本レポートは最新版が発行されています。 次のリンクをクリックして 最新版をご確認ください。
以前に本レポートを購入済みの方は、ページ右側のダウンロード用リンクより、ダウンロードをお試しください。
1. | EXECUTIVE SUMMARY |
1.1. | Executive Introduction |
1.2. | Timeline of XR products |
1.3. | XR is used in many different applications |
1.4. | Terminology |
1.5. | Classification of XR products (1) |
1.6. | Companies in the XR Space |
1.7. | Technical and Physical Trends |
1.8. | Volumes and Value trends |
1.9. | Key Takeaways |
2. | INTRODUCTION |
2.1. | Introduction: Virtual, Augmented and Mixed Reality |
2.2. | XR has advanced in the past decade |
2.3. | Terminology: Search trends |
2.4. | Glossary |
2.5. | Nomenclature: VR, AR, MR, XR |
2.6. | Definitions and product categories |
2.7. | Related areas to VR: FPV, video glasses |
2.8. | Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging |
2.9. | Product ecosystem beyond the hardware |
2.10. | Most prominent patentholders |
2.11. | VC funding for AR & VR |
2.12. | Huge private investment in parallel |
2.13. | How much money is needed? |
2.14. | Applications in VR, AR & MR |
2.15. | AR and VR could help reduce the "Skills Gap" |
2.16. | Younger generations could become accustomed to interacting with AR applications |
3. | VIRTUAL REALITY (VR) |
3.1. | Introduction |
3.2. | Types of VR headset |
3.3. | PC VR & Console VR |
3.4. | Virtual Reality Set-ups |
3.5. | Tracking (1) - A basic explanation of an inside-out setup |
3.6. | Tracking (2) - A typical outside-in PC VR setup |
3.7. | Related product types: Backpack VR |
3.8. | Backpack VR for maximum immersion |
3.9. | Other workarounds: Constraining user movement |
3.10. | Smartphone / mobile VR |
3.11. | Smartphone VR examples (high end) |
3.12. | Smartphone VR examples (low end) |
3.13. | Standalone VR |
3.14. | Standalone VR headset landscape |
3.15. | Key advances required for Standalone VR success |
3.16. | Profiles of key players in VR |
3.17. | Oculus |
3.18. | Oculus: VR products today |
3.19. | HTC Vive |
3.20. | Sony: PlayStation VR |
3.21. | Windows Mixed Reality |
3.22. | Goertek |
3.23. | Pico |
3.24. | Alcatel (TCL) |
3.25. | LeEco |
3.26. | ANT VR |
3.27. | Fove Inc |
4. | VR: RELATED PRODUCT AREAS |
4.1. | FPV and video glasses |
4.2. | Example: Shenzhen Topsky Industrial |
5. | VR: DISCUSSION AND FORECASTS |
5.1. | The future of VR |
5.2. | VR: Historic device sales |
5.3. | Data on PC VR headset usage for gaming |
5.4. | VR: Volume forecasts |
5.5. | VR: Revenue forecasts |
5.6. | Cyclic nature of hardware sales |
5.7. | Prominent technical challenges to be addressed |
5.8. | VR: Summary and outlook |
5.9. | VR: Full data and forecast (Volume, 2010 - 2030) |
5.10. | VR: Full data and forecast (Revenue, 2010 - 2030) |
6. | AUGMENTED AND MIXED REALITY (AR & MR) |
6.1. | Introduction |
6.2. | Comparison between VR, AR and MR |
6.3. | Comparison between AR and MR |
6.4. | AR/MR Hardware Product Distribution |
6.5. | Categories of AR/MR |
6.6. | Sectors for AR and MR |
6.7. | Classification - Smartphone AR/MR |
6.8. | Classification - PC AR/MR |
6.9. | Classification - Standalone AR/MR |
6.10. | Standalone AR Form Factor Landscape |
6.11. | Targets for AR/MR hardware |
6.12. | Profiles of Key players in AR/MR |
6.13. | Microsoft: Hololens |
