>سوق الواقع المعزز (AR) والواقع المختلط (MR) في أوروبا، حسب المكون (الأجهزة والبرامج والخدمات)، نموذج النشر (السحابة، في الموقع)، قناة التوزيع (غير متصلة بالإنترنت، عبر الإنترنت)، نوع الجهاز (شاشة عرض أمامية، شاشة مثبتة على الرأس ، جهاز عرض وجدار عرض، أجهزة تتبع الإيماءات)، التكنولوجيا (الواقع المعزز المحمول، التكنولوجيا القائمة على الشاشة، التكنولوجيا القائمة على العين القريبة)، التطبيق (تحسين سير العمل، التعاون التسويقي، تحسين 2-D و 3-D، التصور، النمذجة ثلاثية الأبعاد، التوثيق، الملاحة)، المستخدم النهائي (التجزئة والتجارة الإلكترونية، تكنولوجيا المعلومات والاتصالات، السيارات، الفضاء والدفاع، الرعاية الصحية، الرسوم المتحركة، السفر والسياحة، الطاقة، وسائل الإعلام والترفيه، التعليم، البناء، الألعاب والرياضة، الخدمات المصرفية) - اتجاهات الصناعة والتوقعات حتى عام 2029.
تحليل وحجم سوق الواقع المعزز (AR) والواقع المختلط (MR) في أوروبا
لقد جلب الواقع المعزز والواقع المختلط تغييرًا جديدًا إلى الرقمنة. أصبح من الأسهل الآن تجربة العالم الحقيقي من خلال ضبط ظروف بيئية مختلفة. يتمتع الواقع المعزز والواقع المختلط بمجموعة واسعة من التطبيقات، وزاد نمو السوق بشكل كبير حيث أصبح استخدام الواقع المعزز والواقع المختلط شائعًا في أجهزة محاكاة القيادة. يوفر الواقع المعزز والواقع المختلط للسائق إحساسًا حقيقيًا بالطريق وظروف القيادة وأدلة السيارة وحركة المرور على الطرق مما يساعد على تجنب الحوادث في المرحلة الأولية من التعلم ويجهز السائقين لمواقف مختلفة. أدت هذه السمات إلى زيادة استخدام الواقع المعزز والواقع المختلط في الدفاع والفضاء أيضًا. استخدمه أفراد الجيش للتدريب في ظروف مختلفة مثل القفز بالمظلات والغواصات ومواقف القتال والقيادة في ظروف بيئية مختلفة.
تحلل شركة Data Bridge Market Research أن سوق الواقع المعزز والواقع المختلط في أوروبا من المتوقع أن تصل قيمته إلى 1,33,173.90 مليون دولار أمريكي بحلول عام 2029، بمعدل نمو سنوي مركب قدره 49.2% خلال الفترة المتوقعة. يشكل قطاع الحلول أكبر قطاع عروض في سوق الواقع المعزز والواقع المختلط في أوروبا. يغطي سوق الواقع المعزز والواقع المختلط في أوروبا أيضًا تحليل الأسعار وتحليل براءات الاختراع والتقدم التكنولوجي بعمق.
تقرير القياس |
تفاصيل |
فترة التنبؤ |
2022 إلى 2029 |
سنة الأساس |
2021 |
سنوات تاريخية |
2020 |
وحدات كمية |
الإيرادات بالملايين من الدولارات الأمريكية، التسعير بالدولار الأمريكي |
القطاعات المغطاة |
By Component (Hardware, Software, Services), Deployment Model (Cloud, On Premise), Distribution Channel (Offline, Online), Device Type (Head Up Display, Head Mounted Display, Projector & Display Wall, Gesture Tracking Devices), Technology (Mobile Augmented Reality, Monitor-Based Technology, Near Eye Based Technology), Application (Workflow Optimization, Marketing Collaboration, Enhanced 2-D & 3-D, Visualizations, 3D Modelling, Documentation, Navigation), End User (Retail & E-Commerce, IT & Telecommunication, Automotive, Aerospace & Defense, Healthcare, Animation, Travel & Tourism, Energy, Media & Entertainment, Education, Construction, Games & Sports, Banking)- Industry Trends and Forecast to 2029. |
Countries Covered |
Germany, U.K., France, Italy, Spain, Netherlands, Switzerland, Russia, Sweden, Poland, Belgium, Turkey, Rest of Europe |
Market Players Covered |
HP Development Company, LP, HTC Corporation, Autodesk Inc., Barco, Intel Corporation, PTC, Seiko Epson Corporation, Ultraleap Limited, ASUSTek Computer Inc., Dell, Google (a subsidiary of Alphabet Inc.), Sony Corporation, Lenovo, Microsoft, SAMSUNG ELECTRONICS CO., LTD., Panasonic Corporation, RealWear, Inc., Magic Leap, Inc., EON Reality and TeamViewer among others |
Market Definition
Augmented reality is a technology that uses the existing user's environment and overlays the digital or virtual content or information over it to offer an immersive digital experience in a real-time environment. Augmented reality applications are developed on special 3D programs, which enable developers to integrate contextual or digital content with the real world in real-time. Augmented reality offers interactive experiences through multiple sensory modalities, including haptic, auditory, visual, somatosensory and more. The technology has a wide range of applications in entertainment, training and educational areas. Industries such as manufacturing, healthcare and logistics, among others, are more focusing on adopting this technology for training, maintenance, assistance and monitoring applications.
