europe
      3. Asia Pacific
      4. Latin America
      5. Middle East & Africa
    8. Conclusions and Recommendations
  6. Company Directory
  7. Acronym and Abbreviation List
  8. Table of Contents
  9. Table of Charts and Figures
  10. Scope of Study, Sources and Methodology, Notes

 

List of Charts, Figures, and Tables

Charts
  • Enterprise Virtual Reality Hardware and Software Revenue by Segment, World Markets: 2018-2025
  • Enterprise Virtual Reality Hardware Unit Shipments by Product Type, World Markets: 2018-2025
  • Enterprise Virtual Reality Hardware Revenue by Product Type, World Markets: 2018-2025
  • Enterprise Head-Mounted Display Unit Shipments by Region, World Markets: 2018-2025
  • Enterprise Head-Mounted Display Revenue by Region, World Markets: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Region, World Markets: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, World Markets: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, World Markets: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, North America: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, North America: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Europe: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Europe: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Asia Pacific: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Asia Pacific: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Latin America: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Latin America: 2018-2025
  • Enterprise Virtual Reality Equipment Revenue by Use Case, Middle East & Africa: 2018-2025
  • Enterprise Virtual Reality Software Revenue by Use Case, Middle East & Africa: 2018-2025
Figures
  • Lifeliqe Lesson with an Elementary School Student
  • Robot VR Ride, Everland Resort, Korea
  • East Valley of Science and Fantasy, Guizhou, China
  • VR Gear for VR Zone Shinjuku
  • Dr. James Mullins with FLAIM Trainer Fire Training System, VIVE Suite, CES 2017
  • Osso VR Orthopedic Surgical Training
  • Screenshot of COOL!, Firsthand Technology’s Chronic Pain Relief Game
  • THE VOID’s Ghostbusters Dimension
  • VR Coaster
  • Virtual Meeting, Collaboration in Virtual Reality Using Vizible
Tables
  • Virtual Reality Hardware and Software Revenue by Segment, World Markets: 2016-2025
  • Virtual Reality Hardware Unit Shipments by Product Type, World Markets: 2016-2025
  • Virtual Reality Hardware Revenue by Product Type, World Markets: 2016-2025
  • Virtual Reality Revenue by Use Case, World Markets: 2016-2025
  • Head-Mounted Display Unit Shipments by Region, World Markets: 2016-2025
  • Head-Mounted Display Revenue by Region, World Markets: 2016-2025
  • Virtual Reality Software Revenue by Region, World Markets: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, North America: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Europe: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Asia Pacific: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Latin America: 2016-2025
  • Virtual Reality Equipment Unit Shipments and Revenue by Use Case, Middle East & Africa: 2016-2025
  • Virtual Reality Software Revenue by Use Case, North America: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Europe: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Asia Pacific: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Latin America: 2016-2025
  • Virtual Reality Software Revenue by Use Case, Middle East & Africa: 2016-2025
  • Additional Industry Participants

 

ページTOPに戻る

あなたが最近チェックしたレポート一覧

  • 最近チェックしたレポートはありません。

お問合は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。

webからのお問合せはこちらのフォームから承ります

このレポートへのお問合せ

03-3582-2531

電話お問合せもお気軽に

<無料>メルマガに登録する

 

 

ページTOPに戻る