Future of Global Digital Reality Market, Forecast to 2021 – VR Application in the Manufacturing Sector is Projected to Increase by 98.9% Between 2017 and 2021.

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Sep 21, 2018

DUBLIN, Sept. 21, 2018 /PRNewswire/ —

The “Future of Global Digital Reality Market, Forecast to 2021” report has been added to ResearchAndMarkets.com’s offering.

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The AR and VR market revenue is expected to reach $55.01 billion by 2021

The immersive technology market, including augmented and virtual reality, is expected to see huge growth in the next 5 years. Technological advancements such as 5G and artificial intelligence will transform the augmented and virtual experiences in the future. 5G will bring improved mobile broadband along with advanced capacity, more uniform experience with steadily high data rates, and lower latency which will improve the screen and equipment quality of AR and VR devices. Some of the significant impacts of 5G across sectors could be enabling virtually crafted workplaces and fully interactive and emulating in-office work environments.

Video streaming of AR and VR content in moving vehicles like cars and trucks is a possibility. Similarly, recent developments in deep learning will elevate real-time image and speech recognition, lessen the cost of local processing and storage, multiply network bandwidth, enabling richer data streams, and also enabling cloud availability. Artificial intelligence will thus, facilitate innovative kinds of VR as well as AR experiences and platforms in future for collaboration and interaction; thus, disrupting both enterprise and well as consumer sectors.

Growth will mainly be derived by AR and VR applications in manufacturing and simulation modeling. Advancements in technology such as 5G, artificial intelligence, edge computing, and robotics are expected to transform the augmented and virtual reality experiences in the near future. This transformation will give rise to future opportunities in sectors such as media, gaming, telepresence, retail, medicine, and education. The hardware market of AR and VR will grow tremendously by 2021, mainly due to a 10-fold increase in AR and VR headset shipments by 2021. VR application in the manufacturing sector is projected to increase by 98.9% between 2017 and 2021. AR application in the education and training sector will see tremendous growth by 2021 due to rising investments in smart cities development and defense security applications.

Another significant trend is the high-growth prospects of the Asia-Pacific region in AR and VR applications, mainly supported by the Chinese market, which is expected to grow at a rate of 80% between now and 2021. The application landscape will observe segments such as AR gaming, connected cars, live streaming, and pay-per-view events that are already being adopted now and the this is expected to offer a major revenue source in the AR and VR application market.

This study will highlight the revenue analysis across types of devices, application areas, regional prospects, software, and hardware. This research service will also provide a peek into the future use cases of VR and AR technology and also help in identifying the future opportunities across AR and VR applications.

Key Topics Covered:

1. Executive Summary

  • Key Findings of the Study
  • Introduction to AR, VR, and Mixed Reality
  • Virtual Reality and Augmented Reality-Taxonomy Essentials
  • Technologies Transforming Augmented and Virtual Reality Experiences
  • Implications of 5G on Augmented and Virtual Reality
  • Bandwidth Requirements for Augmented and Virtual Reality
  • Augmented Reality Impacting Different Personal Experiences
  • Augmented Reality Impacting Different Functions
  • Market Revenue-Augmented Reality Versus Virtual Reality
  • AR/VR Revenue Growth by Major Application Areas
  • Application Revenue-AR/VR Application Segmentation
  • AR/VR Market Analysis-Regional Potential
  • Mapping of Future Opportunities Across AR/VR Applications
  • Methodology for Application Map
  • Vendor Landscape

2. Research Scope, Objective, and Methodology

  • Research Scope
  • Research Background
  • Themes Explored In the Study
  • Definitions-Technologies and Experiences

3. Introduction

  • Introduction to AR, VR, and Mixed Reality
  • Virtual Reality and Augmented Reality-Taxonomy Essentials
  • End Device Taxonomy-Types of Headsets and Viewers
  • Technologies Transforming Augmented and Virtual Reality Experiences
  • Implications of Hologram on Augmented and Virtual Reality
  • Implications of Artificial Intelligence on Augmented and Virtual Reality
  • Implications of 5G on Augmented and Virtual Reality
  • Adoption Timeline of AR, VR and Mixed Reality
  • When Cameras are on, AR Will be a Predominant User Interface
  • Virtual Reality Versus Augmented Reality-A Current Snapshot
  • Virtual Reality Versus Augmented Reality-Characteristics and Challenges
  • Key Barriers to Adoption of VR and AR

