19 reports

Augmented Reality & Virtual Reality In Healthcare Market Size, Share & Trends Analysis Report By Component (Hardware, Software, Service), By Technology (Augmented Reality, Virtual Reality), By Region, And Segment Forecasts, 2021 - 2028 Augmented Reality & Virtual Reality In Healthcare Market Growth & Trends The...

  • Healthcare
  • Virtual Reality
  • Augmented Reality
  • World
  • Health Expenditure

Augmented Reality and Virtual Reality in Aviation Market Report 2020-2030: Forecasts by Technology (Augmented Reality, Virtual Reality), Vertical (Commercial Aviation, Military Aviation), Device (Head Mounted Display, Head-up Display, Handheld Device, Gesture Tracking Device), End-user (Operations (MRO, OEM, Airlines, Aircraft, Airports),...

  • Virtual And Augmented Reality
  • World
  • APAC
  • Europe
  • North America
  • Middle East

Augmented reality’s widening demands in healthcare sector is paving a way for its growth in the market.The augmented reality can be put to use for surgeries, patient care, fitness and pharmacy management. Alog with its use in all of these aspects, augmented reality can also be used for medical training for students/budding surgeons.The...

  • Augmented Reality
  • Virtual Reality
  • World
  • United States
  • APAC

Major players in the augmented reality devices market are Sony, Oculus, Samsung Electronics, HTC, Google, PTC, Microsoft, Wikitude, DAQR, and Blippar. The global augmented reality devices market is expected grow from $7.09 billion in 2021 to $7.59 billion in 2022 at a compound annual growth rate (CAGR) of 7.1%. The growth is mainly...

  • Augmented Reality
  • World

Major players in the augmented reality devices market are Sony, Oculus, Samsung Electronics, HTC, Google, Google, Microsoft, Intel Corporation, PTC, Seiko Epson Corporation The global augmented reality devices market is expected grow from $2.39 billion in 2020 to $3.74 billion in 2021 at a compound annual growth rate (CAGR) of 56.5%....

  • Augmented Reality
  • World

Major players in the augmented reality (AR) services market are Groove jones, Quytech, Craftars, WEAR, Next/Now, Apple, Microsoft, Niantic, Zappar and Augmented Reality Labs (Blippar). The global augmented reality services market is expected grow from $48.92 billion in 2020 to $67.63 billion in 2021 at a compound annual growth rate...

  • Augmented Reality
  • World

Major players in the augmented reality (AR) services market are Groove jones, Quytech, Craftars, WEAR, Next/Now, Apple, Microsoft, Niantic, Zappar, Augmented Reality Labs (Blippar), Lucyd, Magic Leap, Echo Interaction Group, Notion theory, Mobilab, AVRspot, Transition Technologies PSC, Innovecs, HQSoftware, INDE, Augment, Metagram, VironIT,...

  • Augmented Reality
  • World

Major players in the augmented reality (AR) services market are Groove jones, Quytech, Craftars, WEAR, Next/Now, Apple, Microsoft, Niantic, Zappar, and Augmented Reality Labs (Blippar). The global augmented reality services market is expected to decline from $50 billion in 2019 to $48.96 billion in 2020 at a growth rate of -2.08%. The...

  • Augmented Reality
  • World

This IDC Market Note provides a summary and analysis of recent news from Meta, Microsoft, and others around the future concept of the Metaverse. IDC defines the Metaverse as an evolution of today's internet that leverages mobile devices, augmented and virtual reality headsets, and next-generation networks to create persistent and continuous...

  • Metaverse
  • Virtual Reality
  • World

This study covers the world outlook for virtual and augmented reality across more than 190 countries. For each year reported, estimates are given for the latent demand, or potential industry earnings (P.I.E.), for the country in question (in millions of U.S. dollars), the percent share the country is of the region, and of the globe. These...

  • Virtual And Augmented Reality
  • World
  • Gross Domestic Product
  • Disposable Income

This study covers the world outlook for augmented and virtual reality (AR & VR) smartglasses and functional contact lenses across more than 190 countries. For each year reported, estimates are given for the latent demand, or potential industry earnings (P.I.E.), for the country in question (in millions of U.S. dollars), the percent share the...

  • Virtual And Augmented Reality
  • Eyewear
  • Wearables
  • Virtual Reality
  • World
  • Gross Domestic Product
  • Disposable Income

Automotive AR and VR Market by Type (Augmented Reality (AR) and Virtual Reality (VR)) and Application (Research & Development, Manufacturing & Supply, Marketing & sales, Aftersales, Support Functions, and Product): Global Opportunity Analysis and Industry Forecast, 2018 - 2025 Automotive Ar And Vr Market Overview: The...

  • Virtual Reality
  • World

Report Scope The scope of this study includes market information on virtual and augmented reality technologies and their key segments, including components, technologies, sectors and regions. It includes overall VR and AR device revenue, including software. By component, the virtual and augmented reality technologies...

  • Virtual And Augmented Reality
  • World

This study covers the world outlook for personal technologies across more than 190 countries. For each year reported, estimates are given for the latent demand, or potential industry earnings (P.I.E.), for the country in question (in millions of U.S. dollars), the percent share the country is of the region, and of the globe. These comparative...

  • Spacecraft
  • Satellite Launch
  • Virtual And Augmented Reality
  • Mouth Disease
  • Wearables
  • Beef
  • Packaging
  • World
  • Gross Domestic Product
  • Disposable Income

Global augmented reality and virtual reality market is expected to reach $94.4 billion by 2023, increase in smartphone penetration, and advancement in internet connectivity and computer technology are the major factors driving the growth of the market, Insights into market segments On the basis of device type, the...

  • Virtual And Augmented Reality
  • World
  • APAC
  • Smartphone Penetration

The Research provides critical analysis of the key business models, strategies and developments, whilst providing insights into the future of the technology. In-depth analysis of the consumer and enterprise market is presented across the four key hardware platforms, namely Smartphones, Tablets, Head-Mounted Devices, and Consumer Vehicles....

  • Virtual Reality
  • World

This study covers the latent demand outlook for personal technologies across the states and cities of the United States. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 12,600 cities in the United States. For each city in question, the percent share the city is of...

  • Virtual And Augmented Reality
  • Mouth Disease
  • Wearables
  • Beef
  • Packaging
  • United States
  • Disposable Income
  • Purchasing Power Parity

This study covers the latent demand outlook for personal technologies across the states, union territories, and cities of India. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across over 4,900 cities in India. For each city in question, the percent share the city is of its state...

  • Virtual And Augmented Reality
  • Mouth Disease
  • Wearables
  • Beef
  • Packaging
  • India
  • United States
  • Disposable Income
  • Purchasing Power Parity

This study covers the latent demand outlook for personal technologies across the regions of China, including provinces, autonomous regions (Guangxi, Nei Mongol, Ningxia, Xinjiang, Xizang - Tibet), municipalities (Beijing, Chongqing, Shanghai, and Tianjin), special administrative regions (Hong Kong and Macau), and Taiwan (all hereafter referred...

  • Virtual And Augmented Reality
  • Mouth Disease
  • Wearables
  • Beef
  • Packaging
  • China
  • Disposable Income
  • Purchasing Power Parity