29 reports

The augmented reality and virtual reality market is expected to grow from US$ 27.96 billion in 2021 to US$ 252.16 billion by 2028; it is estimated to grow at a CAGR of 36.9% during 2021-2028. Customer support departments of various enterprises have improved considerably due to advancements in AI-powered chatbots and virtual assistants.However,...

  • Virtual And Augmented Reality
  • World
  • Europe
  • North America
  • APAC
  • Disposable Income
  • Food Consumption

This IDC study provides an updated forecast for the worldwide augmented and virtual reality hardware market for the 2022-2026 period."The worldwide AR/VR market finished on a strong note in 2021 with renewed interest and anticipation for forthcoming devices," says Ramon T. Llamas, research director, IDC's Augmented and Virtual Reality team....

  • Virtual And Augmented Reality
  • World

This IDC study provides the worldwide augmented and virtual reality hardware forecast for the 2022-2026 period."2021 marked a strong step forward for the worldwide AR/VR hardware market," says Ramon T. Llamas, research director, IDC's Augmented and Virtual Reality team. "Despite the pandemic, consumers and enterprise users have warmed to the...

  • Virtual And Augmented Reality
  • World

This IDC Perspective discusses how augmented reality (AR) and virtual reality (VR) are preparing companies for the ever-evolving metaverse. It underscores several current use cases -- virtual meetings, virtual training and development, and augmented reality with field service -- with IDC's three pillars of the future of work: culture, augmentation,...

  • Virtual And Augmented Reality
  • Metaverse
  • Augmented Reality
  • Virtual Reality

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

This IDC PlanScape provides insights into meetings in virtual reality."Meetings in virtual reality is a stepping-stone toward the future of work in the metaverse," says Ramon T. Llamas, research director with IDC's Augmented and Virtual Reality team. "These allow for new levels of collaboration and productivity that have been missing presence...

  • Virtual Reality

This IDC PlanScape discusses virtual reality training that provides an immersive environment for workers to learn and hone their skills for the workplace."Virtual reality is part of the digital transformation of corporate training," says Ramon T. Llamas, research director for IDC's Virtual and Augmented Reality team. "VR shortens the learning...

  • Virtual Reality

This IDC Market Perspective provides an analysis of the concept metaverse and examines the progression, opportunities, and risks in the development of the metaverse. The development of Metaverse 3.0 will heavily rely on four key technologies, namely augmented reality/virtual reality (AR/VR), artificial intelligence (AI), cloud computing, and...

  • Metaverse
  • Virtual Reality
  • Artificial Intelligence
  • Cloud Computing
  • World
  • Asia

Global Mini PCs Market 2022-2026 The analyst has been monitoring the mini PCs market and it is poised to grow by $ 19.83 bn during 2022-2026, accelerating at a CAGR of 5.04% during the forecast period. Our report on the mini PCs market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges,...

  • Augmented Reality
  • Virtual Reality
  • Artificial Intelligence
  • Marketing Research
  • Education And Training
  • Computer
  • E-Learning
  • World
  • Middle East

The global digital twin market reached a value of US$ 10.3 Billion in 2021. Looking forward, the analyst expects the market to reach US$ 54.6 Billion by 2027, exhibiting at a CAGR of 31.7% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence...

  • Internet Of Things
  • Pharmaceutical
  • Healthcare
  • Virtual Reality
  • Aircraft
  • Data Analytics
  • 3D Printing
  • World

Major players in the virtual reality in education market are Google, Microsoft Corporation, Facebook Technologies LLC, IBM Corporation, HTC Corporation, Unimersiv, Samsung, Lenovo Group Limited, Sony Corporation, Alchemy Immersive, Avantis Systems Ltd, Veative Labs Pvt. Ltd., VR Education Holdings, Cyberith, Sixense Enterprises Inc. and Vuzix,...

  • Virtual Reality
  • World
  • Internet Penetration
  • Internet Subscribers

The global head mounted display market is expected to grow from US$ 7,840.66 million in 2021 to US$ 55,333.07 million by 2028; it is estimated to grow at a CAGR of 32.2% from 2021 to 2028. Military operations are becoming increasingly diverse in their nature.There have been numerous goals driving this research over the past several...

  • Virtual And Augmented Reality
  • World
  • APAC
  • Europe
  • North America
  • Disposable Income
  • Smartphone Penetration

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 in training and education market are Google Expeditions Pioneer Program., zSpace, Magic Leap, Alchemy VR, Unimersiv, GAMOOZ, Meta Company, DAQRI, InGage, Popar, Chromville, NEXT/NOW, VironIT, Groove Jones, HQSoftware, INDE, Augment, Metagram, Fishermen Labs, Program-Ace, Apptension, Transition Technologies...

  • Augmented Reality
  • World
  • APAC

Abstract: What`s New for 2022? -Global competitiveness and key competitor percentage market shares -Market presence across multiple geographies - Strong/Active/Niche/Trivial -Online interactive peer-to-peer collaborative bespoke updates -Access to our digital archives and MarketGlass...

  • Virtual And Augmented Reality
  • Media And Entertainment
  • Healthcare
  • World

The global 5G enterprise market reached a value of US$ 2.25 Billion in 2021. Looking forward, the analyst expects the market to reach a value of US$ 14.57 Billion by 2027, exhibiting a CAGR of 34.30% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect...