4. Market Analysis

  • Market Revenue-Augmented Reality Versus Virtual Reality Revenue
  • AR/VR Revenue Growth by Major Application Areas
  • AR/VR Hardware Market Growth
  • AR/VR Software Market Growth
  • Application Revenue-AR/VR Application Segmentation
  • AR/VR Market Analysis-Regional Potential

5. Emerging Application Areas in Public Sector

  • Application Area-Public Sector: Market Overview
  • Application Area-Public Sector: Case Study of EON Icube Solution for Emergency Management
  • Application Area-Public Sector: Case Study of Dassault Systemes 3DExperience City Supporting in Building a Smart City
  • Application Area-Public Sector: Case Study of Raytheon Virtual Reality Technology Used for the US Army Training

6. Emerging Application Areas in Automotive

  • Application Area-Automotive: Market Overview
  • Emerging Application Areas in the Automotive Industry
  • Application Area-Automotive: Case Study of Continental AR HUD Enabling Wordless Information Exchange Between Vehicle and Driver
  • Application Area-Automotive: Case Study of How Volvo, Using Microsoft’s HoloLens, is Revolutionizing the Vehicle Design Process

7. Emerging Application Areas in Education and Training

  • Application Area-Education and Training: Market Overview
  • Application Area-Education and Training: Case Study of EON Reality
  • Application Area-Education and Training: Case Study of McDonald’s Till Training Game Developed by Kineo
  • Application Area-Education and Training: Case Study of Jaguar Land Rover Involving Mixed Reality for its Recruitment Process

8. Emerging Application Areas in Manufacturing, Robotics, and Engineering

  • Application Area-Manufacturing, Robotics, and Engineering Supply Chain: Market Overview
  • Application Area-Manufacturing: Case Study of General Motors Using Virtual Reality to Design Future Vehicles
  • Application Area-Manufacturing: Case Study of GE’s Plant Simulator Solutions Offering Real-time Controls
  • Application Area-Manufacturing, Robotics, and Engineering Supply Chain: Case Study of DHL Using AR for Warehousing Management
  • Application Area-Manufacturing: Case Study of Lockheed Martin Using AR Technology to Improve Assembly Job
  • Application Area-Manufacturing, Robotics, and Engineering: Case Study of Ford’s Immersion Lab
  • The Mainstreaming of Augmented Reality for B2B

9. Emerging Application Areas in Healthcare

  • Application Area-Healthcare: Market Overview
  • Application Area-HealthCare: Case Study of ImmersiveTouch
  • Application Area-HealthCare: Case Study of MindMotion PRO Offering Virtual Therapy
  • Application Area-HealthCare: Case Study of VRPhysio Offering Immersive Experience in Physical Fitness

10. Emerging Application Areas in Retail and Hospitality

  • Application Area-Retail and Hospitality: Market Overview
  • Application Area-Retail and Hospitality: Case Study of IKEA Offering Real-time Customized Rendering of Product Features
  • Application Area-Retail and Hospitality: Case Study of Best Western Plus Kelowna Hotel & Suites Offering VR Experiences to the Guests
  • Application Area-Retail and Hospitality: Case Study of Alibaba Group VR Shopping Experience

11. Emerging Application Areas in Entertainment

  • Application Area-Entertainment: Market Overview
  • Application Area-Entertainment: Case Study of Virtual Reality Enabled Theme Park at Dubai

12. Future Opportunities

  • Vendor Landscape
  • Mapping of Future Opportunities Across AR/VR Applications
  • Methodology for Application Map
  • Y-Axis Notes for the Application Map

13. The Last Word

  • Implications and Recommendations for Vertical Industries
  • Legal Disclaimer

14. Appendix

Companies Mentioned

  • Alibaba Group
  • Best Western
  • Continental
  • Dassault Systemes
  • DHL
  • EON
  • Ford
  • GE
  • IKEA
  • ImmersiveTouch
  • Jaguar
  • Kelowna Hotel & Suites
  • Kineo
  • Land Rover
  • Lockheed Martin
  • McDonald’s
  • Microsoft
  • Raytheon
  • Volvo
  • VRPhysio

For more information about this report visit

https://www.researchandmarkets.com/research/22fw9s/future_of_global?w=5

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