Next Generation User Interfaces (UI) and User Experiences (UX): 2018-2023 Market Outlook for Augmented, Mixed, and Virtual Reality UI and UX in Consumer, Enterprise and Industrial Segments
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Next Generation User Interfaces (UI) and User Experiences (UX): 2018-2023 Market Outlook for Augmented, Mixed, and Virtual Reality UI and UX in Consumer, Enterprise and Industrial Segments

DUBLIN, July 20, 2018 — (PRNewswire) —

The "Next Generation User Interfaces (UI) and User Experiences (UX): Market Outlook for Augmented, Mixed, and Virtual Reality UI and UX in Consumer, Enterprise, and Industrial Segments 2018 - 2023" report has been added to ResearchAndMarkets.com's offering.

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Next generation User Interfaces (UI) will be tactile and responsive to non-verbal communication in which remote users will be able to enjoy haptic experiences through real-time interactive systems. Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) enabled UI will be important to enable a substantially more rich User Experience (UX) for many industry verticals that leverage these immersive technologies. The research sees these technologies being used for a myriad of different consumer-facing UX enhanced marketing, sales, and product/service usage scenarios. We also AR, MR, and VR used for a variety of enterprise purpose including internal operations, managing supply chains, and supporting customers.

The primary goal of Augmented Reality is to enrich the user's perception of the real-world, providing information and insights that otherwise would not be obtainable. AR use cases have grown substantially across many industry verticals within the last two years, providing significant market momentum, and indicating great promise to transform communications, content, and commerce across a wide range of sectors. The goals of Mixed Reality are broad, yet directionally focused on a true merging of real and virtual worlds, which the publisher believes will be a major catalyst for wide-spread acceptance and usage of VR across all major industry sectors.

This research assesses AR, MR, and other immersive technology components, the AR/MR ecosystem, and competitive landscape. The report evaluates market opportunities for hardware, software, and services. Analysis takes into consideration market drivers and constraints such as potential regulatory implications. The report provides detailed qualitative and quantitative analysis including forecasts for AR/MR by major hardware components, software, services, semiconductor components, and more.

It also provides specific insights and recommendations for major ecosystem constituents including Advertisers and Media Companies, Artificial Intelligence Providers, Automotive Companies, Broadband Infrastructure Providers, Communication Service Providers, Computing Companies, Data Analytics Providers, Equipment Providers, IoT Suppliers and Service Providers, Semiconductor Companies, Smart City Systems Integrators, Social Media Companies, and Software Developers.

This research also provides an in-depth assessment of the VR market including analysis of VR ecosystem and role of value chain partners, evaluation of recent VR patent filings and intellectual property, analysis of current price metrics VR devices, apps, and content, assessment of key VR companies and solutions with SWOT analysis, analysis of emerging business models and evolution of VR monetization, evaluation of VR component market: devices, software, hardware, platforms, and analysis of key VR growth drivers, market challenges, and emerging opportunities. Detailed forecasts for the VR market through 2023 are included.

Aided by 5G networks, next generation UI and UX will encompass transmission of touch and actuation in real-time, leading to a new class of highly interactive and engaging services generally referred to as Haptic Communications. It is expected that commercialization of 5G will allow the Haptic Internet to go mainstream as applications become available on an anytime, anywhere basis. This comprehensive research also addresses the impact of 5G on Haptic Internet and Virtual Reality including both the pre-5G VR base market as well as the what we refer to as the 5G Accelerated Uptake market in post-5G era.

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Full List of Companies Featured

Key Topics Covered

Virtual Reality (VR) Marketplace: VR Technologies, Companies, Solutions, Devices, Components, Applications and Services 2018 - 2023

