Virtual reality (VR) market segmented on the basis of
technology, offering, device type, application, and regions. APAC region is
anticipated to lead the virtual reality (VR) market in terms of revenue and is
to witness the highest growth rate in the market by 2022. This is due to the
increase in research and development centers in APAC and the growing acceptance
of newer technologies in the some countries. China, India, and Japan are some
of them. Virtual reality (VR) creates an artificial environment in the world
and also It can create realistic images, sounds and other sensations that
create a user's physical presence in a virtual or imaginary environment.
Nowadays, the global virtual reality (VR) market was valued at approximately
USD 2.02 billion in 2016 and is expected to reach approximately USD 26.89
billion by 2022. The key players in the VR include Oculus VR, LLC, Sony
Corporation, HTC Corporation, Samsung Electronics Co., Ltd., EON Reality Inc.,
Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc,
Sensics, Inc., Leap Motion Inc., Marxent Labs LLC, WorldViz, Jaunt, Inc.,
Nokia, Cyberith GmbH, Virtalis Limited,
Sixense Entertainment etc. VR will be big, AR will be bigger and take
longer
Augmented Reality
shipments will achieve 1 million by fall 2015 - for the most part for
undertakings, trailed by an expansion to 10 million by 2016, 50-100 million
shipments by 2018, and inevitably catch the standard customer space and cross 1
billion shipments at the turn of the decade. After 10 years, VR and AR should
change the outlook of the world according to these reports. According to the
reports, the augmented reality market was valued at USD 2.39 Billion in 2016
and is expected to reach USD 61.39 Billion by 2023. Nowadays the augmented
reality plays an important role not only in the field of 3D technology, but
also in medicine, education, technical field etc. Technical reports include
that augmented reality smart glasses will go towards 1 billion shipments near
the end of the decade.. Mobile
VR will still produce the dominant “Explorer” (free up to $100) installed base
for VR, with Google Daydream View moving things on from Cardboard days. A smaller installed base than
expected in 2016 reduces the network effects that platforms need to scale,
which could slow things by 6 to 12 months. Mobile VR is still going to be big,
but it might take a little longer to get there. For more
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