Mixed reality symbolizes the controlled collision of the AR/VR and IoT trends. Mixed reality (MR), also referred to as hybrid reality, is the technology that is used to merge real and virtual worlds and produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Mixed reality is an interdisciplinary field involving computer graphics, signal processing, computer apparition, user interfaces, mobile computing, wearable computing, information visualization and the design of displays and sensors. Mixed reality concepts are increasingly being adopted by various industries, including automotive, healthcare and office environments, among others.
Europe Augmented Reality (AR) & Mixed Reality (MR) Market Dynamics
This section deals with understanding the market drivers, advantages, opportunities, restraints and challenges. All of this is discussed in detail below-
Drivers
- Increasing penetration of smart devices and internet services
With the introduction of smart devices, AR has provided valuable opportunities for retailers to engage consumers, showcase their products and create a competitive advantage, which is expected to drive Europe augmented reality (AR) & mixed reality (MR) market significantly.
- Rise in adoption of augmented reality by educational institutes
AR in education allows students to gain knowledge through rich visuals and immersion into the subject matter. Moreover, speech technology also engages students by providing comprehensive details about the topic in a voice format. Therefore, the concept of eLearning with AR has become an essential strategy for gathering information, which is expected to drive Europe augmented reality (AR) & mixed reality (MR) market significantly.
- Increasing focus on cyber-physical systems
Augmented reality (AR) enables intuitive and efficient human-machine interactions between humans and CPMT (Cyber-Physical Machine Tool). As cyber-physical security systems become model-based and leverage augmented, virtual, or mixed reality, the gaps between training, planning/analysis and situational awareness simulations disappear. Through a model-driven contextual interface, users can experience a virtual representation of a real-world facility.
- More of technological advancement and digitization
The continuing convergence of digitalization in the real and the virtual worlds have become the main factor of innovation and change in all sectors of our economy. Augmented Reality Technology (AR) has become one of the critical digital transformation technologies in industrial and non-industrial areas. The rise of augmented reality has transformed lives and day-to-day operations in technology, hospitality, healthcare and other sectors. The use of augmented reality helps the customers understand the product or the service with more ease and helps them make the decisions easier. In addition, augmented reality can also help build and improve the organization's brand image by giving the customers a seamless buying experience.
Opportunities
-
Increased deployment of AR and MR technology in numerous industries
The applications in various industrial sectors, especially in the defense industry, extensively use augmented and mixed reality. It is expected to create opportunities for the Europe augmented reality (AR) & mixed reality (MR) market.
Restraints/Challenges
- Stringent regulations of government for varied organizations
AR (augmented reality) and MR (mixed reality) devices and applications are already subject to several laws and regulations governing individual privacy and user data across the countries. However, the current regulatory landscape addresses only some of the risks of using augmented reality devices. Specific requirements complicate the data collection necessary to provide robust and secure immersive experiences across sectors.
COVID-19 Impact on Europe Augmented Reality (AR) & Mixed Reality (MR) Market
COVID-19 created a major impact on various industries as almost every country has opted for the shutdown of every facility except the ones dealing in the essential goods segment. The government has taken some strict actions such as the shutdown of facilities and sale of non-essential goods, blocked international trade and many more to prevent the spread of COVID-19. The only business dealing in this pandemic situation is the essential services allowed to open and run the processes.
The increased usage of augmented reality-based devices has provided significant opportunities amid the covid-19 pandemic. Although consumer purchasing power has been greatly diminished as a result of the coronavirus-induced economic slump, resulting in the decline of profit margins in organizations. While many key marketers and leaders saw signs of improvement from past years, it remains difficult to ascertain the actual market situation as the pent-up demand may be covering up a lower intrinsic level of demand for AR-based devices. The increase in AR smartphone applications, the rise in demand for remote collaboration and technological advancements in medical applications are some of the factors driving the growth of the augmented reality and mixed reality market.
