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Technavio's market research analysis identifies the dynamical evolution of learning environments as one of the primary growth factors for the visual technologies in education market. Owing to transformations in the education sector, the educators are preferring experiential and collaborative learning over conventional textbook learning. The experiential learning through visual technologies enables students to observe and reflect on concepts taught in classrooms and gain real-life experiences. Augmented reality (AR) apps allow students and educators to enhance their learning experience by creating their own content in the form of short videos and 3-D images. Our market research analysts predict that this market will grow steadily at a CAGR of around 33% by 2021.
The increasing popularity of the Internet of Things (IoT) will boost the demand for visual technologies due to the ease of integration to smart devices with significant visual technologies such as AR and VR. Several schools in the US and UK have implemented several wearable devices for students to track their attendance, grades, and other administrative works such as Google Glass and GoPRo. Additionally, IoT is also increasingly used by schools and colleges to train their teachers using several modules about key emerging visual technologies. This rising popularity of IoT and wearable devices will be one of the key trends that will contribute to the growth of the visual technologies in education market.
With the presence of several established players and new players, the visual technologies in the education market appears to be highly fragmented. The high growth potential of the market influences the emergence of a number of start-ups that offer innovative products with dynamically advancing technologies. The vendors are innovating to develop creative solutions and platforms to cater to the increasing demand for advanced technologies such as visual analytics, AR, VR, and 3D printing.
The leading vendors in the market are -
The other prominent vendors in the market are DAQRI, QuiverVision, Gamooz, Discovery Communication, Google, Seiko EPSON, HTC Global Services, Zebronics, LG Electronics, Homido, Immersive VR Education, 3D Systems, Meta, ExOne, Blippar, and InGage.
The 3D printing vendors are offering various services such as printing, software, design, and support that allows students to replicate and produce realistic 3D mini-models in subjects such as engineering, mathematics, architecture, and applied sciences. 3D printers print the learning content in a cost-effective manner that is beneficial to both the students and the institutes.
The need for visual technologies is higher in the higher education segment by students pursuing science, technology, engineering, mathematics (STEM) subjects for higher studies as the STEM concepts are increasingly complex. The students can conduct their own research, experiment, and make relevant conclusions using these technologies. Additionally, students pursuing the demographics, culture, and history also find the AR/VR technologies highly useful to have real-life experiences.
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