Virtual Reality Market by Technology (Semi & Fully Immersive), Device (HMD, gesture Tracking), Component (Sensor, Display, Software), Application (Gaming, Entertainment, and Industrial), Geography - Trends & Forecasts to 2014-2020

仮想現実(VR)の世界市場:仮想現実技術、デバイス、構成要素、用途、地域別分析

◆タイトル:Virtual Reality Market by Technology (Semi & Fully Immersive), Device (HMD, gesture Tracking), Component (Sensor, Display, Software), Application (Gaming, Entertainment, and Industrial), Geography - Trends & Forecasts to 2014-2020
◆商品コード:MAM-SE-3528
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◆発行日:2015年6月24日
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【レポートの概要】

当調査レポートでは、仮想現実(VR)の世界市場について調査・分析し、エグゼクティブサマリー、市場インサイト、市場概観、産業動向、バリューチェーン分析、市場シェア分析、技術別分析、デバイス別分析、構成要素別分析、用途別分析、市場規模及び予測、競争状況、関連企業分析などの情報をお届けいたします。

・イントロダクション
・エグゼクティブサマリー
・市場インサイト
・市場概観
・産業動向
・バリューチェーン分析
・市場シェア分析
・仮想現実(VR)の世界市場:技術別分析/市場規模
・仮想現実(VR)の世界市場:デバイス別分析/市場規模
・仮想現実(VR)の世界市場:構成要素別分析/市場規模
・仮想現実(VR)の世界市場:用途別分析/市場規模
・競争状況
・関連企業分析
...

※上記の和訳は最新内容ではない場合があります。下記の英文概要・目次が最新版です。

The virtual reality technology is a three-dimensional artificial environment, where the user can experience and interact with the virtual world. This technology is used in various applications such as gaming, entertainment, and for simulation and training purposes in aerospace, defense, medical, industrial, retail and marketing, and education applications. The market for virtual reality technology was valued at $980.4 million in 2014 and is projected to reach $15,899.1 million by 2020, at a CAGR of 63.18% between and 2020.

The virtual reality technology market is growing considerably due to the technological advancements in virtual reality devices such as HMDs and the increasing demand for virtual reality in the gaming and entertainment applications. The market for HMDs is growing gradually with their increasing use in the gaming application. Many companies such as Oculus VR, Inc. (U.S.), Samsung Electronics Co., Ltd (Korea), Zeiss AG (Germany) are developing HMD devices that are technologically advanced and also cost-effective. Apart from HMDs, gesture tracking devices, projectors, and display walls are also used in the virtual reality market. These devices are used in various applications for simulation and training purposes. Virtual reality is categorized into two major technologies, namely, semi-immersive and fully immersive. This segmentation is based on the level of the immersion into the virtual environment experienced by the user. The fully-immersive technology offers a complete virtual experience, and is therefore preferred by users. Based on the component of the technology, this market is segmented on the basis of hardware and software components. Hardware components include electronics and semiconductor components, sensors, and displays. Software plays a significant role in the virtual reality market as the quality of the virtual experience depends on the software content.

The virtual reality market is segmented on the basis of geography into North America, Europe, APAC, and RoW (Rest of World). The North American region is an advanced region for this technology, but in the coming years, the APAC region is projected to show high growth. Several companies are operating in this market to provide virtual reality technology, especially HMDs. The virtual reality market is lucrative due to the projected potential growth in the next five years. Therefore, many startups as well as technology giants are interested in investing in this market. Oculus VR, Inc. (U.S.), Samsung Electronics Co. Ltd (Korea), Eon Reality, Inc. (U.S.), Vuzix Corporation (U.S.), Sensics, Inc. (U.S.), Leap Motion, Inc. (U.S.), Sixense Entertainment, Inc. (U.S.), Cyberglove Systems LLC (U.S.), Microsoft Corporation (U.S.), and Barco N.V. (Belgium) are some of the dynamic companies present in the virtual reality market.

This report describes the value chain for the virtual reality technology market by considering the major stakeholders in the market and their subsequent roles. The report also provides a detailed study of the Porter’s Five Forces analysis of the market.

