Next Generation User Interfaces (UI) and User Experiences (UX): 2018-2023 Market Outlook for Augmented, Mixed, and Virtual Reality UI and UX in Consumer, Enterprise and Industrial Segments

DUBLIN, July 20, 2018 — (PRNewswire) —

The "Next Generation User Interfaces (UI) and User Experiences (UX): Market Outlook for Augmented, Mixed, and Virtual Reality UI and UX in Consumer, Enterprise, and Industrial Segments 2018 - 2023" report has been added to ResearchAndMarkets.com's offering.

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Next generation User Interfaces (UI) will be tactile and responsive to non-verbal communication in which remote users will be able to enjoy haptic experiences through real-time interactive systems. Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) enabled UI will be important to enable a substantially more rich User Experience (UX) for many industry verticals that leverage these immersive technologies. The research sees these technologies being used for a myriad of different consumer-facing UX enhanced marketing, sales, and product/service usage scenarios. We also AR, MR, and VR used for a variety of enterprise purpose including internal operations, managing supply chains, and supporting customers.

The primary goal of Augmented Reality 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 Mixed Reality are broad, yet directionally focused on a true merging of real and virtual worlds, which the publisher 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.

It 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.

This research also provides an in-depth assessment of the VR market including analysis of VR ecosystem and role of value chain partners, evaluation of recent VR patent filings and intellectual property, analysis of current price metrics VR devices, apps, and content, assessment of key VR companies and solutions with SWOT analysis, analysis of emerging business models and evolution of VR monetization, evaluation of VR component market: devices, software, hardware, platforms, and analysis of key VR growth drivers, market challenges, and emerging opportunities. Detailed forecasts for the VR market through 2023 are included.

Aided by 5G networks, next generation UI and UX will encompass transmission of touch and actuation in real-time, leading to a new class of highly interactive and engaging services generally referred to as Haptic Communications. It is expected that commercialization of 5G will allow the Haptic Internet to go mainstream as applications become available on an anytime, anywhere basis. This comprehensive research also addresses the impact of 5G on Haptic Internet and Virtual Reality including both the pre-5G VR base market as well as the what we refer to as the 5G Accelerated Uptake market in post-5G era.

Select Research Findings

  • Head Mounted Display growth will be 69% CAGR from 2018 to 2023
  • Global VR revenue will grow with CAGR of nearly 55% from 2018-2023
  • Industrial segments hold great promise for AR, particularly in manufacturing
  • Fully immersive VR systems will begin to gain substantial momentum by 2021
  • 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 AR/MR Hardware, Software, and Services market to Reach $65.8B USD by 2023

Full List of Companies Featured

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

Key Topics Covered

Virtual Reality (VR) Marketplace: VR Technologies, Companies, Solutions, Devices, Components, Applications and Services 2018 - 2023

1 Introduction
1.1 Research Objectives
1.2 Scope of Research
1.3 Target Audience
1.4 Company Coverage

2 Executive Summary
2.1 VR Market Segments and Sub-Segments
2.2 Key Report Findings

3 Overview
3.1 Introduction to VR
3.1.1 VR System
3.1.2 VR System Assessment
3.2 VR Market Segment
3.2.1 VR Device
3.2.1.1 Head Mounted Display (HMD)
3.2.1.2 Gesture Tracking Device (GTD)
3.2.1.2.1 Haptic Gloves
3.2.1.2.2 Haptic Suits
3.2.1.2.3 Other Devices including Controller and Camera
3.2.1.3 Projectors and Display Wall (PDW)
3.2.1.4 Heads-Up Displays (HUD)
3.2.2 VR Hardware Component
3.2.2.1 Sensors
3.2.2.1.1 Accelerometers
3.2.2.1.2 Proximity Sensor
3.2.2.1.3 Magnetometers
3.2.2.1.4 GPS System
3.2.2.1.5 Gyroscopes
3.2.2.1.6 3D Image Sensor
3.2.2.2 Semiconductor Component
3.2.2.2.1 Haptic Controller and Integrated Circuits
3.2.2.2.2 Graphic Processing Unit (GPU)
3.2.2.2.3 VR Displays
3.2.2.2.4 Central Processing Unit (CPU)
3.2.2.2.5 Memory
3.2.2.2.6 Tracking System
3.2.2.2.7 Process Acceleration Cards
3.2.2.2.8 Input Devices
3.2.2.2.9 USB Connector
3.2.2.3 Audio Hardware
3.2.3 VR Software
3.2.3.1 VR Apps
3.2.3.2 Software Component
3.2.3.2.1 Reality Engine
3.2.3.2.2 Software Development Kits
3.2.3.2.3 3D Modeling
3.2.3.2.4 2D Graphics
3.2.3.2.5 Digital Sound Editing
3.2.4 VR Service
3.2.4.1 VR Simulation Service
3.2.4.2 VR App store Service
3.2.4.3 Deployment and Management Service
3.2.5 VR Content
3.2.5.1 Games and Entertainment
3.2.5.2 VR, Video, and an Emphasis on Instructional Content
3.2.5.3 VR Theme Park: An Immersive Experience
3.2.5.3.1 VR Content Developer Engagement
3.3 Market Drivers
3.3.1 Increasing Popularity of Immersive Vision
3.3.2 Usability to Increase Adoption of VR Devices
3.3.3 Built in VR Functions with Smartphones and Tablets
3.3.4 VR in Training and Simulation
3.3.5 Price Affordability of Devices and Components
3.3.6 VR in Enterprise and Industrial Settings
3.4 Market Challenge
3.4.1 Adverse Impact on User Health
3.4.2 Fully Immersive VR Experience is Costly
3.4.3 Ensuring Usability in Design and Tracking System
3.4.4 High Energy Consumption May Lead to Poor Performance
3.5 Market Opportunity
3.5.1 Increasing Investment Trend
3.5.2 Merger and Acquisition Trend to Fuel VR Innovation
3.5.3 Convergence of VR and AR for Mixed Reality
3.5.4 VR Telepresence Apps
3.5.5 VR meets Immersive Social Platform
3.5.6 VR in Drones and Telerobotics
3.5.7 VR in Adult Video Industry
3.5.8 VR Accelerate 3D TV and Printing
3.5.9 VR in Life Saving Applications
3.5.10 VR Opportunity for Telecom Operator
3.5.11 VR to Take 5G Haptic or Tactile Experience Mainstream

4 VR Ecosystem Analysis
4.1 Stakeholder Analysis
4.1.1 VR Device Manufacturers
4.1.2 VR Component Manufacturers
4.1.3 VR Software Solution Providers
4.1.4 VR Service Suit Providers
4.1.5 VR Content Providers
4.1.6 VR End Users

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