  • ICT
  • Virtual Reality
  • Healthcare
  • Mobile Services
  • Patient Monitoring
  • Financial Services
  • World

The Global Game-Based Learning Market size is expected to reach $32.6 billion by 2027, rising at a market growth of 19.6% CAGR during the forecast period. Game-based learning is built on the idea of teaching through repetition, failure, and goal achievement. This is the foundation of video gaming. The player starts out slowly and gradually...

  • Virtual Reality
  • Artificial Intelligence
  • Learning Services
  • World
  • Internet Penetration
  • Smartphone Penetration

Global Extended Reality Market, By Component (Hardware [Sensors, Cameras, Transducers and Speakers], Software and Services [Professional Services, Managed Services]), By Type (Mobile XR and PC-tethered XR), By Delivery Model (Consumer-Based and Business-Based), By End User (Healthcare, Media and Entertainment, Manufacturing and Industrial,...

  • Virtual 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

Vietnam Polycarbonate Market, By Resin Type (Virgin Polycarbonate and Polycarbonate Regrind), By Product Type (Polycarbonate Sheets, Polycarbonate Films, Polycarbonate Fibers, Polycarbonate Blends, Polycarbonate Tubes and Others), By End User Industry (Electrical & Electronics, Automotive, Building & Construction, Aerospace & Defense,...

  • Polycarbonates
  • Construction
  • Aerospace And Defense
  • Electronics
  • Augmented Reality
  • Advertising
  • Roofing Services
  • Roofing
  • Virtual Reality
  • Marketing Research
  • Medical Equipment
  • Automotive
  • Vietnam
  • Polycarbonates Production

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

The Europe Federated Learning Market would witness market growth of 10.7% CAGR during the forecast period (2022-2028). Federated learning technology opens up numerous prospects for data scientists and researchers to work on new research issues and enhance their models, which are trained across a wide range of datasets. Practitioners...

  • Advanced IT
  • Data Security
  • Healthcare
  • Virtual Reality
  • Drug Development
  • Artificial Intelligence
  • Marketing Research
  • Internet Of Things
  • Automotive
  • Europe
  • France
  • Germany
  • United Kingdom

The global near-eye display market size is estimated to be USD 1.7 billion in 2022 and is projected to reach 5.3 billion by 2027, at a CAGR of 24.7% during the forecast period. The market has a promising growth potential due to several factors, including the emergence of metaverse, surge in the use of OLEDoSmicrodisplays, and rising adoption...

  • Virtual And Augmented Reality
  • Augmented Reality
  • Virtual Reality
  • Flat Panel Display
  • Aerospace And Defense
  • World
  • APAC
  • Energy Consumption
  • Oral Surgeries

The North America Connected Enterprise Market would witness market growth of 26.1% CAGR during the forecast period (2021-2027). Connectivity has become one of the most crucial terms in providing collaboration opportunities in boosting enterprise flexibility. The future value of the organization depends on the value of customized experiences...

  • IT Services
  • Marketing
  • Augmented Reality
  • Virtual Reality
  • Artificial Intelligence
  • Marketing Research
  • North America
  • United States
  • Mexico
  • Canada

The North America Microdisplays Market would witness market growth of 27.2% CAGR during the forecast period (2021-2027). Microdisplay market is the growing demand for microdisplays in NTE applications. NTE devices, such as AR/VR headsets, HMDs, personal electronics, such as mobile phones and cameras, as well as full-color projection...

  • Virtual Reality
  • North America
  • United States
  • Mexico
  • Canada

The North America Near-Eye Display Market would witness market growth of 24.3% CAGR during the forecast period (2022-2028). In the coming years, rising automotive manufacturing and advancements such as networked vehicles and driverless vehicles are anticipated to enhance HUD use and demand. HUDs are widely used in both military and...

  • Automotive
  • Augmented Reality
  • Vitreoretinal Surgery Device
  • Virtual Reality
  • North America
  • United States

The Asia Pacific Integrated Microwave Assembly Market would witness market growth of 7.6% CAGR during the forecast period (2022-2028). The increased defense investment internationally to design modern combat equipment, such as secure communication devices and military radars, is likely to accelerate the growth of the integrated microwave...

  • Internet Of Things
  • Measuring Equipment
  • Virtual And Augmented Reality
  • Marketing Research
  • Defense
  • Media And Entertainment
  • Network Equipment
  • APAC
  • China

Augmented Reality (AR) in Sport - Thematic Research Summary AR is establishing itself in specific areas of sports.For example, the AR line of scrimmage in the NFL was premiered by ESPN in 1998. New and innovative AR use cases are regularly being announced, which will pave the way for widespread...

  • Augmented Reality
  • World
  • Energy Consumption
  • Sports Participation Rate

Vale SA - Enterprise Tech Ecosystem Series Summary Vale SA (Vale) is a metal and mining company.It produces and exports iron ore and pellets, nickel, copper, manganese ore, ferroalloys, metallurgical and thermal coal, copper and cobalt. The company also produces platinum-group metals (PGMs)...

  • Advanced IT
  • Virtual And Augmented Reality
  • World
  • Brazil
  • South America
  • Greenhouse Gas Emissions
  • Fuel Demand