【レポートの目次】

1 Introduction (Page No. – 14)
1.1 Objectives of the Study
1.2 Market Definition
1.3 Study Scope
1.3.1 Markets Covered
1.3.2 Geographic Scope
1.3.3 Years Considered for the Study
1.4 Currency
1.5 Limitations
1.6 Stakeholders

2 Research Methodology (Page No. – 19)
2.1 Market Size Estimation
2.2 Market Breakdown & Data Triangulation
2.2.1 Key Data From Secondary Sources
2.2.2 Key Data From Primary Sources
2.2.2.1 Key Industry Insights
2.2.3 Assumptions

3 Executive Summary (Page No. – 29)

4 Premium Insights (Page No. – 36)
4.1 Attractive Market Opportunities for Virtual Reality
4.2 Virtual Reality Market – Major Segments
4.3 Virtual Reality Market in the Asia-Pacific Region
4.4 Asia-Pacific is Expected to Emerge as the Fastest Growing Market at A CAGR of 67.68% Between 2015 and 2020
4.5 Market: Application (2015-2020)
4.6 Virtual Reality Market: Developed vs Developing Nations
4.7 Market: Consumer and Aerospace & Defense Sectors (2013)

5 Market Overview (Page No. – 43)
5.1 Introduction
5.2 Market Segmentation
5.2.1 The Virtual Reality Market, By Component
5.2.2 The Virtual Reality Makret, By Technology
5.2.3 The Virtual Reality Makret, By Device
5.2.4 The Virtual Reality Makret, By Application
5.3 History and Evolution of Virtual Reality Technology
5.4 Market Dynamics
5.4.1 Drivers
5.4.1.1 Penetration of Head Mounted Display(HMD) in Gaming and Entertainment Industry
5.4.1.2 Affordable Hardware to Experience Fully Interactive Virtual Reality
5.4.1.3 Training and Simulation Will Be More Effective Using Virtual Reality Technology
5.4.2 Restraints
5.4.2.1 Display Latency Affecting the Overall Performance of Virtual Reality Devices
5.4.2.2 The Major Factors Restraining the Immersion of Virtual Reality is the Low Resolution of HMDs
5.4.3 Opportunities
5.4.3.1 Increasing Investment in Virtual Reality Market
5.4.3.2 Opportunity in Healthcare Industry Can Help HMD to Penetrate This Market
5.4.4 Challenges
5.2.4.1 Challenges in Identifying the Level of Detail is Necessary for A User to Accept the Illusion
5.4.5 Challenges in Identifying the Level of Detail is Necessary for A User to Accept the Illusion

6 Industry Trends (Page No. – 58)
6.1 Introduction
6.2 Value Chain Analysis
6.3 Porter’s Five Forces Model
6.3.1 Bargaining Power of Buyers
6.3.2 Threat From Substitutes
6.3.3 Suppliers Bargaining Power
6.3.4 Threat From New Entrants
6.3.5 Degree of Competition
6.4 Strategic Benchmarking
6.4.1 Technology and Product Development

7 Market By Technology (Page No. – 68)
7.1 Introduction
7.2 Semi-Immersive Technology
7.3 Fully-Immersive Technology

8 Market By Devices (Page No. – 76)
8.1 Introduction
8.2 Head Mounted Display (HMD)
8.3 Gesture Tracking Devices
8.3.1 Data Gloves
8.3.2 Others
8.4 Projectors & Display Walls

9 Market By Components (Page No. – 87)
9.1 Introduction
9.2 Hardware Components
9.2.1 Semiconductor Components
9.2.2 Sensors
9.2.2.1 Magnetometer
9.2.2.2 Accelerometer
9.2.2.3 Gyroscope
9.2.2.4 Proximity Sensors
9.2.2.5 Others
9.2.3 Displays
9.3 Software

10 Market By Application (Page No. – 94)
10.1 Introduction
10.2 Consumer
10.2.1 Entertainment
10.2.2 Gaming
10.3 Aerospace and Defense
10.4 Medical
10.4.1 Human Simulation
10.4.2 Virtual Reality Dianostics
10.4.3 Virtual Robotic Surgery
10.5 Industrial
10.6 Marketing and Retail
10.6.1 Advertisement
10.6.2 Fashion Industry
10.7 Others