Manufacturers are making various strategic decisions to meet the growing demand in the COVID-19 period. The players were involved in strategic activities such as partnerships, collaborations, acquisitions and others to improve the technology involved in the augmented reality (AR) & mixed reality (MR) market. With this, the companies will bring advanced and accurate solutions to the market. In addition, the government initiatives to boost digitization across industries have led to the market's growth.
Recent Developments
- In April 2021, Microsoft announced a Pentagon contract with the U.S. military for augmented reality headgear for soldiers worth USD 21.88 billion. This HoloLens will deliver soldiers more efficient visibility, next-generation night vision and situational awareness for any war. This has also helped the company to transcend the traditional boundaries of space and time in the field of AR, thereby expanding their products in the market
- In July 2021, SAMSUNG ELECTRONICS CO., LTD. expanded its contactless offerings for consumers with a new Augmented Reality (AR) enabled service for its flagship products. With this, consumers may virtually experience a product in their homes, check product dimensions and make an informed selection with the AR service. This has also helped the company to expand its product portfolio in the augmented reality market
Europe Augmented Reality (AR) & Mixed Reality (MR) Market Scope
Europe augmented reality (AR) & mixed reality (MR) market is segmented on the basis of component, deployment model, distribution channel, device type, technology, application and end user. The growth amongst these segments will help you analyze meager growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.
By Component
- Hardware
- Software
- Services
On the basis of component, Europe augmented reality (AR) & mixed reality (MR) market is segmented into hardware, software and services.
By Deployment Model
- On-Premise
- Cloud
On the basis of the deployment model, Europe augmented reality (AR) & mixed reality (MR) market is segmented into on-premise and cloud.
By Distribution Channel
- Offline
- Online
On the basis of organization size, Europe augmented reality (AR) & mixed reality (MR) market is segmented into offline and online.
By Device Type
- Desktop
- Head Up Display
- Head Mounted Display
- Projector And Display Wall
- Gesture Tracking Devices
On the basis of device type, Europe augmented reality (AR) & mixed reality (MR) market has been segmented into head up display, head mounted display, projector and display wall and gesture tracking devices.
By Technology
- Mobile Augmented Reality
- Monitor-Based Technology
- Near Eye Based Technology
On the basis of technology, Europe augmented reality (AR) & mixed reality (MR) market has been segmented into mobile augmented reality, monitor-based technology and near eye based technology.
By Application
- Banking, Financial Services and Insurance (BFSI)
- Workflow Optimization
- Marketing Collaboration
- Enhanced 2-D And 3-D
- Visualizations
- 3d Modelling
- Documentation
- Navigation
On the basis of application, Europe augmented reality (AR) & mixed reality (MR) market has been segmented into workflow optimization, marketing collaboration, enhanced 2-D and 3-D, visualizations, 3D modeling, documentation and navigation.
By End User
- Banking, Financial Services and Insurance (BFSI)
- Retail And E-Commerce
- IT And Telecommunication
- Automotive
- Aerospace And Defense
- Healthcare
- Animation
- Travel And Tourism
- Energy
- Media And Entertainment
- Education
- Construction
- Games And Sports
- Banking
- Others
On the basis of end user, Europe augmented reality (AR) & mixed reality (MR) market is segmented into retail and e-commerce, IT and telecommunication, automotive, aerospace and defense, healthcare, travel and tourism, energy, media and entertainment, education, construction, games and sports, banking and others.
تحليل/رؤى إقليمية لسوق الواقع المعزز (AR) والواقع المختلط (MR)
يتم تحليل سوق الواقع المعزز (AR) والواقع المختلط (MR) في أوروبا ويتم توفير رؤى حجم السوق والاتجاهات حسب البلد والمكون ونموذج النشر وقناة التوزيع ونوع الجهاز والتكنولوجيا والتطبيق والمستخدم النهائي كما هو مذكور أعلاه.
الدول التي يغطيها تقرير سوق الواقع المعزز (AR) والواقع المختلط (MR) في أوروبا هي ألمانيا والمملكة المتحدة وفرنسا وإيطاليا وإسبانيا وهولندا وسويسرا وروسيا والسويد وبولندا وبلجيكا وتركيا وبقية أوروبا.
من المتوقع أن تهيمن ألمانيا على سوق الواقع المعزز والواقع المختلط في أوروبا ومن المرجح أن تكون الأسرع نموًا في أوروبا بسبب مكان العمل الرقمي المتزايد باستمرار والقوى العاملة المتنقلة. علاوة على ذلك، كانت المملكة المتحدة متجاوبة للغاية تجاه تبني أحدث التطورات التكنولوجية، بما في ذلك الأجهزة المحمولة والحوسبة السحابية وإنترنت الأشياء، داخل الشركات التي تدفع نمو السوق.