1 Introduction
1.1 Research Objectives
1.2 Scope of Research
1.3 Target Audience
1.4 Company Coverage

2 Executive Summary
2.1 VR Market Segments and Sub-Segments
2.2 Key Report Findings

3 Overview
3.1 Introduction to VR
3.1.1 VR System
3.1.2 VR System Assessment
3.2 VR Market Segment
3.2.1 VR Device
3.2.1.1 Head Mounted Display (HMD)
3.2.1.2 Gesture Tracking Device (GTD)
3.2.1.2.1 Haptic Gloves
3.2.1.2.2 Haptic Suits
3.2.1.2.3 Other Devices including Controller and Camera
3.2.1.3 Projectors and Display Wall (PDW)
3.2.1.4 Heads-Up Displays (HUD)
3.2.2 VR Hardware Component
3.2.2.1 Sensors
3.2.2.1.1 Accelerometers
3.2.2.1.2 Proximity Sensor
3.2.2.1.3 Magnetometers
3.2.2.1.4 GPS System
3.2.2.1.5 Gyroscopes
3.2.2.1.6 3D Image Sensor
3.2.2.2 Semiconductor Component
3.2.2.2.1 Haptic Controller and Integrated Circuits
3.2.2.2.2 Graphic Processing Unit (GPU)
3.2.2.2.3 VR Displays
3.2.2.2.4 Central Processing Unit (CPU)
3.2.2.2.5 Memory
3.2.2.2.6 Tracking System
3.2.2.2.7 Process Acceleration Cards
3.2.2.2.8 Input Devices
3.2.2.2.9 USB Connector
3.2.2.3 Audio Hardware
3.2.3 VR Software
3.2.3.1 VR Apps
3.2.3.2 Software Component
3.2.3.2.1 Reality Engine
3.2.3.2.2 Software Development Kits
3.2.3.2.3 3D Modeling
3.2.3.2.4 2D Graphics
3.2.3.2.5 Digital Sound Editing
3.2.4 VR Service
3.2.4.1 VR Simulation Service
3.2.4.2 VR App store Service
3.2.4.3 Deployment and Management Service
3.2.5 VR Content
3.2.5.1 Games and Entertainment
3.2.5.2 VR, Video, and an Emphasis on Instructional Content
3.2.5.3 VR Theme Park: An Immersive Experience
3.2.5.3.1 VR Content Developer Engagement
3.3 Market Drivers
3.3.1 Increasing Popularity of Immersive Vision
3.3.2 Usability to Increase Adoption of VR Devices
3.3.3 Built in VR Functions with Smartphones and Tablets
3.3.4 VR in Training and Simulation
3.3.5 Price Affordability of Devices and Components
3.3.6 VR in Enterprise and Industrial Settings
3.4 Market Challenge
3.4.1 Adverse Impact on User Health
3.4.2 Fully Immersive VR Experience is Costly
3.4.3 Ensuring Usability in Design and Tracking System
3.4.4 High Energy Consumption May Lead to Poor Performance
3.5 Market Opportunity
3.5.1 Increasing Investment Trend
3.5.2 Merger and Acquisition Trend to Fuel VR Innovation
3.5.3 Convergence of VR and AR for Mixed Reality
3.5.4 VR Telepresence Apps
3.5.5 VR meets Immersive Social Platform
3.5.6 VR in Drones and Telerobotics
3.5.7 VR in Adult Video Industry
3.5.8 VR Accelerate 3D TV and Printing
3.5.9 VR in Life Saving Applications
3.5.10 VR Opportunity for Telecom Operator
3.5.11 VR to Take 5G Haptic or Tactile Experience Mainstream

4 VR Ecosystem Analysis
4.1 Stakeholder Analysis
4.1.1 VR Device Manufacturers
4.1.2 VR Component Manufacturers
4.1.3 VR Software Solution Providers
4.1.4 VR Service Suit Providers
4.1.5 VR Content Providers
4.1.6 VR End Users
4.2 Emerging Business Model
4.2.1 VR Suit Subscription
4.2.2 Pay Per Experience (PPE)
4.3 VR Patent Analysis
4.4 VR Technology
4.4.1 Non-Immersive Technology
4.4.2 Semi-Immersive Technology
4.4.3 Fully Immersive Technology
4.5 VR Device Platforms
4.6 VR Application Industry
4.6.1 Consumer Application
4.6.2 Enterprise / Commercial Applications
4.6.3 Industrial Applications
4.7 Regional VR Market
4.8 VR ARPU
4.9 Virtual Reality in an Edge Computing Environment
4.10 Enterprise Premise-based VR Solutions
4.11 Cloud-based VR Solutions
4.12 Commerce in Virtual Environments
4.12.1 Hologram Payment Initiatives
4.12.2 Masterpass AR/VR
4.12.3 Worldpay VR Payment using AirPIN
4.12.4 MasterCard Partnership with Wearality for Ecommerce Payments
4.12.5 Vantiv VR Payment API 174
4.12.6 MasterCard and Swarovski to Offer VR Shopping
4.12.7 Lowes and Ikea to Offer VR Showroom Experience
4.12.8 Consumer Adoption