11 Market By Geography (Page No. – 109)
11.1 Introduction
11.2 North America
11.2.1 U.S.
11.2.2 Others
11.3 APAC (Asia Pacific)
11.3.1 China
11.3.2 India
11.3.3 Japan
11.3.4 South Korea
11.3.5 Others
11.4 Europe
11.4.1 U.K.
11.4.2 Germany
11.4.3 France
11.4.4 Others
11.5 RoW (Rest of World)
11.5.1 Middle East & Africa
11.5.2 Latin America

12 Competitive Landscape (Page No. – 147)
12.1 Overview
12.2 Major Companies – Virtual Reality Technology Market, 2014*
12.3 Competitive Situation and Trends
12.4 Battle for Market Share: New Product Launches Was the Key Strategy
12.4.1 New Product Launches
12.4.2 Agreements,Partnerships,Collaborations,& Joint Ventures
12.4.3 Acquisitions
12.4.4 Others

13 Company Profiles (Page No. – 155)
13.1 Oculus VR, Inc. (Facebook Inc. (U.S.) Company)
13.1.1 Business Overview
13.1.2 Products Offered
13.1.3 Recent Developments
13.1.4 MnM View
13.2 Samsung Electronics Co., Ltd.
13.2.1 Business Overview
13.2.2 Products Offered
13.2.3 Recent Developments
13.2.4 MnM View
13.2.4.1 SWOT Analysis
13.3 EON Reality, Inc.
13.3.1 Business Overview
13.3.2 Products & Services
13.3.3 Recent Developments
13.3.4 MnM View
13.3.4.1 SWOT Analysis
13.4 Vuzix Corporation
13.4.1 Business Overview
13.4.2 Products Offered
13.4.3 Recent Developments
13.4.4 MnM View
13.4.4.1 SWOT Analysis
13.5 Sensics, Inc.
13.5.1 Business Overview
13.5.2 Products Offered
13.5.3 Products Offered
13.6 Leap Motion, Inc.
13.6.1 Business Overview
13.6.2 Products Offered
13.6.3 Recent Developments
13.7 Sixense Entertainment, Inc.
13.7.1 Business Overview
13.7.2 Products Offered
13.7.3 Recent Developments
13.8 Cyberglove Systems Llc.
13.8.1 Business Overview
13.8.2 Products Offered
13.8.3 Recent Developments
13.9 Microsoft Corporation
13.9.1 Business Overview
13.9.2 Products Offered
13.9.3 Recent Developments
13.9.4 MnM View
13.9.4.1 SWOT Analysis
13.10 Barco N.V.
13.10.1 Business Overview
13.10.2 Products Offered
13.10.3 Recent Developments

14 Appendix (Page No. – 180)
14.1 Insights of Industry Experts
14.2 Discussion Guide
14.3 Introducing Rt: Real Time Market Intelligence
14.4 Available Customizations
14.5 Related Reports

List of Tables (83 Tables)