كما يوفر قسم الدولة في التقرير عوامل التأثير الفردية على السوق والتغيرات في تنظيم السوق التي تؤثر على الاتجاهات الحالية والمستقبلية للسوق. تعد نقاط البيانات مثل تحليل سلسلة القيمة المصب والمصب والاتجاهات الفنية وتحليل قوى بورتر الخمس ودراسات الحالة بعض المؤشرات المستخدمة للتنبؤ بسيناريو السوق للدول الفردية. كما يتم النظر في وجود وتوافر العلامات التجارية الأوروبية والتحديات التي تواجهها بسبب المنافسة الكبيرة أو النادرة من العلامات التجارية المحلية والمحلية وتأثير التعريفات الجمركية المحلية وطرق التجارة أثناء تقديم تحليل تنبؤي لبيانات الدولة.
تحليل المشهد التنافسي وحصة سوق الواقع المعزز والواقع المختلط
يقدم المشهد التنافسي لسوق الواقع المعزز والواقع المختلط في أوروبا تفاصيل عن المنافس. تتضمن التفاصيل نظرة عامة على الشركة، والبيانات المالية للشركة، والإيرادات المتولدة، وإمكانات السوق، والاستثمار في البحث والتطوير، ومبادرات السوق الجديدة، والحضور في أوروبا، ومواقع الإنتاج والمرافق، والقدرات الإنتاجية، ونقاط القوة والضعف في الشركة، وإطلاق المنتج، وعرض المنتج ونطاقه، وهيمنة التطبيق. ترتبط نقاط البيانات المذكورة أعلاه فقط بتركيز الشركات فيما يتعلق بسوق الواقع المعزز والواقع المختلط في أوروبا.
بعض اللاعبين الرئيسيين العاملين في سوق الواقع المعزز (AR) والواقع المختلط (MR) في أوروبا هم HP Development Company و LP و HTC Corporation و Autodesk Inc. و Barco و Intel Corporation و PTC و Seiko Epson Corporation و Ultraleap Limited و ASUSTek Computer Inc. و Dell و Google (شركة تابعة لشركة Alphabet Inc.) و Sony Corporation و Lenovo و Microsoft و SAMSUNG ELECTRONICS CO.، LTD. و Panasonic Corporation و RealWear، Inc. و Magic Leap، Inc. و EON Reality و TeamViewer وغيرها.
SKU-
احصل على إمكانية الوصول عبر الإنترنت إلى التقرير الخاص بأول سحابة استخبارات سوقية في العالم