5 VR Market Forecasts
5.1 Global VR Revenue Forecast 2018 - 2023
5.1.1 Combined VR Revenue
5.1.2 VR Revenue by Segment
5.1.2.1 VR Hardware Revenue by Segment
5.1.2.1.1 VR Device Revenue by Segment
5.1.2.1.2 VR GTD Revenue by Segment
5.1.2.1.3 VR Hardware Component Revenue by Segment
5.1.2.1.4 VR Sensor Revenue by Type
5.1.2.1.5 VR Semiconductor Component Revenue by Type
5.1.2.1.6 VR Display Revenue by Type
5.1.2.2 VR Software Revenue by Segment
5.1.2.2.1 VR Software Application Revenue by Deployment Type
5.1.2.2.2 VR Software Component Revenue by Segment
5.1.2.3 VR Service Revenue by Segment
5.1.2.4 VR Content Revenue by Segment
5.1.3 VR Revenue by Technology Type
5.1.4 VR Revenue by Device Platform
5.1.5 VR Revenue by Vertical Sector
5.1.5.1 VR Consumer Application Revenue by Industry Vertical
5.1.5.2 VR Enterprise/Commercial Application Revenue by Industry Vertical
5.1.5.3 VR Industrial Application Revenue by Industry Vertical
5.1.5.3.1 VR Medical Industry Revenue by Application Type
5.1.5.3.2 VR Aviation Industry Revenue by Sector
5.2 Regional VR Revenue Forecast 2018 - 2023
5.2.1 VR Revenue by Region
5.2.2 North America VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.2.3 APAC VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.2.4 Europe VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.2.5 Latin America VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.2.6 Middle East and Africa VR Revenue by Segment, Technology, Device, Industry Vertical, and Country
5.3 Country VR Revenue Forecast 2018 - 2023
5.3.1 Top Ten VR Countries
5.3.2 USA VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.3 Canada VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.4 UK VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.5 Germany VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.6 China VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.7 Japan VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.8 France VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.9 South Korea VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.10 Sweden VR Revenue by Segment, Technology, Device, and Industry Vertical
5.3.11 India VR Revenue by Segment, Technology, Device, and Industry Vertical
5.4 Multi-access Edge Computing (MEC) Enabled VR Revenue 2018 - 2023
5.4.1 Combined MEC Enabled VR Revenue
5.4.2 MEC Enabled VR Revenue by Segment
5.4.2.1 MEC Enabled VR Infrastructure Revenue by Segment
5.4.2.1.1 MEC Enabled VR Server Revenue by Segment
5.4.2.2 MEC Enabled VR Hardware Revenue by Segment
5.4.2.2.1 MEC Enabled VR Device Revenue by Segment
5.4.2.2.2 MEC Enabled VR GTD Revenue by Segment
5.4.2.2.3 MEC Enabled VR Hardware Component Revenue by Segment
5.4.2.2.4 MEC Enabled VR Sensor Revenue by Type
5.4.2.2.5 MEC Enabled VR Semiconductor Component Revenue by Type
5.4.2.2.6 MEC Enabled VR Display Revenue by Type
5.4.2.3 MEC Enabled VR Software Revenue by Segment
5.4.2.3.1 MEC Enabled VR Software Application Revenue by Deployment
5.4.2.3.2 MEC Enabled VR Platform Revenue by Segment
5.4.2.3.3 MEC Enabled VR Software Component Revenue by Segment
5.4.2.4 MEC Enabled VR Service Revenue by Segment
5.4.2.5 MEC Enabled VR Content Revenue by Segment
5.4.3 MEC Enabled VR Revenue by Technology Type
5.4.4 MEC Enabled VR Revenue by Device Platform
5.4.5 MEC Enabled VR Revenue by Vertical Sector
5.4.5.1 MEC Enabled VR Consumer Application Revenue by Industry Vertical
5.4.5.2 MEC Enabled VR Enterprise/Commercial Application Revenue by Industry Vertical
5.4.5.3 MEC Enabled VR Industrial Application Revenue by Industry Vertical
5.4.5.3.1 MEC Enabled VR Medical Industry Revenue by Application Type
5.4.5.3.2 MEC Enabled VR Aviation Industry Revenue by Sector
5.4.6 MEC Enabled VR Revenue by Region
5.4.6.1 North America MEC Enabled VR Revenue by Country
5.4.6.2 APAC MEC Enabled VR Revenue by Country
5.4.6.3 Europe MEC Enabled VR Revenue by Country
5.4.6.4 ROW MEC Enabled VR Revenue by Country
5.5 Enterprise Hosted VR Revenue 2018 - 2023
5.5.1 Combined Enterprise Hosted VR Revenue
5.5.2 Enterprise Hosted VR Revenue by Segment
5.5.2.1 Enterprise Hosted VR Infrastructure Revenue by Segment
5.5.2.2 Enterprise Hosted VR Software Revenue by Segment
5.5.2.2.1 Enterprise Hosted VR Software Component Revenue by Type
5.5.2.3 Enterprise Hosted VR Platform Revenue by Type
5.5.2.4 Enterprise Hosted VR Content Revenue by Type
5.5.2.5 Enterprise Hosted VR Service Revenue by Type