Table 1 The Growing Demand of Virtual Reality in Gaming Application
Table 2 Display Latency is A Major Problem Restraining the Growth of Virtual Reality Systems
Table 3 Virtual Reality Have the Potential to Be Used in Wearable Devices in the Coming Years
Table 4 Global Market Size, By Technology, 2014-2020 ($Million)
Table 5 Semi-Immersive Virtual Reality Market Size, By Devices, 2014-2020 ($Million)
Table 6 Fully Immersive Virtual Reality Market Size, By Device , 2014-2020 ($Million)
Table 7 Virtual Reality Software Market Size, By Technology, 2014-2020 ($Million)
Table 8 Global Virtual Reality Market Size, By Device, 2014-2020 ($Million)
Table 9 Global HMD Market Size, By Technology, 2014-2020 ($Million)
Table 10 Global HMD Market Size, By Application, 2014-2020 ($Million)
Table 11 Global Gesture Control Device Market Size for Virtual Reality, By Type , , 2014-2020 (Million Usd)
Table 12 Global Gesture Tracking Device Market Size, By Technology, 2014-2020 ($Million)
Table 13 Global Gesture Tracking Device Market Size, By Application, 2014-2020 ($Million)
Table 14 Global Projector & Display Wall Market Size, By Technology, 2014-2020 ($Million)
Table 15 Global Projector & Display Wall Market Size, By Application, , 2014-2020 ($Million)
Table 16 Global Market Size, By Components , 2014-2020 ($Million)
Table 17 Virtual Reality Hardware Market Size, By Type, 2014-2020 ($Million)
Table 18 Global Virtual Reality Market Size, By Application, 2014-2020 ($Million)
Table 19 Virtual Reality Market Size for Consumer Application, 2014-2020 ($Million)
Table 20 Virtual Reality Technology Market Size for Consumer Application, By Device, 2014-2020 ($Million)
Table 21 Market Size for Aerospace & Defense Application, By Device, 2014-2020 ($Million)
Table 22 Virtual Reality Market Size for Medical Application, By Device, 2014-2020 ($Million)
Table 23 Virtual Reality Market Size for Industrial Application, By Device, 2014-2020 ($Million)
Table 24 Virtual Reality Market Size for Retail & Marketing Application, 2014-2020 ($Million)
Table 25 Market Size for Retail & Marketing Application, By Device, 2014-2020 ($Million)
Table 26 Market Size for Other Applications, By Device, 2014-2020 ($Million)
Table 27 Virtual Reality Technology Market Size, By Geography, 2014-2020 ($Million)
Table 28 Virtual Reality Technology Market Size for Consumer Application, By Geography, 2014-2020 ($Million)
Table 29 Virtual Reality Technology Market Size for Aerospace & Defense Application, 2014-2020 ($Million)
Table 30 Virtual Reality Technology Market Size for Medical Application, 2014-2020 ($Million)
Table 31 Virtual Reality Technology Market Size for Industrial Application, By Geography, 2014-2020 ($Million)
Table 32 Virtual Reality Technology Market Size for Retail and Marketing Application, By Geography, 2014-2020 ($Million)
Table 33 Virtual Reality Technology Market Size for Other Application, By Geography, 2014-2020 ($Million)
Table 34 North America Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 35 North America Virtual Reality Technology Market Size, By Country, 2014-2020 ($Million)
Table 36 U.S. Virtual Reality Market Size, By Application, 2014-2020 ($Million)
Table 37 Market Size for Rest of North American, By Application, 2014-2020 ($Million)
Table 38 North America Virtual Reality Technology Market Size for Consumer Application, By Country, 2014-2020 ($Million)
Table 39 North America Virtual Reality Market Size for Aerospace & Defense Application, By Country, 2014-2020 ($Million)
Table 40 North America Virtual Reality Technology Market Size for Medical Application, By Country, 2014-2020 ($Million)
Table 41 North America Virtual Reality Technology Market Size for Industrial Application, By Country, 2014-2020 ($Million)
Table 42 North America Virtual Reality Technology Market Size for Retail and Marketing Application, By Country, 2014-2020 ($Million)