- لوحة معلومات تحليل البيانات التفاعلية
- لوحة معلومات تحليل الشركة للفرص ذات إمكانات النمو العالية
- إمكانية وصول محلل الأبحاث للتخصيص والاستعلامات
- تحليل المنافسين باستخدام لوحة معلومات تفاعلية
- آخر الأخبار والتحديثات وتحليل الاتجاهات
- استغل قوة تحليل المعايير لتتبع المنافسين بشكل شامل
Table of Content
1 INTRODUCTION
1.1 OBJECTIVES OF THE STUDY
1.2 MARKET DEFINITION
1.3 OVERVIEW OF EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET
1.4 CURRENCY AND PRICING
1.5 LIMITATIONS
1.6 MARKETS COVERED
2 MARKET SEGMENTATION
2.1 MARKETS COVERED
2.2 GEOGRAPHICAL SCOPE
2.3 YEARS CONSIDERED FOR THE STUDY
2.4 DBMR TRIPOD DATA VALIDATION MODEL
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS
2.6 DBMR MARKET POSITION GRID
2.7 VENDOR SHARE ANALYSIS
2.8 MULTIVARIATE MODELING
2.9 COMPONENT TIMELINE CURVE
2.1 MARKET APPLICATION COVERAGE GRID
2.11 SECONDARY SOURCES
2.12 ASSUMPTIONS
3 EXECUTIVE SUMMARY
4 PREMIUM INSIGHTS
4.1 REGULATIONS
4.1.1 IEEE STANDARDS
4.2 POST COVID
4.3 MARKETING
4.4 PRICING ANALYSIS/PRICE SENSITIVITY
4.5 KOREAN CONTENT'S POPULARITY
5 MARKET OVERVIEW
5.1 DRIVERS
5.1.1 INCREASING PENETRATION OF SMART DEVICES AND INTERNET SERVICES
5.1.2 RISE IN ADOPTION OF AUGMENTED REALITY BY EDUCATIONAL INSTITUTES
5.1.3 INCREASING FOCUS ON CYBER-PHYSICAL SYSTEMS
5.1.4 MORE OF TECHNOLOGICAL ADVANCEMENT AND DIGITIZATION
5.2 RESTRAINTS
5.2.1 STRINGENT REGULATIONS OF GOVERNMENT FOR VARIED ORGANIZATIONS
5.2.2 LOSS OF DATA AND PRIVACY
5.3 OPPORTUNITIES
5.3.1 INCREASED DEPLOYMENT OF AR AND MR TECHNOLOGY IN NUMEROUS INDUSTRIES
5.3.2 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION
5.3.3 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS
5.3.4 RISE IN INVESTMENT AND FUNDING BY DEVELOPED COUNTRIES
5.4 CHALLENGES
5.4.1 EUROPE ECONOMIC SLOWDOWN LIMITS THE MARKET DEVELOPMENT
5.4.2 COMPLICATIONS WHILE OPERATING AUGMENTED REALITY (AR) & MIXED REALITY (MR) BASED PRODUCT
6 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY COMPONENT
6.1 OVERVIEW
6.2 HARDWARE
6.2.1 DISPLAYS AND PROJECTORS
6.2.2 CAMERAS
6.2.3 CONTROLLER AND PROCESSOR
6.2.4 SENSORS
6.2.4.1 ACCELEROMETERS
6.2.4.2 GYROSCOPES
6.2.5 PROXIMITY SENSORS
6.2.6 MAGNETOMETERS
6.2.7 OTHERS
6.2.8 POSITION TRACKERS
6.2.9 OTHERS
6.3 SOFTWARE
6.4 SERVICES
6.4.1 IMPLEMENTATION
6.4.2 SUPPORT AND MAINTENANCE
6.4.3 TRAINING
7 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEPLOYMENT MODEL
7.1 OVERVIEW
7.2 CLOUD
7.3 ON-PREMISE
8 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEVICE TYPE
8.1 OVERVIEW
8.2 HEAD MOUNTED DISPLAY
8.2.1 SMART GLASSES
8.2.2 SMART HELMET
8.3 HEAD UP DISPLAY
8.4 PROJECTOR & DISPLAY WALLS
8.5 GESTURE-TRACKING DEVICES
9 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TECHNOLOGY
9.1 OVERVIEW
9.2 MOBILE AUGMENTED REALITY
9.3 MONITOR-BASED TECHNOLOGY
9.4 NEAR EYE BASED TECHNOLOGY
10 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DISTRIBUTION CHANNEL
10.1 OVERVIEW
10.2 OFFLINE
10.3 ONLINE
11 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY APPLICATION
11.1 OVERVIEW
11.2 WORKFLOW OPTIMIZATION
11.3 ENHANCED 2-D AND 3-D
11.4 VISUALIZATIONS
11.5 MARKETING COLLABORATION
11.6 3D MODELING
11.7 DOCUMENTATION
11.8 NAVIGATION
12 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY END USER
12.1 OVERVIEW
12.2 MEDIA AND ENTERTAINMENT
12.2.1 BROADCAST
12.2.2 MUSIC
12.2.3 ART GALLERIES AND EXHIBITIONS
12.2.4 MUSEUMS
12.2.5 THEME PARKS
12.3 GAMES AND SPORTS
12.4 RETAIL AND E-COMMERCE
12.4.1 JEWELLERY
12.4.2 BEAUTY AND COSMETICS
12.4.3 APPAREL FITTING
12.4.4 GROCERY SHOPPING
12.4.5 FOOTWEAR
12.4.6 FURNITURE AND LIGHTING DESIGN
12.5 TRAVEL AND TOURISM
12.6 HEALTHCARE
12.6.1 SURGERY
12.6.2 FITNESS MANAGEMENT
12.6.3 PATIENT CARE MANAGEMENT
12.6.4 PHARMACY MANAGEMENT
12.6.5 OTHERS
12.7 ANIMATION
12.7.1 CHARACTER
12.7.2 CARTOON
12.8 AEROSPACE AND DEFENSE
12.9 AUTOMOTIVE
12.1 CONSTRUCTION
12.11 EDUCATION
12.12 BANKING
12.13 ENERGY
12.14 IT AND TELECOMMUNICATION
12.15 OTHERS
13 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION
13.1 EUROPE
14 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, COMPANY LANDSCAPE
14.1 COMPANY SHARE ANALYSIS: EUROPE
15 SWOT ANALYSIS
16 COMPANY PROFILE
16.1 MICROSOFT
16.1.1 COMPANY SNAPSHOT
16.1.2 REVENUE ANALYSIS