5.5.3 Enterprise Hosted VR Revenue by Technology Type
5.5.4 Enterprise Hosted VR Revenue by Device Platform
5.5.5 Enterprise Hosted VR Revenue by Vertical Sector
5.5.5.1 Enterprise Hosted VR Solution Revenue by Consumer Application Industry
5.5.5.2 Enterprise Hosted VR Solution Revenue by Enterprise/Commercial Application Industry
5.5.5.3 Enterprise Hosted VR Solution Revenue by Industrial Application Vertical
5.5.5.3.1 Enterprise Hosted VR Solution Revenue by Medical Application Type
5.5.5.3.2 Enterprise Hosted VR Solution Revenue by Aviation Industry Segment
5.5.6 Enterprise Hosted VR Revenue by Region
5.5.6.1 North America Enterprise Hosted VR Revenue by Country
5.5.6.2 APAC Enterprise Hosted VR Revenue by Country
5.5.6.3 Europe Enterprise Hosted VR Revenue by Country
5.5.6.4 Latin America Enterprise Hosted VR Revenue by Country
5.5.6.5 MEA Enterprise Hosted VR Revenue by Country
5.6 Cloud Based Enterprise VR Revenue 2018 - 2023
5.6.1 Combined Cloud Based Enterprise VR Revenue
5.6.2 Cloud Based Enterprise VR Revenue by Segment
5.6.2.1 Cloud Based Enterprise VR Infrastructure Revenue by Segment
5.6.2.2 Cloud Based Enterprise VR Software Revenue by Segment
5.6.2.2.1 Cloud Based Enterprise VR Software Component Revenue by Type
5.6.2.3 Cloud Based Enterprise VR Platform Revenue by Type
5.6.2.4 Cloud Based Enterprise VR Content Revenue by Type
5.6.2.5 Cloud Based Enterprise VR Service Revenue by Type
5.6.3 Cloud Based Enterprise VR Revenue by Cloud Type
5.6.4 Cloud Based Enterprise VR Revenue by Technology Type
5.6.5 Cloud Based Enterprise VR Revenue by Device Platform
5.6.6 Cloud Based Enterprise VR Revenue by Vertical Sector
5.6.6.1 Cloud Based Enterprise VR Solution Revenue by Consumer Application Industry
5.6.6.2 Cloud Based Enterprise VR Solution Revenue by Enterprise/Commercial Application Industry
5.6.6.3 Cloud Based Enterprise VR Solution Revenue by Industrial Application Vertical
5.6.6.3.1 Cloud Based Enterprise VR Solution Revenue by Medical Application Type
5.6.6.3.2 Cloud Based Enterprise VR Solution Revenue by Aviation Industry Segment
5.6.7 Cloud Based Enterprise VR Revenue by Region
5.6.7.1 North America Cloud Based Enterprise VR Revenue by Country
5.6.7.2 APAC Cloud Based Enterprise VR Revenue by Country
5.6.7.3 Europe Cloud Based Enterprise VR Revenue by Country
5.6.7.4 Latin America Cloud Based Enterprise VR Revenue by Country
5.6.7.5 MEA Cloud Based Enterprise VR Revenue by Country
5.7 VR Shipment Forecast 2018 - 2023
5.7.1 Combined VR Shipment
5.7.2 VR Shipment by Segment
5.7.2.1 VR Device Shipment by Segment
5.7.2.1.1 VR GTD Shipment by Segment
5.7.2.2 VR Component Shipment by Segment
5.7.2.2.1 VR Hardware Component Shipment by Segment
5.7.2.2.2 VR Sensor Shipment by Type
5.7.2.2.3 VR Semiconductor Component Shipment by Type
5.7.2.2.4 VR Display Shipment by Segment
5.7.2.2.5 VR Software Component Shipment by Segment
5.7.2.3 VR Apps Shipment by Type
5.7.3 VR Shipment by Device Platform
5.7.4 VR Shipment by Vertical Sector
5.7.4.1 VR Shipment by Consumer Industry Vertical
5.7.4.2 VR Shipment by Enterprise/Commercial Industry Vertical
5.7.4.3 VR Shipment by Industrial Application Vertical
5.7.4.3.1 VR Shipment by Medical Application Type
5.7.4.3.2 VR Shipment by Aviation Industry Vertical
5.7.5 VR Shipment by Region
5.7.5.1 North America VR Shipment by Country
5.7.5.2 APAC VR Shipment by Country
5.7.5.3 Europe VR Shipment by Country
5.7.5.4 Latin America VR Shipment by Country
5.7.5.5 Middle East and Africa VR Shipment by Country
5.8 VR Active User Forecast 2018 - 2023
5.8.1 Combined VR Active User
5.8.2 VR Active User by Segment
5.8.2.1 VR Active User by Device Type
5.8.2.1.1 VR Active User by GTD Type
5.8.2.2 VR Apps Active User by Type
5.8.3 VR Active User by Technology Type
5.8.4 VR Active User by Device Platform
5.8.5 VR Active User by Vertical Sector
5.8.5.1 VR Active User by Consumer Industry Vertical
5.8.5.2 VR Active User by Enterprise/Commercial Industry Vertical
5.8.5.3 VR Active User by Industrial Application Vertical
5.8.5.3.1 VR Active User by Medical Application Type
5.8.5.3.2 VR Active User by Aviation Industry Vertical
5.8.6 VR Active User by Region
5.8.6.1 North America VR Active User by Country
5.8.6.2 APAC VR Active User by Country
5.8.6.3 Europe VR Active User by Country
5.8.6.4 Latin America VR Active User by Country
5.8.6.5 Middle East and Africa VR Active User by Country

