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Augmented Reality and Virtual Reality Gear 2017 Global Market - Technologies, Applications, Verticals, Strategies & Forecasts

WiseGuyReports.Com Publish a New Market Research Report On - “Augmented Reality and Virtual Reality Gear 2017 Global Market - Technologies, Applications, Verticals, Strategies & Forecasts”.

 

New York, NY -- (SBWIRE) -- 09/29/2017 -- The analysts forecast the global augmented reality and virtual reality gear market to grow at a CAGR of 37.45% during the period 2017-2021.

AR is a technology that diminishes the line between reality and computer-generated graphics. It enhances a user's experience, in terms of what the user sees, hears, feels, and smells. VR creates an immersive computer-generated environment that is like the real word. VR technology uses computers to develop a simulated artificial environment. With VR, a user can be a part of the experience rather than just view the content on a screen.

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Covered in this report

The report covers the present scenario and the growth prospects of the global augmented reality and virtual reality gear market for 2017-2021. To calculate the market size, the report considers the unit shipment of each device is multiplied by the average selling price (ASP)..

The market is divided into the following segments based on geography:
- Americas
- APAC
- EMEA

The report, Global Augmented Reality and Virtual Reality Gear Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
- DAQRI
- Microsoft
- Atheer
- Meta
- BAE Systems
- Samsung Electronics
- Oculus
- HTC
- Google
- Sony
- Razer
- VisusVR
- FOVE
- Starbreeze

Market driver
- Use of AR technology for effective advertising
- For a full, detailed list, view our report

Market challenge
- Lack of content
- For a full, detailed list, view our report

Market trend
- Growing developer interest in AR and VR apps
- For a full, detailed list, view our report

Key questions answered in this report
- What will the market size be in 2021 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

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Table Of Contents – Major Key Points

PART 01: Executive summary

PART 02: Scope of the report
- Market overview
- Definitions
- Base year and forecast period
- Market size calculation
- Market segmentation by product
- End-user segments
- Geographical segmentation
- Vendor segmentation
- Common currency conversion rates
- Vendor offerings

PART 03: Market research methodology
- Research methodology
- Economic indicators

PART 04: Introduction
- Key market highlights

PART 05: Market landscape
- Market overview

PART 06: Technology life cycle

PART 07: Market landscape
- Market size and forecast
- Five forces analysis

PART 08: Market segmentation by technology
- AR
- VR

PART 09: Market segmentation by product
- Global AR and VR gear market by smart glasses
- Global AR and VR gear market by HMDs
- Global AR and VR gear market by VR cardboards
- Global AR and VR gear market by VR headsets

PART 10: Market segmentation by end-user
- Market overview
- Global AR and VR gear market by consumers
- Global AR and VR gear market by enterprises
- Global AR and VR gear market by military and defense

PART 11: Geographical segmentation
- Global AR and VR gear market by geography
- AR and VR gear market in Americas
- AR and VR gear market in EMEA
- AR and VR gear market in APAC

PART 12: Market drivers
- Improving optical design
- AR and VR gear integrated with head and eye movement trackers
- Use of AR technology for effective advertising
- Increasing number of vendors in AR and VR gear market
- Large-scale workforce automation

PART 13: Impact of drivers

PART 14: Market challenges
- Lack of content
- Connectivity issues, low awareness, and high user expectations impacting AR and VR adoption
- Simulation or motion sickness hindering VR gear adoption
- Limitations of VR cardboards
- Stringent government regulations

PART 15: Impact of drivers and challenges

PART 16: Market trends
- Growing developer interest in AR and VR apps
- Increasing crowdfunding campaigns for VR and AR start-ups
- Emergence of depth-sensing cameras
- Development of SLAM technology

Continue…….

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