16.1.3 COMPANY SHARE ANALYSIS
16.1.4 PRODUCTS PORTFOLIO
16.1.5 RECENT DEVELOPMENTS
16.2 GOOGLE (A SUBSIDIARY OF ALPHABET INC.)
16.2.1 COMPANY SNAPSHOT
16.2.2 REVENUE ANALYSIS
16.2.3 COMPANY SHARE ANALYSIS
16.2.4 PRODUCTS PORTFOLIO
16.2.5 RECENT DEVELOPMENTS
16.3 SAMSUNG ELECTRONICS CO., LTD.
16.3.1 COMPANY SNAPSHOT
16.3.2 REVENUE ANALYSIS
16.3.3 COMPANY SHARE ANALYSIS
16.3.4 PRODUCT PORTFOLIO
16.3.5 RECENT DEVELOPMENTS
16.4 PANASONIC CORPORATION
16.4.1 COMPANY SNAPSHOT
16.4.2 REVENUE ANALYSIS
16.4.3 COMPANY SHARE ANALYSIS
16.4.4 PRODUCTS PORTFOLIO
16.4.5 RECENT DEVELOPMENTS
16.5 DELL
16.5.1 COMPANY SNAPSHOT
16.5.2 REVENUE ANALYSIS
16.5.3 PRODUCTS PORTFOLIO
16.5.4 RECENT DEVELOPMENTS
16.6 LENOVO
16.6.1 COMPANY SNAPSHOT
16.6.2 REVENUE ANALYSIS
16.6.3 PRODUCTS PORTFOLIO
16.6.4 RECENT DEVELOPMENT
16.7 AUTODESK INC.
16.7.1 COMPANY SNAPSHOT
16.7.2 REVENUE ANALYSIS
16.7.3 PRODUCTS PORTFOLIO
16.7.4 RECENT DEVELOPMENTS
16.8 ASUSTEK COMPUTER INC.
16.8.1 COMPANY SNAPSHOT
16.8.2 REVENUE ANALYSIS
16.8.3 PRODUCT PORTFOLIO
16.8.4 RECENT DEVELOPMENT
16.9 BARCO
16.9.1 COMPANY SNAPSHOT
16.9.2 REVENUE ANALYSIS
16.9.3 PRODUCT PORTFOLIO
16.9.4 RECENT DEVELOPMENTS
16.1 EON REALITY
16.10.1 COMPANY SNAPSHOT
16.10.2 PRODUCT PORTFOLIO
16.10.3 RECENT DEVELOPMENTS
16.11 HP DEVELOPMENT COMPANY, L.P.
16.11.1 COMPANY SNAPSHOT
16.11.2 REVENUE ANALYSIS
16.11.3 PRODUCTS PORTFOLIO
16.11.4 RECENT DEVELOPMENTS
16.12 HTC CORPORATION
16.12.1 COMPANY SNAPSHOT
16.12.2 REVENUE ANALYSIS
16.12.3 PRODUCT PORTFOLIO
16.12.4 RECENT DEVELOPMENTS
16.13 INTEL CORPORATION
16.13.1 COMPANY SNAPSHOT
16.13.2 REVENUE ANALYSIS
16.13.3 PRODUCT PORTFOLIO
16.13.4 RECENT DEVELOPMENTS
16.14 MAGIC LEAP, INC.
16.14.1 COMPANY SNAPSHOT
16.14.2 PRODUCT PORTFOLIO
16.14.3 RECENT DEVELOPMENTS
16.15 PTC
16.15.1 COMPANY SNAPSHOT
16.15.2 REVENUE ANALYSIS
16.15.3 PRODUCTS PORTFOLIO
16.15.4 RECENT DEVELOPMENT
16.16 REALWEAR, INC.
16.16.1 COMPANY SNAPSHOT
16.16.2 PRODUCT PORTFOLIO
16.16.3 RECENT DEVELOPMENTS
16.17 SEIKO EPSON CORPORATION
16.17.1 COMPANY SNAPSHOT
16.17.2 REVENUE ANALYSIS
16.17.3 PRODUCT PORTFOLIO
16.17.4 RECENT DEVELOPMENTS
16.18 SONY CORPORATION
16.18.1 COMPANY SNAPSHOT
16.18.2 REVENUE ANALYSIS
16.18.3 PRODUCTS PORTFOLIO
16.18.4 RECENT DEVELOPMENT
16.19 TEAMVIEWER
16.19.1 COMPANY SNAPSHOT
16.19.2 REVENUE ANALYSIS
16.19.3 PRODUCT PORTFOLIO
16.19.4 RECENT DEVELOPMENTS
16.2 ULTRALEAP LIMITED
16.20.1 COMPANY SNAPSHOT
16.20.2 PRODUCT PORTFOLIO
16.20.3 RECENT DEVELOPMENT
17 QUESTIONNAIRE
18 RELATED REPORTS
List of Table
TABLE 1 AVERAGE DEVELOPMENT TIME AND COST FOR AR:
TABLE 2 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY COMPONENT, 2020-2029 (USD MILLION)
TABLE 3 EUROPE HARDWARE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 4 EUROPE HARDWARE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE 2020-2029 (USD MILLION)
TABLE 5 EUROPE SENSORS IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE 2020-2029 (USD MILLION)
TABLE 6 EUROPE SOFTWARE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 7 EUROPE SERVICES IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 8 EUROPE SERVICES IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE 2020-2029 (USD MILLION)
TABLE 9 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEPLOYMENT MODEL, 2020-2029 (USD MILLION)
TABLE 10 EUROPE CLOUD IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 11 EUROPE ON-PREMISE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 12 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)
TABLE 13 EUROPE HEAD MOUNTED DISPLAY IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 14 EUROPE HEAD MOUNTED DISPLAY IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 15 EUROPE HEAD UP DISPLAY IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 16 EUROPE PROJECTORS & DISPLAY WALLS IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 17 EUROPE GESTURE-TRACKING DEVICES IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 18 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)
TABLE 19 EUROPE MOBILE AUGMENTED REALITY IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 20 EUROPE MONITOR-BASED TECHNOLOGY IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 21 EUROPE NEAR EYE BASED TECHNOLOGY IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 22 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DISTRIBUTION CHANNEL, 2020-2029 (USD MILLION)