6 VR Company Analysis
6.1 Oculus VR, LLC
6.2 Sony Corporation
6.3 Samsung Electronics Co. Ltd.
6.4 HTC Corporation
6.5 EON Reality Inc.
6.6 Google Inc.
6.7 Microsoft Corporation
6.8 Vuzix Corporation
6.9 Cyber Glove Systems
6.10 Sensics Inc.
6.11 Leap Motion Inc.
6.12 Sixense Entertainment Inc.
6.13 Avegant Corp.
6.14 FOVE Inc.
6.15 Open Source Virtual Reality (OSVR)
6.16 Zeiss VR One
6.17 Intel Corporation
6.18 Alcatel Mobile
6.19 ZTE Corporation
6.20 Unity Technologies
6.21 Magic Leap
6.22 Nvidia Corporation
6.23 BARCO
6.24 MYO
6.25 NGRAIN Corporation
6.26 WorldViz
6.27 Wevr
6.28 NextVR
6.29 Osterhout Design Group (ODG)
6.30 Niantic Inc.
6.31 Virtual Reality Company (VRC)
6.32 VIRTALIS
6.33 Facebook
6.34 Huawei Technologies
6.35 Qualcomm Inc.
6.36 SK Telecom
6.37 LG Corporation
6.38 Nokia StarGazing VR Application
6.39 VREAL
6.40 StreamVR
6.41 Analog Devices Inc.
6.42 Atmel Corporation
6.43 Cypress Semiconductor Corp
6.44 NXP
6.45 Integrated Device Technology Inc.
6.46 Maxim Integrated
6.47 NKK Switches
6.48 Rohm Semiconductor
6.49 Semtech Corporation
6.50 Texas Instruments
6.51 3D Systems Simbionix
6.52 AppliedVR
6.53 CAE Healthcare
6.54 Firsthand Technology (Deepstream VR)
6.55 GE Healthcare
6.56 Mazor Robotics
6.57 Mimic Technologies
6.58 MindMaze
6.59 Philips Healthcare
6.60 Siemens Healthineers
6.61 Valve Corporation
6.62 VirtaMed AG
6.63 Virtually Better Inc.
6.64 SenseVirtual

