Augmented Reality and Mixed Reality Market Outlook and Forecasts 2018 - 2023

Augmented Reality and Mixed Reality Market Outlook and Forecasts 2018 - 2023

  • January 2018 •
  • 142 pages •
  • Report ID: 5288422 •
  • Format: PDF
Assisted or Augmented Reality (AR) represents a live (direct or indirect), view of a physical, real-world environment in which certain elements are augmented by computer-generated sensory input. In addition to a visual overlay, AR may also provide audio and tactile inputs to the user, and rely upon presence and positioning technologies to present location-specific sensory inputs and information to the user. In this manner, AR represents a blending of information technology and media within a real-world environment for the benefit of consumer, business, and industrial users.

The term Mixed Reality (MR) pertains to a form of hybrid reality in which physical and digital objects co-exist and interact in real-time. With MR, either virtual objects are digitally mixed into reality or real-world objects are merged into virtual worlds. The latter case is sometimes referred to as Augmented Virtuality (AV), and is one step closer to Virtual Reality (VR), as real-world objects in a virtual world take on a sense of permanency with real objects, appearing to actually exist within the virtual world.

Adding to this sense of permanency, real-world objects in a virtual world may be digitally controlled. Conversely, MR may also support manipulation of virtual objects permanently placed in the real-world. In either scenario, MR will be an important aspect of teleoperation and tele-robotics.

The primary goal of AR is to enrich the user’s perception of the real-world, providing information and insights that otherwise would not be obtainable. AR use cases have grown substantially across many industry verticals within the last two years, providing significant market momentum, and indicating great promise to transform communications, content, and commerce across a wide range of sectors. The goals of MR are broad, yet directionally focused on a true merging of real and virtual worlds, which Mind Commerce believes will be a major catalyst for wide-spread acceptance and usage of VR across all major industry sectors.

This research assesses AR, MR, and other immersive technology components, the AR/MR ecosystem, and competitive landscape. The report evaluates market opportunities for hardware, software, and services. Analysis takes into consideration market drivers and constraints such as potential regulatory implications.

The report provides detailed qualitative and quantitative analysis including forecasts for AR/MR by major hardware components, software, services, semiconductor components, and more. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you’re addressing. This needs to be used within three months of purchasing the report.

The report also provides specific insights and recommendations for major ecosystem constituents including Advertisers and Media Companies, Artificial Intelligence Providers, Automotive Companies, Broadband Infrastructure Providers, Communication Service Providers, Computing Companies, Data Analytics Providers, Equipment Providers, IoT Suppliers and Service Providers, Semiconductor Companies, Smart City Systems Integrators, Social Media Companies, and Software Developers.

Those interested in AR and MR will also be interested in Virtual Reality (VR) Marketplace: VR Technologies, Companies, Solutions, Devices, Components, Applications and Services 2018 - 2023

Select Report Findings:
• Head Mounted Display growth will be at 69% CAGR from 2018 to 2023
• Industrial segments hold great promise for AR, particularly in manufacturing
• Mobile Augmented Reality will share 54% of the AR application market by 2023
• Mixed Reality will provide a bridge to more robust and engaging fully virtual worlds
• Global Market for AR/MR Hardware, Software, and Services will Reach $65.8B USD by 2023

Target Audience:
• Network operators
• Telepresence companies
• AR, MR, and VR companies
• ICT infrastructure providers
• Electronics component providers
• Robotics and automation companies
• Enterprise across all industry verticals

Companies in Report:
• Apple Inc.
• Atheer Inc.
• Blippar
• Catchoom Technologies
• EON Reality Inc.
• Facebook Corporation
• Google Inc.
• HTC Corporation
• Infinity Augmented Reality Inc.
• Inglobe Technologies
• Intel Corporation
• Magic Leap
• Marxent Labs LLC
• Meta Company
• Microsoft Corporation
• Niantic Inc.
• Osterhout Design Group
• Prologue Immersive
• PTC Corporation
• Qualcomm Inc.
• Recon Instruments
• Samsung Electronics Co. Ltd.
• ScopeAR
• Seiko Epson Corp.
• Sony Corporation
• Ubimax GmbH
• Upskill
• Wikitude GmbH
• Zugara Inc.