TABLE 23 EUROPE OFFLINE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 24 EUROPE ONLINE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 25 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY APPLICATION, 2020-2029 (USD MILLION)
TABLE 26 EUROPE WORKFLOW OPTIMIZATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 27 EUROPE ENHANCED 2-D AND 3-D IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 28 EUROPE VISUALIZATIONS IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 29 EUROPE MARKETING COLLABORATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 30 EUROPE 3D MODELING IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 31 EUROPE DOCUMENTATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY APPLICATION, 2020-2029 (USD MILLION)
TABLE 32 EUROPE NAVIGATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 33 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY END USER, 2020-2029 (USD MILLION)
TABLE 34 EUROPE MEDIA AND ENTERTAINMENT IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 35 EUROPE MEDIA AND ENTERTAINMENT IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 36 EUROPE GAMES AND SPORTS IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 37 EUROPE RETAIL AND E-COMMERCE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 38 EUROPE RETAIL AND E-COMMERCE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 39 EUROPE TRAVEL AND TOURISM IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 40 EUROPE HEALTHCARE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 41 EUROPE HEALTHCARE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 42 EUROPE ANIMATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 43 EUROPE ANIMATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 44 EUROPE AEROSPACE AND DEFENSE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 45 EUROPE AUTOMOTIVE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 46 EUROPE CONSTRUCTION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 47 EUROPE EDUCATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 48 EUROPE BANKING IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 49 EUROPE ENERGY IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 50 EUROPE IT AND TELECOMMUNICATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 51 EUROPE OTHERS IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION, 2020-2029 (USD MILLION)
TABLE 52 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY COMPONENT, 2020-2029 (USD MILLION)
TABLE 53 EUROPE HARDWARE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 54 EUROPE SENSORS IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 55 EUROPE SERVICES IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 56 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEPLOYMENT MODEL, 2020-2029 (USD MILLION)
TABLE 57 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DISTRIBUTION CHANNEL, 2020-2029 (USD MILLION)
TABLE 58 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEVICE TYPE, 2020-2029 (USD MILLION)
TABLE 59 EUROPE HEAD MOUNTED DISPLAY IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 60 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TECHNOLOGY, 2020-2029 (USD MILLION)
TABLE 61 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY APPLICATION, 2020-2029 (USD MILLION)
TABLE 62 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY END USER, 2020-2029 (USD MILLION)
TABLE 63 EUROPE MEDIA AND ENTERTAINMENT IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 64 EUROPE RETAIL AND E-COMMERCE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 65 EUROPE HEALTHCARE IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
TABLE 66 EUROPE ANIMATION IN AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TYPE, 2020-2029 (USD MILLION)
List of Figure
FIGURE 1 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: SEGMENTATION
FIGURE 2 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: DATA TRIANGULATION
FIGURE 3 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: DROC ANALYSIS