7 Conclusions and Recommendations
7.1 Period of Rapid VR Market Penetration
7.2 5G Driven Virtual Reality Applications
7.3 Virtual Reality 5G Ecosystem
7.4 VR Ethics Issues and Challenges
7.5 Legality of Criminal Acts with VR
7.6 Considerations for Select Market Players
7.6.1 VR Ecosystem Vendors
7.6.2 Investment Community

Augmented Reality and Mixed Reality Market Outlook and Forecasts 2018 - 2023

1 Executive Summary

2 Introduction
2.1 Augmented Reality and Mixed Reality
2.2 Augmented Reality vs. Virtual Reality and Merged Reality
2.3 Augmented Reality Value Chain
2.4 Market Drivers
2.5 Market Challenges
2.6 Augmented Reality Success Factors
2.7 Augmented Reality Investment Trend

3 Augmented Reality Ecosystem
3.1 AR Hardware vs. Software
3.2 Mobile AR vs. Dedicated Hardware
3.3 Marker Based Reality vs. Marker Less Reality
3.4 Mixed Reality and Reconfigurable Workforce
3.5 AR Application Landscape
3.5.1 Retail and E-Commerce
3.5.2 Entertainment
3.5.3 Science and Education
3.5.4 Military and Defense
3.5.5 Collectibles Business
3.5.6 Innovative Applications
3.6 Regulatory landscape
3.6.1 Digital Millennium Copyright Act (DMCA)
3.6.2 Communications Decency Act (CDA)
3.6.3 Federal Trade Commission (FTC)
3.7 Competitive Landscape

4 Augmented and Mixed Reality Market Drivers and Opportunities
4.1 Consumer Awareness
4.2 Compelling Applications and Services and Services
4.3 Business-to-Business Services
4.4 Teleoperation and Tele-robotics

5 Augmented and Mixed Reality Market Analysis and Forecasts
5.1 Global Market Forecast 2018 - 2023
5.1.1 Total Augmented and Mixed Reality Market
5.1.2 Augmented and Mixed Reality Market by Segment
5.1.2.1 Augmented and Mixed Reality Market by Hardware Type
5.1.2.1.1 Augmented and Mixed Reality Market by AR Device Type
5.1.2.1.2 Augmented and Mixed Reality Market by Hardware Component Type
5.1.2.1.3 Augmented and Mixed Reality Market by Sensors Type
5.1.2.1.4 Augmented and Mixed Reality Market by Semiconductor Component Type
5.1.2.2 Augmented and Mixed Reality Market by Software Segment
5.1.2.2.1 Augmented and Mixed Reality Market by Software Functions
5.1.2.2.2 Augmented and Mixed Reality Market by Software Type
5.1.2.3 Augmented and Mixed Reality Market by Service Type
5.1.2.3.1 Augmented and Mixed Reality Market by Professional Service Type
5.1.3 Augmented and Mixed Reality Market by Type
5.1.3.1 Augmented and Mixed Reality Market by Marker Based Reality Type
5.1.3.2 Augmented and Mixed Reality Market by Marker Less Reality Type
5.1.4 Augmented and Mixed Reality Market by Technology
5.1.5 Augmented and Mixed Reality Market by Industry Vertical
5.1.5.1 Augmented and Mixed Reality Market by Consumer Electronics Application
5.1.5.1.1 Augmented and Mixed Reality Market by Entertainment Application
5.1.5.2 Augmented and Mixed Reality Market by Enterprise Application
5.1.5.2.1 Augmented and Mixed Reality Market by Retail and E-Commerce Application
5.1.5.2.2 Augmented and Mixed Reality Market by Healthcare and Medical Application
5.1.5.3 Augmented and Mixed Reality Market by Industrial Application
5.1.5.4 Augmented and Mixed Reality Market by Defense Application
5.2 Regional Market Forecast 2018 - 2023
5.2.1 Augmented and Mixed Reality Market by Region
5.2.2 North America Augmented and Mixed Reality Market by Hardware, Software, Service, Market Type, Technology, Industry Vertical, and Country
5.2.3 Europe Augmented and Mixed Reality Market by Hardware, Software, Service, Market Type, Technology, Industry Vertical, and Country
5.2.4 APAC Augmented and Mixed Reality Market by Hardware, Software, Service, Market Type, Technology, Industry Vertical, and Country
5.2.5 MEA Augmented and Mixed Reality Market by Hardware, Software, Service, Market Type, Technology, Industry Vertical, and Country
5.2.6 Latin America Augmented and Mixed Reality Market by Hardware, Software, Service, Market Type, Technology, Industry Vertical, and Country
5.3 Augmented Reality Device Shipment Forecast 2018 - 2023
5.3.1 Global Augmented Reality Device Shipment Units
5.3.2 Augmented Reality Device Shipment Units by Device Type
5.3.3 Augmented Reality Device Shipment Units by Industry Vertical
5.3.3.1 Augmented Reality Device Shipment Units by Consumer Electronics Application
5.3.3.1.1 Augmented Reality Device Shipment Units by Entertainment Application
5.3.3.2 Augmented Reality Device Shipment Units by Enterprise Application
5.3.3.2.1 Augmented Reality Device Shipment Units by Retail and E-Commerce Application
5.3.3.2.2 Augmented Reality Device Shipment Units by Healthcare and Medical Application
5.3.3.3 Augmented Reality Device Shipment Units by Industrial Application
5.3.3.4 Augmented Reality Device Shipment Units by Defense Application
5.3.4 Augmented Reality Device Shipment Units by Region
5.3.4.1 North America Augmented Reality Device Shipment Units by Country
5.3.4.2 Europe Augmented Reality Device Shipment Units by Country
5.3.4.3 APAC Augmented Reality Device Shipment Units by Country
5.3.4.4 MEA Augmented Reality Device Shipment Units by Country
5.3.4.5 MEA Augmented Reality Device Shipment Units by Country

