1. | EXECUTIVE SUMMARY |
1.1. | Virtual and augmented reality: the beginning |
1.2. | Motion blur explained |
1.3. | The key elements of presence in VR |
1.4. | The rise of augmented reality |
1.5. | Pokémon Go: The first "killer app" for AR |
1.6. | Categories of AR and VR headsets |
1.7. | Applications for VR headsets: Social apps & VR cafes |
1.8. | Applications for AR headsets: Niche B2C & social AR emerging |
1.9. | Display requirements for AR & VR |
1.10. | Innovation in head mounted displays: Projecting virtual content in multiple focal planes |
1.11. | Innovation in head mounted displays: Foveated image rendering |
1.12. | Haptics in mainstream VR today |
1.13. | Market forecasts for AR & VR: Volumes |
1.14. | Market forecasts for AR & VR: Value |
2. | INTRODUCTION |
2.1. | Introduction: electronic functionality in eyewear |
2.2. | Nomenclature in the smart eyewear world: virtual (VR) and augmented (AR) reality |
2.3. | Nomenclature in the smart eyewear world: variations of AR and VR |
2.4. | Some examples of AR and VR headsets by category |
2.5. | Functional (Smart) contact lenses |
2.6. | Applications for smart eyewear- addressing the B2B and B2C markets |
2.7. | Applications of AR & VR |
2.8. | Applications for smart eyewear - design |
2.9. | Applications for smart eyewear - medical |
2.10. | Applications for smart eyewear - collaboration |
2.11. | Development work: areas of focus |
2.12. | Development work: displays and optics, user interfaces |
2.13. | Development work: focus tunable & foveated displays |
2.14. | Development work in functional contact lenses |
3. | AR & VR DEVICES |
3.1. | AR headsets |
3.2. | Microsoft Hololens |
3.3. | Meta 2 |
3.4. | Kopin Solos |
3.5. | Kopin Golden-i 3.8D |
3.6. | Epson Moverio BT-300 |
3.7. | Epson Moverio Pro BT-2000 |
3.8. | Atheer Labs, AiR Glasses |
3.9. | ODG R8 |
3.10. | ODG R9 |
3.11. | ODG R7 |
3.12. | DAQRI Smart Helmet |
3.13. | DAQRI Smart Glasses |
3.14. | Brother |
3.15. | Cinoptics |
3.16. | Penny C-Wear 30 |
3.17. | Lumus DK50 |
3.18. | Evena |
3.19. | Vuzix M100 and M300 |
3.20. | IMMY NEO iC 60 |
3.21. | Oakley Radar Pace |
3.22. | OrCam MyEye |
3.23. | Snapchat Spectacles |
3.24. | Google Glass |
3.25. | Picavi - A Google partner example |
3.26. | Magic Leap |
3.27. | Avegant |
3.28. | Optinvent |
3.29. | VR headsets |
3.30. | PC VR |
3.31. | Oculus Rift CV1 |
3.32. | Sony Playstation VR |
3.33. | HTC Vive |
3.34. | Avegant Glyph |
3.35. | Windows 10 compatible VR headsets |
3.36. | Some Windows 10 compatible VR headset designs unveiled |
3.37. | Standalone VR |
3.38. | Royole X & Royole Moon: portable theatres by Royole |
3.39. | Alcatel Vision |
3.40. | Upcoming Standalone VR merging with AR: Intel Alloy - Sulon q |
3.41. | Mobile VR |
3.42. | Samsung Gear VR |
3.43. | Google Daydream View |
3.44. | Zeiss VR One Plus |
3.45. | Alcatel VR15 |
3.46. | Non-electronic VR |
3.47. | Google Cardboard |
3.48. | Google Cardboard and other non-electronic headsets |
3.49. | Discussion: the first wave of VR products and the VR experience |
4. | DISPLAYS AND MICRODISPLAYS |
4.1. | Displays and Microdisplays for AR & VR |
4.2. | Head mounted displays for VR headsets |
4.3. | Microdisplays for VR? |
4.4. | Head mounted displays for AR headsets - microdisplays |
4.5. | Transmissive LCDs |
4.6. | Liquid Crystal on Silicon (LCoS) microdisplays |
4.7. | Liquid Crystal on Silicon (LCoS) microdisplays - operating principle |
4.8. | Liquid Crystal on Silicon (LCoS) microdisplays - generating color in a three-panel configuration |
4.9. | Liquid Crystal on Silicon (LCoS) microdisplays - generating color in a single-panel configuration |
4.10. | Digital Light Processing (DLP) - Digital Micromirror Device (DMD) |
4.11. | microOLED |
4.12. | Emerging options: microLEDs |
4.13. | Technology suppliers |
4.14. | Microdisplay technologies: comparative summary |
4.15. | Microdisplay technologies: investment & acquisitions |
4.16. | Microdisplay technologies: comparison discussion |
4.17. | Microdisplay technologies: incumbent vs emerging options |
4.18. | Microdisplays: the future of micro-OLED |
4.19. | Microdisplays: will micro-LED win in the longterm? |
5. | OPTICAL ENGINES |
5.1. | Optical engines in near eye computing - purpose |
5.2. | Optical engines for AR headsets: I want it all! |
5.3. | Pupil forming and non-pupil forming optical engines |
5.4. | Optical engines for AR & VR headsets |
5.5. | Magnifier architectures: Rift, Vive and Playstation VR |