Table 43 North America Virtual Reality Market Size for Other Application, By Country, 2014-2020 ($Million)
Table 44 Europe Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 45 Europe Virtual Reality Technology Market Size, By Country, 2014-2020 ($Million)
Table 46 Europe Virtual Reality Technology Market Size for Consumer Application, By Geography, 2014-2020 ($Million)
Table 47 Europe Virtual Reality Market Size for Aerospace & Defense Application, By Country, 2014-2020 ($Million)
Table 48 Europe Virtual Reality Technology Market Size for Medical Application, By Country , 2014-2020 ($Million)
Table 49 Europe Virtual Reality Technology Market Size for Industrial Application, By Country, 2014-2020 ($Million)
Table 50 Europe Virtual Reality Technology Market Size for Retail and Marketing Application, By Country, 2014-2020 ($Million)
Table 51 Europe Virtual Reality Technology Market Size for Other Application, By Country, 2014-2020 ($Million)
Table 52 Europe Virtual Reality Market Size for Other Application, By Geography, 2014-2020 ($Million)
Table 53 Germany Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 54 France Virtual Reality Market Size, By Application, 2014-2020 ($Million)
Table 55 U.K. Virtual Reality Market Size, By Application, 2014-2020 ($Million)
Table 56 Virtual Reality Technology Market Size for Rest of Europe, By Application, 2014-2020 ($Million)
Table 57 APAC Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 58 APAC Virtual Reality Technology Market Size for Consumer Application, By Country, 2014-2020 ($Million)
Table 59 APAC Virtual Reality Technology Market Size for Consumer Application, By Country, 2014-2020 ($Million)
Table 60 APAC Virtual Reality Market Size for Aerospace & Defense Application, By Country , 2014-2020 ($Million)
Table 61 APAC Virtual Reality Market Size for Medical Application, By Country , 2014-2020 ($Million)
Table 62 APAC Virtual Reality Market Size for Industrial Application, By Country, 2014-2020 ($Million)
Table 63 APAC Virtual Reality Technology Market Size for Retail and Marketing Application, By Country, 2014-2020 ($Million)
Table 64 APAC Virtual Reality Technology Market Size for Other Application, By Country, 2014-2020 ($Million)
Table 65 India Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 66 China Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 67 Japan Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 68 South Korea Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 69 Virtual Reality Technology Market Size for Rest of APAC, By Application, 2014-2020 ($Million)
Table 70 RoW Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 71 RoW Virtual Reality Technology Market Size, By Geography, 2014-2020 ($Million)
Table 72 RoW Virtual Reality Technology Market Size for Consumer Application, By Geography, 2014-2020 ($Million)
Table 73 RoW Virtual Reality Technology Market Size for Aerospace & Defense Application, 2014-2020 ($Million)
Table 74 RoW Virtual Reality Technology Market Size for Medical Application, By Geography, 2014-2020 ($Million)
Table 75 RoW Virtual Reality Market Size for Industrial Application, By Geography, 2014-2020 ($Million)
Table 76 RoW Virtual Reality Technology Market Size for Retail and Marketing Application, By Geography, 2014-2020 ($Million)
Table 77 RoW Virtual Reality Technology Market Size for Other Application, By Geography, 2014-2020 ($Million)
Table 78 Middle East & Africa Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 79 Latin America Virtual Reality Technology Market Size, By Application, 2014-2020 ($Million)
Table 80 New Product Launches, 2013-2015
Table 81 Agreements,Partnerships,Collaborations, & Joint Ventures, 2013- 2015
Table 82 Virtual Reality Market, Acqusition Strategies, 2014-2015
Table 83 Market, Other Strategies 2012-2015