6 Company Analysis
6.1 Google Inc.
6.3 Meta Company
6.4 Samsung Electronics Co. Ltd.
6.5 Seiko Epson Corp.
6.6 Sony Corporation
6.7 Qualcomm Inc.
6.8 Recon Instruments
6.9 Microsoft Corporation
6.10 PTC Corporation
6.11 Osterhout Design Group (ODG)
6.12 Apple Inc.
6.13 HTC Corporation
6.14 Niantic Inc.
6.15 EON Reality Inc.
6.16 Magic Leap
6.17 Intel Corporation
6.18 Facebook Corporation
6.19 Wikitude GmbH
6.20 Zugara Inc.
6.21 Blippar
6.22 Upskill
6.23 Infinity Augmented Reality Inc.
6.24 Atheer Inc.
6.25 Marxent Labs LLC
6.26 Inglobe Technologies
6.27 ScopeAR
6.28 Catchoom Technologies
6.29 Prologue Immersive
6.30 Ubimax GmbH

7 Conclusions and Recommendations
7.1 Advertisers and Media Companies
7.2 Artificial Intelligence Providers
7.3 Automotive Companies
7.4 Broadband Infrastructure Providers
7.5 Communication Service Providers
7.6 Computing Companies
7.7 Data Analytics Providers
7.8 Equipment (AR, MR, and VR Providers)
7.9 IoT Suppliers and Service Providers
7.10 Semiconductor Companies
7.11 Smart City Systems Integrators
7.12 Social Media Companies
7.13 Software Developers

5G and the Haptic Internet: Emerging Technologies, Solutions and Market Opportunities

1. Introduction
1.1 5G Global Vision
1.2 5G Standardization And Requirements
1.3 5G Network And Tactile Internet
1.4 Tactile Internet Architecture
1.5 Emergence Of Haptic Communication
1.6 Content To Control Framework
1.7 Moving To Virtual Haptic Network

2. Haptic Internet And Technology
2.1 Haptic Internet Vision
2.2 Required Infrastructure
2.2.1 Connectivity
2.2.2 Latency And Reliability
2.2.3 System Architecture
2.2.4 High Security 16
2.2.5 Sensors And Actuators
2.2.6 Network Access
2.2.7 Mobile Edge And Cloud
2.3 Haptic Internet Ecosystem And Impact
2.4 Smartran
2.5 Mobile Edge Computing
2.6 Connected Things
2.7 NFV, SDN, and SON
2.8 Highly Adaptive Energy Efficient Computing

3. Societal Impact Of Haptic Communications
3.1 Lifelong Learning Ecosystem
3.2 Self Determined Life Ecosystem
3.3 Comfort Safe Zone
3.4 Cooperative Traffic Network
3.5 Energy Efficient City

4. Haptic Internet Enablers
4.1 Remote Control
4.2 Everywhere Touch Transmission
4.3 Audio, Video And Touch Together
4.4 Autonomous Robots And Drones
4.5 Smart City Solution
4.6 Smart Suite Solution
4.7 Iot And M2M Communication
4.8 Massive Cloud

5. Haptic Internet Market And Applications
5.1 Haptic Application Market Size Through 2025
5.2 Industrial Iot
5.3 Robotics
5.4 Telepresence
5.5 Virtual Reality
5.6 Augmented Reality
5.7 Gaming
5.8 Healthcare Solutions
5.9 Smartgrid
5.10 Traffic Control
5.11 Sports
5.12 Education And Culture
5.13 Batch Manufacturing
5.14 Remote Aircraft

6. Haptic Internet Challenges And Solutions
6.1 Real-Time Challenges
6.2 Haptic Devices And Codecs
6.3 Multi-Modal Sensing
6.4 Control Stability
6.5 Ultra-Reliability
6.6 Ultra-Responsive Connectivity
6.7 Required Allocation Of Radio Resource
6.8 Collaborative Multiuser Haptic Communications
6.9 Sensing And Actuation
6.10 Quality-Of-Experience

5G and Virtual Reality: Emerging Technologies, Solutions, Market Outlook and Forecasts