5.6. | Immersion displays: Magnifier architectures |
5.7. | Immersion displays: Virtual retina display |
5.8. | See through displays: combiners |
5.9. | See through displays: waveguides & lightguides |
5.10. | See through displays: other approaches - IMMY - Olympus |
5.11. | See through displays: other approaches |
5.12. | Field of View for different headsets |
5.13. | Achieving high angular resolution |
5.14. | FOV vs. resolution |
5.15. | FOV vs. resolution in AR & VR |
5.16. | Innovation in AR and VR: the conflict of accommodation and vergence |
5.17. | Innovation in AR and VR: Resolving the Vergence-Accommodation Conflict in Head Mounted Displays |
5.18. | Monovision vs. focus-tunable displays |
5.19. | Deep Optics: dynamically focus-tunable displays |
5.20. | Innovation in AR and VR: Addressing the conflict of accommodation and Vergence - the concept of focus tunable displays |
5.21. | Innovation in AR and VR: addressing the conflict of accommodation and Vergence - the concept of foveated rendering |
5.22. | Innovation in AR and VR: eye tracking & foveated rendering SMI |
5.23. | Innovation in AR and VR: eye tracking & foveated rendering Nvidia |
5.24. | Innovation in AR and VR: eye tracking & foveated rendering Fove - QiVARI |
5.25. | Innovation in AR and VR: eye tracking & foveated rendering Tobii - The Eye Tribe |
6. | HAPTICS IN VR |
6.1. | Case Study: Haptics in VR |
6.2. | Stimulating the senses: Sight, sound, touch and beyond |
6.3. | Haptics in mainstream VR today |
6.4. | Categories for the technology today |
6.5. | Haptics in controllers: inertial and surface actuation |
6.6. | Example: Surface actuation on a controller |
6.7. | Motion simulators and vehicles: established platforms |
6.8. | New motion simulators are still used to show off VR |
6.9. | Examples: personal VR motion simulators and vehicles |
6.10. | Wearable haptic interfaces |
6.11. | Wearable haptic interfaces - rings |
6.12. | Commercial examples: GoTouchVR |
6.13. | Wearable haptic interfaces - gloves |
6.14. | Examples: Virtuix, NeuroDigital Technologies |
6.15. | Wearable haptic interfaces - shoes |
6.16. | Commercial examples: Nidec, CEREVO, and others |
6.17. | Wearable haptic interfaces - harnesses and apparel |
6.18. | Wearable haptic interfaces - exoskeletons |
6.19. | Commercial examples: Dexta Robotics |
6.20. | Kinaesthetic haptics |
6.21. | Kinaesthetic devices: types and process flow |
6.22. | Exoskeletons |
6.23. | Manipulandums |
6.24. | FundamentalVR - haptics for training surgeons in VR |
6.25. | Robotics: Hacking existing platforms to build kinaesthetic haptics |
6.26. | The case for contactless haptics in VR |
6.27. | Forecast: Haptics in VR & AR by haptic technology |
6.28. | Related topic: Power-assist exoskeletons and apparel |
6.29. | Power assist exoskeletons |
6.30. | The relationship between assistive devices and kinaesthetic haptics |
6.31. | Example: Ekso Bionics |
6.32. | Power assist suits - UPR |
6.33. | Power assist apparel - Superflex |
6.34. | Geographical and market trends |
7. | POWER |
7.1. | Initial observations on energy storage for smart eyewear |
7.2. | Size reduction strategies for energy storage devices |
7.3. | Existing shapes: thin film and coin cell batteries |
7.4. | Energy storage fit for purpose: Kopin- Hitachi Maxell |
7.5. | Energy storage design: effect of packaging |
8. | MARKET FORECASTS 2017-2027 |
8.1. | Market forecasts for AR & VR: Volumes |
8.2. | Market forecasts for VR: VR will plateau 2022 onwards |
8.3. | What markets will follow the gaming market's growth? Social VR C& VR cafes |
8.4. | Market forecasts for AR: Growth from 2020 onwards |
8.5. | OLED microdisplays for VR: Facilitating the transition to VR-capable AR headsets |
8.6. | Market forecasts for AR & VR: Value |
8.7. | Pricing evolution in different AR & VR headsets |
8.8. | Market forecasts for AR & VR: Headset market value |
9. | COMPANY PROFILES |
9.1. | Atheer Labs |
9.2. | Avegant |
9.3. | Dispelix |
9.4. | FlexEl, LLC |
9.5. | HAP2U |
9.6. | Immersion Corporation |
9.7. | Imprint Energy, Inc |
9.8. | Jenax |
9.9. | Kopin Corporation |
9.10. | MicroOLED |
9.11. | mLED |
9.12. | Nidec Motor Corporation |
9.13. | Novasentis |
9.14. | Oculus |
9.15. | Optinvent |
9.16. | Ostendo Technologies |
9.17. | Osterhout Design Group |
9.18. | Ricoh |
9.19. | Royole Corporation |
9.20. | Seiko Epson Corporation |
9.21. | Sony Europe (SES) |
9.22. | Syndiant |
9.23. | Vuzix |