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Augmented and Virtual Reality Market | Size, Share, Growth | 2023 - 2030

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   Chapter 1. AUGMENTED AND VIRTUAL REALITY  MARKET– Scope & Methodology

1.1. Market Segmentation

1.2. Assumptions

1.3. Research Methodology

1.4. Primary Sources

1.5. Secondary Sources

Chapter 2. AUGMENTED AND VIRTUAL REALITY  MARKET– Executive Summary

2.1. Market Size & Forecast – (2023 – 2030) ($M/$Bn)

2.2. Key Trends & Insights

2.3. COVID-19 Impact Analysis

      2.3.1. Impact during 2023 – 2030

      2.3.2. Impact on Supply – Demand

Chapter 3. AUGMENTED AND VIRTUAL REALITY  MARKET– Competition Scenario

3.1. Market Share Analysis

3.2. Product Benchmarking

3.3. Competitive Strategy & Development Scenario

3.4. Competitive Pricing Analysis

3.5. Supplier - Distributor Analysis

Chapter 4. AUGMENTED AND VIRTUAL REALITY  MARKET- Entry Scenario

4.1. Case Studies – Start-up/Thriving Companies

4.2. Regulatory Scenario - By Region

4.3 Customer Analysis

4.4. Porter's Five Force Model

       4.4.1. Bargaining Power of Suppliers

       4.4.2. Bargaining Powers of Customers

       4.4.3. Threat of New Entrants

       4.4.4. Rivalry among Existing Players

       4.4.5. Threat of Substitutes

Chapter 5. AUGMENTED AND VIRTUAL REALITY  MARKET- Landscape

5.1. Value Chain Analysis – Key Stakeholders Impact Analysis

5.2. Market Drivers

5.3. Market Restraints/Challenges

5.4. Market Opportunities

Chapter 6. AUGMENTED AND VIRTUAL REALITY  MARKET– By Technology

6.1.  AR technology:

6.1.1. Marker-based AR technology:

6.1.1.1. Active marker

6.1.1.2. Passive marker

6.1.2. Markerless AR technology

6.1.2.1. Model-base tracking

6.1.2.2. Image processing based tracking

6.1.2.3. Anchor-based AR

6.2. VR Technology

6.2.1. Non-immersive technology

6.2.2. Semi-immersive and fully immersive technology

Chapter 7. AUGMENTED AND VIRTUAL REALITY  MARKET– By Offering

7.1. Hardware

7.1.1. Sensors

7.1.1.1. Accelerometers

7.1.1.2. Gyroscopes

7.1.1.3. Magnetometers

7.1.1.4. Proximity sensors

7.1.2. Semiconductor components:

7.1.2.1. Controllers and processors

7.1.2.2. Integrated Circuits

7.1.3. Display and projectors

7.1.4. Position trackers

7.1.5. Cameras

7.1.6. Others

7.1.6.1. Computers

7.1.6.2. Video generators and combiners

7.2. Software

7.2.1. Software development kits

7.2.2. Cloud-based servies

Chapter 8. AUGMENTED AND VIRTUAL REALITY  MARKET– By Device

8.1. AR devices

8.1.1. Head-mounted displays

8.1.1.1. AR smart glasses

8.1.1.2. Smart helmets

8.1.2. Heads-up display

8.2. VR devices

8.2.1. Head-mounted displays

8.2.2. Gesture-tracking devices

8.2.3. Displays and projectors

Chapter 9. AUGMENTED AND VIRTUAL REALITY  MARKET– By Application

9.1. Consumer

9.1.1. Gaming

9.1.2. Sports

9.1.3. Entertainment

9.1.3.1. Theme parks

9.1.3.2. Museums

9.1.3.3. Art exhibitions and gelleries

9.2. Commercial

9.2.1. Retail and e-commerce

9.2.1.1. Beauty and cosmetics

9.2.1.2. Apparel fitting

9.2.1.3. Jewellery

9.2.1.4. Grocery shopping

9.2.1.5. Footwear

9.2.1.6. Furniture

9.2.2. Travel and tourism

9.2.3. E-learning

9.3. Enterprise

9.3.1. Manufacturing

9.4. Healthcare

9.4.1. Surgery

9.4.2. Fitness management

9.4.3. Patient care management

9.4.4. Pharmacy management

9.4.5. Medical training and education

9.4.6. Radiology

9.5. Aerospace and Defence

9.6.Automotive

9.7. Energy

9.8. Others

9.8.1. Construction

9.8.2. Agriculture

9.8.3. Telecom/IT services

9.8.4. Transportation and Logistics

9.8.5. Public Safety

Chapter 10. AUGMENTED AND VIRTUAL REALITY  MARKET– By Enterprise

10.1 Small enterprise

10.2. Medium enterprise

10.3. Large enterprise

Chapter 11. AUGMENTED AND VIRTUAL REALITY  MARKET– By Region

11.1. North America

11.2. Europe

11.3.The Asia Pacific

11.4.Latin America

11.5. Middle-East and Africa

Chapter 12. AUGMENTED AND VIRTUAL REALITY  MARKET– Company Profiles – (Overview, Product Portfolio, Financials, Developments)

12.1. Company 1

12.2. Company 2

12.3. Company 3

12.4. Company 4

12.5. Company 5

12.6. Company 6

12.7. Company 7

12.8. Company 8

12.9. Company 9

12.10. Company 10

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