1. Introduction
1.1 Research Objective and Market Definition
1.2 Scope of Report
1.1 Research Objective and Market Definition
1.2 Scope of Report
2.1 Market Overviews
2.2 Market Characteristics
2.3 Market Sizing
2.4 Porter’s Five Summary & Analysis
2.5 Driver, Trend & Challenges
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VR is described as a 3D environment in which a person can become immersed using a dedicated headset powered by a computer, a game console, or a smartphone. The VR experience can be enhanced with 3D audio sounds and by using haptic devices that use sensors to transfer body movement into the virtual space. AR refers to a real-world environment enhanced with computer-generated information such as sound, video, or graphics. In VR, the users' perception of reality is completely based on virtual information. In AR, the user is provided with additional computer-generated information that enhances their perception of reality. For example, in architecture, VR can be used to create a walk-through simulation of the inside of a new building, and AR can be used to show buildings' structures and systems superimposed on a real-life view. AR and VR technologies are used in diverse application areas such as gaming, construction, retail, e-commerce, healthcare, education, media and entertainment, and marketing.
Historic Data 2017 - 2021 (USD million ) | Forecasted Data 2022 - 2027 (USD million ) |
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3.1 Technology
3.1.2 AR
3.2 Geographic Segmentation
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2017: USD 12251.94 Million
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4.1 Customer Landscape Overview
Exclusively research on Customer Landscape
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5.1 Vendor Covered
5.2 Vendor Positioning
5.2.1 Zugara com
5.2.2 Overview on factors of disruption
1: Alphabet Inc. | 11: Magic Leap Inc. |
2: Apple Inc. | 12: Microsoft Corp. |
3: Augmented Pixels Inc. | 13: PTC Inc. |
4: Blippar Ltd. | 14: Samsung Electronics Co. Ltd. |
5: CyberGlove Systems Inc. | 15: Seiko Epson Corp. |
6: Eon Reality Inc. | 16: Toshiba Corp. |
7: HP Inc. | 17: Vuzix Corp. |
8: HTC Corp. | 18: Wikitude GmbH |
9: Innovega Inc. | 19: Zugara Inc. |
10: Lenovo Group Ltd. | 20: Maxst Co. Ltd. |
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Cloud applications |
The company offers cloud applications that includes solutions for finance, HR, planning, and spend management. |
Key Offering - Learning management system |
The company offers learning management systems such as Extended Enterprise for Learning. |
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The potential for the disruption of the market landscape was moderate in 2022, and its threat is expected to remain unchanged by 2027.
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6.1 Research Approach
6.2 Information Sources
6.3 Validation Techniques
7.1 Key Questions Answered
7.2 TOC & LOE
7.3 Customization Available
7.4 About Technavio
7.5 Disclaimer
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Technology
7 Market Segmentation by Application
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
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SKU: IRTNTR43509 Augmented Reality and Virtual Reality Market 2023-2027 |
$2500 | ||
Smart Deal (Save 20% today) |
- $500 | ||
Ends in |
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Subtotal | $2000.00 | $2500 | |
Total | $2000.00 | $2500 |
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