6.14. | Magic Leap |
6.15. | Google Glass |
6.16. | Vuzix |
6.17. | Lenovo |
6.18. | Epson |
6.19. | DAQRI |
6.20. | E-Space Time |
6.21. | Shadow Creator |
6.22. | Realwear |
6.23. | Volvo/Varjo |
6.24. | North |
6.25. | RideOn |
7. | AR & MR: COMPONENT AND REFERENCE HEADSET SUPPLIERS |
7.1. | Introduction |
7.2. | Lumus |
7.3. | Kopin |
7.4. | Optinvent |
7.5. | LetinAR |
7.6. | eMagin |
7.7. | Dispelix |
7.8. | Syndiant |
8. | AR & MR: RELATED PRODUCT AREAS |
8.1. | Related product companies |
8.2. | Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging |
8.3. | Oakley: Radar Pace |
8.4. | Snap Inc: Spectacles |
8.5. | OrCam MyEye |
8.6. | Shenzhen Langahiyin Electronic Ltd |
8.7. | AR Senz |
8.8. | AMA XPERTEYE |
8.9. | Ultraleap |
9. | AR & MR: DISCUSSION AND FORECASTS |
9.1. | The future of AR & MR |
9.2. | AR & MR: Discussions and forecast |
9.3. | AR & MR: Historic device sales |
9.4. | Outlook by device type |
9.5. | AR & MR: Volume forecasts |
9.6. | AR & MR: Revenue forecasts |
9.7. | AR & MR: Assessment and assumptions |
9.8. | AR & MR: Summary and outlook |
9.9. | AR & MR: Full data and forecast (Volume, 2010 - 2030) |
9.10. | AR & MR: Full data and forecast (Revenue, 2010 - 2030) |
10. | KEY HARDWARE TRENDS |
10.1. | XR properties which impact user experience |
10.1.1. | Field of View |
10.1.2. | Weight |
10.2. | What optics and displays are used in XR devices? |
10.2.1. | Common Waveguides |
10.2.2. | Common Waveguides (2) - diagram of operation |
10.2.3. | Lenses |
10.2.4. | Display Types |
10.2.5. | Resolution (1) |
10.2.6. | Refresh Rate |
10.2.7. | Eye Dominance in AR - Left or Right Eye? |
10.3. | How do XR devices locate their position? |
10.3.1. | What is Mapping and Localisation? |
10.3.2. | Mapping and Localisation - SLAM |
10.3.3. | Mapping and Localisation - Examples |
10.3.4. | Mapping and Localisation - required sensors |
10.4. | Tying together the properties |
10.4.1. | The resolution improvements over time |
10.4.2. | Increasing Resolution also has an increasing FoV |
10.4.3. | Comparison between Display Types |
10.4.4. | Display Types in AR |
10.4.5. | Display Types in VR |
10.4.6. | Key Takeaways |
11. | OPTICAL SENSORS - VISION & DEPTH |
11.1. | Chapter Summary |
11.2. | 3D imaging and motion capture |
11.3. | Application example: Motion capture in animation |
11.4. | Stereoscopic vision |
11.5. | Time of flight |
11.6. | Structured light |
11.7. | Comparison of 3D imaging technologies |
11.8. | Example: Leap Motion (part of Ultraleap) |
11.9. | Example: Microsoft; from Kinect to Hololens |
11.10. | Example: Intel's RealSense™ |
11.11. | Example: Occipital |
11.12. | Commercial 3D camera examples |
11.13. | Company example: Orbbec |
11.14. | Company Example: uSens |
12. | SOFTWARE AND CONTENT PRODUCTION FOR VR, AR AND MR |
12.1. | Chapter Summary |
12.2. | SDK's for AR and MR |
12.3. | Unity |
12.4. | Vuforia |
12.5. | nVidia |
12.6. | Content example: Pokémon Go App |
12.7. | Content Example: IKEA Place |
13. | COLLAPSED, SPUN OUT, REVIVED |
13.1. | In 2019 a number of prominent companies closed. What is the future for these companies? |
13.2. | Meta -> Meta View |
13.3. | BlippAR |
13.4. | ODG |
スライド | 198 |
---|---|
フォーキャスト | 2030 |