List of Figures (79 Figures)

Figure 1 Markets Covered
Figure 2 Virtual Reality Technology Market: Research Methodology
Figure 3 Market Size Estimation Methodology: Bottom-Up Approach
Figure 4 Market Size Estimation Methodology: Top-Down Approach
Figure 5 Break Down of Primary Interviews: By Company Type, By Designation, and By Region
Figure 6 Market, 2014 to 2020
Figure 7 Virtual Reality Component Market Size, 2014
Figure 8 Semi-Immersive vs Fully Immersive Technology
Figure 9 Virtual Reality Market, By Device, 2014 vs 2020
Figure 10 The Consumer Sector is Expected to Witness the Highest Growth Between 2015 to 2020
Figure 11 North America Accounted for the Highest Market Share in 2014
Figure 12 Consumer Sectors Accounted for A Major Market Share in 2014
Figure 13 Fully Immersive Segment is Expected to Grow at the Highest Rate Due to Growth of Head Mounted Display
Figure 14 The Consumer Sector Accounted for the Maximum Market Share in the Emerging APAC in 2014
Figure 15 In APAC, China and South Korea are Estimated to Emerge as the Fastest Growing Market
Figure 16 Consumer Sectors is Expected to Dominate the APAC Market From 2015 to 2020
Figure 17 Developing Markets are Expected to Grow Faster Than the Developed Ones
Figure 18 The Medical & Aerospace & Defense Segment has A Promising Future in Emerging Economies of APAC
Figure 19 The Virtual Reality Market Segmentation: By Component
Figure 20 The Virtual Reality Market Segmentation: By Technology
Figure 21 The Virtual Reality Market Segmentation: By Device
Figure 22 The Virtual Reality Market Segmentation: By Application
Figure 23 Evolution of the Virtual Reality Technology
Figure 24 Demand for Head Mounted Display in Gaming Sector Likely to Drive the Growth of the Virtual Reality Market
Figure 25 Virtual Reality Technology Market: Value Chain Analysis
Figure 26 Porter’s Five Forces Analysis
Figure 27 Bargaining Power of Buyers
Figure 28 Threat From Substitutes
Figure 29 Suppliers Bargaining Power
Figure 30 Treat From New Entrants
Figure 31 Degree of Competition
Figure 32 Strategic Benchmarking: Organic and Inorganic Growth Strategies for New Product and Technology Development
Figure 33 Virtual Reality Market, By Technology Type
Figure 34 Fully Immersive Virtual Reality Technology is Projected to Grow at Highest CAGR Between 2015 to 2020
Figure 35 Projectors and Display Walls are Projected to Grow at A Highest CAGR From 2015 to 2020
Figure 36 In the Fully Immersive Technology Head Mounted Display Devices Will Grow at A Highest CAGR From 2015 to 2020
Figure 37 Virtual Reality Technology Market, By Device
Figure 38 Head Mounted Displays are Projected to Grow at High Rate Between 2015 to 2020
Figure 39 In the HMD Device Market, the Consumer Application Will Hold Largest Share in 2020
Figure 40 Fully-Immersive is Projected to Grow Rapidly Between 2015 to 2020
Figure 41 Virtual Reality Market, By Components
Figure 42 Software Market is Projected to Grow Rapidly Between 2015 to 2020
Figure 43 In Virtual Reality Hardware Market, Displays Accounted for the Largest Market Share in 2015
Figure 44 Virtual Reality Market, By Applications
Figure 45 Consumer Application Will Grow at Highest CAGR Between 2015 and 2020
Figure 46 Gaming Application Will Accounted for the Largest Share in 2015
Figure 47 HMD Devices are Projected to Show Highest CAGR in Medical Application, Between 2015 and 2020
Figure 48 Virtual Reality is Projected to Grow at A Highest CAGR in Fashion Industry Between 2015 and 2020
Figure 49 Virtual Reality Market, By Geography
Figure 50 Virtual Reality Market, Geographic Analysis
Figure 51 North America Region Accounted for the Largest Share of the Virtual Reality Market in 2014
Figure 52 Consumer Application Was Having Largest Market Share in North America in 2014
Figure 53 U.S. Accounted for the Largest Market in the North American Region in 2014
Figure 54 APAC Virtual Reality Market Overview: 2014
Figure 55 Consumer Application Accounted for the Largest Share of the APAC Virtual Reality Market in 2014 and 2020
Figure 56 China Was the Largest Virtual Reality Market in the APAC Region in 2013
Figure 57 The Consumer Application of Virtual Reality in China is Projected to Witness the Highest Growth
Figure 58 European Virtual Reality Market Overview: 2014
Figure 59 Consumer Application is the Major Application of European Virtual Reality Market in 2014
Figure 60 U.K. Accounted for the Largest Share of the European Virtual Reality Market in 2014
Figure 61 The Virtual Reality Market in Germany Was Having the Largest Share in 2014
Figure 62 The Consumer Application Accounted for the Largest Share of the RoW Virtual Reality Market in 2014
Figure 63 Middle East & Africa Was the Largest Market for Virtual Reality in the RoW Region in 2014
Figure 64 Companies Adopted Product Innovation and Partnerships, Agreements, and Collaborations as the Key Growth Strategies, Over the Last Three Years
Figure 65 Battle for Market Share: New Product Launches Was the Key Strategy Between 2012 and 2015
Figure 66 Oculus VR, Inc.: Company Snapshot
Figure 67 Samsung Electronics Co., Ltd: Company Snapshot
Figure 68 Sammsung Electronics Co. Ltd.: SWOT Analysis
Figure 69 EON Reality, Inc.: Company Snapshot
Figure 70 EON Reality, Inc.: SWOT Analysis
Figure 71 Vuzix Corporation: Company Snapshot
Figure 72 Vuzix Corporation: Company Snapshot
Figure 73 Sensics, Inc.: Company Snapshot
Figure 74 Leap Motion, Inc.: Company Snapshot
Figure 75 Sixense Enteratinment, Inc.: Company Snapshot
Figure 76 Cyberglove Systems Llc.: Company Snapshot
Figure 77 Microsoft Corporation: Company Snapshot
Figure 78 Microsoft Corporation: SWOT Analysis
Figure 79 Barco N.V.: Company Snapshot

【レポートのキーワード】

仮想現実技術、仮想現実デバイス、センサー、ディスプレイ、仮想現実ソフトウェア、ヘッドマウントディスプレイ(HMD)、データグローブ、プロジェクター、ディスプレイウォール

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