Virtual and augmented reality refers to the technology which provides the user with real world experience. Augmented reality is a technology that uses users existing environment and overlays digital or virtual content or information over it.
Portland, OR -- (SBWIRE) -- 07/26/2017 -- Virtual and augmented reality refers to the technology which provides the user with real world experience. Augmented reality is a technology that uses users existing environment and overlays digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world. While virtual reality is also a three-dimensional (3D)-computer generated environment-which completely immerses end users in an artificial world without seeing the real world.
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Based on components, the market is divided into hardware, software and services. By application, the market is segmented into video games, live events & video entertainment, military, healthcare, and others. Geographic breakdown and deep analysis of each of the aforesaid segments is included for North America, Europe, Asia-Pacific, and LAMEA.
Affordable hardware prices
Increasing penetration of gaming consoles
Lack of awareness in underdeveloped regions such as Africa and Latin America.
The top players in the global virtual and augmented reality market include Oculus VR LLC, Microsoft Corporation, Samsung Electronics, Google Inc., HTC Corporation, Intel Corporation, Magic Leap, Inc., Vuzix Corporation, Blippar.com Ltd., and Nokia Corporation.
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Live Events and Video Entertainment
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Table Of Contents:
1. EXECUTIVE SUMMARY
1.1. KEY FINDINGS
1.2. MARKET ATTRACTIVENESS AND TREND ANALYSIS
1.3. COMPETITIVE LANDSCAPE AND RECENT INDUSTRY DEVELOPMENT ANALYSIS
2.1. REPORT DESCRIPTION
2.2. SCOPE AND DEFINITIONS
2.3. RESEARCH METHODOLOGY
2.3.1. Secondary research
2.3.2. Primary research
2.3.3. Analyst tools and models
3. MARKET LANDSCAPE
3.1. GROWTH DRIVERS
3.1.1. Impact analysis
3.2. RESTRAINTS AND CHALLENGES
3.2.1. Impact analysis
3.3. PORTER'S ANALYSIS