FIGURE 4 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: EUROPE VS REGIONAL MARKET ANALYSIS
FIGURE 5 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: COMPANY RESEARCH ANALYSIS
FIGURE 6 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: INTERVIEW DEMOGRAPHICS
FIGURE 7 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: DBMR MARKET POSITION GRID
FIGURE 8 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: VENDOR SHARE ANALYSIS
FIGURE 9 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: MULTIVARIATE MODELING
FIGURE 10 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: COMPONENT TIMELINE CURVE
FIGURE 11 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: MARKET APPLICATION COVERAGE GRID
FIGURE 12 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: SEGMENTATION
FIGURE 13 INCREASING PENETRATION OF SMART DEVICES AND INTERNET SERVICES IS EXPECTED TO DRIVE EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET IN THE FORECAST PERIOD OF 2022 TO 2029
FIGURE 14 THE HARDWARE SEGMENT IS EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF THE EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET FROM 2022 TO 2029
FIGURE 15 NORTH AMERICA IS EXPECTED TO DOMINATE, AND ASIA-PACIFIC IS THE FASTEST-GROWING REGION IN THE EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET IN THE FORECAST PERIOD OF 2022 TO 2029
FIGURE 16 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES OF THE EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET
FIGURE 17 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: BY COMPONENT, 2021
FIGURE 18 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: BY DEPLOYMENT MODEL, 2021
FIGURE 19 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: BY DEVICE TYPE, 2021
FIGURE 20 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: BY TECHNOLOGY, 2021
FIGURE 21 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: BY DISTRIBUTION CHANNEL, 2021
FIGURE 22 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: BY APPLICATION, 2021
FIGURE 23 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: BY END USER, 2021
FIGURE 24 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: SNAPSHOT (2021)
FIGURE 25 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: BY COMPONENT (2022 & 2029)
FIGURE 26 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET: COMPANY SHARE 2021(%)
منهجية البحث
يتم جمع البيانات وتحليل سنة الأساس باستخدام وحدات جمع البيانات ذات أحجام العينات الكبيرة. تتضمن المرحلة الحصول على معلومات السوق أو البيانات ذات الصلة من خلال مصادر واستراتيجيات مختلفة. تتضمن فحص وتخطيط جميع البيانات المكتسبة من الماضي مسبقًا. كما تتضمن فحص التناقضات في المعلومات التي شوهدت عبر مصادر المعلومات المختلفة. يتم تحليل بيانات السوق وتقديرها باستخدام نماذج إحصائية ومتماسكة للسوق. كما أن تحليل حصة السوق وتحليل الاتجاهات الرئيسية هي عوامل النجاح الرئيسية في تقرير السوق. لمعرفة المزيد، يرجى طلب مكالمة محلل أو إرسال استفسارك.
منهجية البحث الرئيسية التي يستخدمها فريق بحث DBMR هي التثليث البيانات والتي تتضمن استخراج البيانات وتحليل تأثير متغيرات البيانات على السوق والتحقق الأولي (من قبل خبراء الصناعة). تتضمن نماذج البيانات شبكة تحديد موقف البائعين، وتحليل خط زمني للسوق، ونظرة عامة على السوق ودليل، وشبكة تحديد موقف الشركة، وتحليل براءات الاختراع، وتحليل التسعير، وتحليل حصة الشركة في السوق، ومعايير القياس، وتحليل حصة البائعين على المستوى العالمي مقابل الإقليمي. لمعرفة المزيد عن منهجية البحث، أرسل استفسارًا للتحدث إلى خبراء الصناعة لدينا.
التخصيص متاح
تعد Data Bridge Market Research رائدة في مجال البحوث التكوينية المتقدمة. ونحن نفخر بخدمة عملائنا الحاليين والجدد بالبيانات والتحليلات التي تتطابق مع هدفهم. ويمكن تخصيص التقرير ليشمل تحليل اتجاه الأسعار للعلامات التجارية المستهدفة وفهم السوق في بلدان إضافية (اطلب قائمة البلدان)، وبيانات نتائج التجارب السريرية، ومراجعة الأدبيات، وتحليل السوق المجدد وقاعدة المنتج. ويمكن تحليل تحليل السوق للمنافسين المستهدفين من التحليل القائم على التكنولوجيا إلى استراتيجيات محفظة السوق. ويمكننا إضافة عدد كبير من المنافسين الذين تحتاج إلى بيانات عنهم بالتنسيق وأسلوب البيانات الذي تبحث عنه. ويمكن لفريق المحللين لدينا أيضًا تزويدك بالبيانات في ملفات Excel الخام أو جداول البيانات المحورية (كتاب الحقائق) أو مساعدتك في إنشاء عروض تقديمية من مجموعات البيانات المتوفرة في التقرير.