1 Executive Summary

2 Introduction and 5G Contribution to VR
2.1 VR Acceleration Curve: Experiment to Experience
2.2 5G Promises to VR Application
2.2.1 Wireless Network Requirement Parameters for VR
2.2.2 Capacitive Sensing and Touch Sensor Technology
2.3 Proliferation of Full Feature Device and Mixed Reality
2.4 Emergence of Eyewear VR Devices
2.5 VR to be Immersive Social Communication Platform
2.6 360 video VR experience will Play Pivotal Role
2.7 Real Time VR will Kick-off the Market
2.8 5G to Allow Full HD Streaming and 4K Video for VR
2.9 5G to Take Haptic Experience Mainstream in VR Application
2.10 5G to allow Network Operators to Play Pivotal Role into VR Ecosystem
2.11 5G to Support Drone and Telerobotic into VR Ecosystem
2.12 Chip Manufacturer to Play Important Role
2.13 Increasing role of VR Service Players
2.14 Wider adoption of VR Application in Diverse Sectors including Government & Public Sector
2.15 Virtual Privacy and Criminality will be New Battle Ground

3 VR Ecosystem in Post-5G Era

4 VR Market Outlook in Post-5G Era
4.1 Global VR Base Market
4.1.1 Combined Market Revenue 2021 - 2026
4.1.2 Combined Unit Shipment 2021 - 2026
4.1.3 Combined Active User 2021 - 2026
4.2 5G Accelerated VR Uptake Market
4.2.1 Market by Segments 2021 - 2026
4.2.1.1 Hardware Market
4.2.1.1.1 Full Feature Device including Haptic & Eyewear Devices
4.2.1.1.2 Hardware Components including Haptic Sensors & Semiconductor Components
4.2.1.2 Software & Application Market
4.2.1.3 Professional Service Market
4.2.2 VR Shipment Units 2021 - 2026
4.2.3 VR Active Users 2021 - 2026
4.2.4 Market by Region 2021 - 2026
4.2.4.1 North America Market
4.2.4.2 APAC Market
4.2.4.3 Europe Market

5 Potential VR Application in Post-5G Era
5.1 Consumer Application Market 2021 - 2026
5.1.1 Gaming
5.1.1.1 Pokemon Go Market Learning
5.1.2 Live Events
5.1.3 Video Entertainment
5.2 Enterprise Application Market 2021 - 2026
5.2.1 Retail Sector
5.2.2 Real Estate
5.2.3 Healthcare
5.2.4 Education
5.3 Industrial Application Market 2021 - 2026
5.3.1 Military
5.3.2 Engineering
5.3.3 Civil Aviation
5.3.4 Medical Industry
5.3.5 Agriculture
5.3.6 Government & Public Sector

6 Company Initiatives and VR Solution Analysis
6.1 Facebook
6.1.1 Social VR with Oculus Rift
6.1.2 Oculus Touch
6.1.3 Telecom Infra Project
6.2 Huawei Technologies
6.2.1 VR Headset
6.2.2 5G Vision and VR Focus
6.3 Qualcomm Inc.
6.4 ZTE Corporation
6.4.1 MEC Solution, Pre5G Capabilities and VR
6.5 Samsung Electronics
6.5.1 Gear VR, Milk VR and Project Beyond
6.6 Google
6.6.1 Google DayDream Platform
6.6.2 Expeditions
6.7 SK Telecom
6.8 LG Corporation
6.9 Nokia StarGazing VR Application
6.10 VREAL
6.11 Microsoft Corporation
6.11.1 HoloLens
6.12 Vuzix Corporation
6.12.1 Wearable Display Products
6.13 Cyber Glove Systems
6.13.1 Data Gloves Solution
6.13.2 Haptic Workstation
6.13.3 VR Software
6.14 Leap Motion, Inc.
6.14.1 Gesture Controller
6.14.2 Orion Software
6.15 Sensics, Inc.
6.15.1 VR Component and Product
6.15.2 OSVR Platform
6.16 Sixense Entertainment, Inc.
6.16.1 Sixense STEM
6.16.2 Sixense MakeVR
6.17 OSVR Platform
6.18 Intel Corporation
6.18.1 Project Alloy
6.19 Alcatel
6.19.1 VISION
6.19.2 360 Camera
6.20 Nvidia Corporation
6.20.1 VRWorks
6.21 BARCO
6.22 NGRAIN
6.23 StreamVR Platform
6.24 Analog Devices Inc.
6.25 Atmel Corporation
6.26 Cypress Semiconductor Corp
6.27 NXP
6.27.1 Acquisition of Freescale Semiconductor
6.28 Integrated Device Technology Inc
6.29 Maxim Integrated
6.30 NKK Switches
6.31 Rohm Semiconductor
6.32 Semtech Corporation
6.33 Texas Instruments

7 Conclusions and Market Recommendations
7.1 Recommendations for VR Market Players
7.2 Recommendations for Investment Community

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