Mercado Europeu de Realidade Aumentada (AR) e Realidade Mista (MR) – Tendências da Indústria e Previsão para 2029

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Mercado Europeu de Realidade Aumentada (AR) e Realidade Mista (MR) – Tendências da Indústria e Previsão para 2029

  • ICT
  • Publish Reports
  • Aug 2022
  • Europe
  • 350 Páginas
  • Número de tabelas: 66
  • Número de figuras: 26

>Mercado Europeu de Realidade Aumentada (AR) e Realidade Mista (MR), por componente (Hardware, Software, Serviços), Modelo de Implantação (Nuvem, On Premise), Canal de Distribuição (Offline, Online), Tipo de Dispositivo (Head Up Display, Head Mounted Display , projetor e display wall, dispositivos de rastreio de gestos), tecnologia (realidade aumentada móvel, tecnologia baseada em monitor, tecnologia baseada no olho próximo), aplicação (otimização de fluxo de trabalho, colaboração de marketing, 2D e 3D melhorado, visualizações, modelação 3D , Documentação, Navegação), Utilizador Final (Retalho e Comércio Eletrónico, TI e Telecomunicações, Automóvel, Aeroespacial e Defesa, Saúde, Animação, Viagens e Turismo, Energia, Media e Entretenimento, Educação, Construção, Jogos e Desporto, Bancos) - Tendências e previsões do setor para 2029.

Mercado de Realidade Aumentada (AR) e Realidade Mista (MR)

Análise e dimensão do mercado de realidade aumentada (RA) e realidade mista (RM) da Europa

A realidade aumentada e a realidade mista trouxeram uma nova mudança na digitalização. Tornou-se agora mais fácil experimentar o mundo real através da definição de diferentes condições ambientais. A realidade aumentada e a realidade mista têm uma vasta gama de aplicações, o crescimento do mercado aumentou muito à medida que a utilização da realidade aumentada e da realidade mista se tornou popular nos simuladores de condução. A realidade aumentada e a realidade mista proporcionam ao condutor uma noção real da estrada, das condições de condução, dos manuais dos automóveis e do trânsito rodoviário que ajuda a evitar acidentes numa fase inicial de aprendizagem e prepara os condutores para diversas situações. Estes atributos levaram a um aumento da utilização de realidade aumentada e realidade mista também na defesa e na indústria aeroespacial. O pessoal do exército utilizou-o para treino em diversas condições, como salto de paraquedas, submarino, situações de combate e condução em diversas condições ambientais.   

Mercado de Realidade Aumentada (AR) e Realidade Mista (MR)

Mercado de Realidade Aumentada (AR) e Realidade Mista (MR)

A Data Bridge Market Research analisa que o mercado europeu de realidade aumentada (RA) e realidade mista (RM) deverá atingir o valor de 1.33.173,90 milhões de dólares até 2029, com um CAGR de 49,2% durante o período de previsão. O segmento de soluções é responsável pelo maior segmento de oferta no mercado europeu de realidade aumentada (RA) e realidade mista (RM). O mercado europeu de realidade aumentada (RA) e realidade mista (RM) abrange também a análise de preços, a análise de patentes e os avanços tecnológicos em profundidade.   

Métrica de relatório

Detalhes

Período de previsão

2022 a 2029

Ano base

2021

Anos históricos

2020

Unidades Quantitativas

Receita em milhões de dólares, preços em dólares

Segmentos cobertos

Por componente (hardware, software, serviços), modelo de implementação (cloud, local), canal de distribuição (off-line, on-line), tipo de dispositivo (head up display, head-mounted display , projector e display wall, dispositivos de rastreio de gestos), tecnologia ( Realidade aumentada móvel, tecnologia baseada em monitor, tecnologia baseada no olho próximo), aplicação (otimização de fluxo de trabalho, colaboração de marketing, 2D e 3D melhorados, visualizações, modelação 3D, documentação, navegação ), utilizador final (retalho e comércio eletrónico , TI e Telecomunicações, Automóvel, Aeroespacial e Defesa, Saúde, Animação, Viagens e Turismo, Energia, Media e Entretenimento, Educação, Construção, Jogos e Desporto, Banca) - Tendências e previsões do setor para 2029.

Países abrangidos

Alemanha, Reino Unido, França, Itália, Espanha, Holanda, Suíça, Rússia, Suécia, Polónia, Bélgica, Turquia, Resto da Europa

Participantes do mercado abrangidos

HP Development Company, LP, HTC Corporation, Autodesk Inc., Barco, Intel Corporation, PTC, Seiko Epson Corporation, Ultraleap Limited, ASUSTek Computer Inc., Dell, Google (uma subsidiária da Alphabet Inc.), Sony Corporation, Lenovo, Microsoft , SAMSUNG ELECTRONICS CO., LTD., Panasonic Corporation, RealWear, Inc., Magic Leap, Inc., EON Reality e TeamViewer, entre outros

Definição de mercado

A realidade aumentada é uma tecnologia que utiliza o ambiente existente do utilizador e sobrepõe o conteúdo ou informação digital ou virtual para oferecer uma experiência digital imersiva num ambiente em tempo real. As aplicações de realidade aumentada são desenvolvidas em programas 3D especiais, que permitem aos programadores integrar conteúdos contextuais ou digitais com o mundo real em tempo real. A realidade aumentada oferece experiências interativas através de múltiplas modalidades sensoriais, incluindo tátil, auditiva, visual, somatossensorial e muito mais. A tecnologia tem uma vasta gama de aplicações nas áreas do entretenimento, formação e educação. Indústrias como a indústria transformadora, a saúde e a logística, entre outras, estão mais focadas na adoção desta tecnologia para aplicações de formação, manutenção, assistência e monitorização.

A realidade mista simboliza a colisão controlada das tendências AR/VR e IoT. A realidade mista (MR), também conhecida como realidade híbrida, é a tecnologia utilizada para fundir mundos reais e virtuais e produzir novos ambientes e visualizações onde objetos físicos e digitais coexistem e interagem em tempo real. A realidade mista é um campo interdisciplinar que envolve computação gráfica, processamento de sinal, aparecimento de computador, interfaces de utilizador, computação móvel, computação vestível, visualização de informação e design de ecrãs e sensores. Os conceitos de realidade mista estão a ser cada vez mais adotados por diversos setores, incluindo os ambientes automóvel, de saúde e de escritório, entre outros.

Dinâmica do mercado de realidade aumentada (RA) e realidade mista (RM) da Europa

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

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

Mercado de Realidade Aumentada (AR) e Realidade Mista (MR)

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.  

Análise/perspetivas regionais do mercado de realidade aumentada (RA) e realidade mista (RM)

O mercado europeu de realidade aumentada (RA) e realidade mista (RM) é analisado e são fornecidos insights e tendências do tamanho do mercado por país, componente, modelo de implementação, canal de distribuição, tipo de dispositivo, tecnologia, aplicação e utilizador final conforme mencionado acima.

Os países abrangidos no relatório do mercado de realidade aumentada (RA) e realidade mista (RM) da Europa são Alemanha, Reino Unido, França, Itália, Espanha, Países Baixos, Suíça, Rússia, Suécia, Polónia, Bélgica, Turquia, Resto da Europa .

Espera-se que a Alemanha domine o mercado europeu de realidade aumentada (RA) e realidade mista (RM) e seja provavelmente o que mais cresce na Europa devido ao local de trabalho digital em constante crescimento e à força de trabalho móvel. Além disso, o Reino Unido tem sido extremamente recetivo à adoção dos mais recentes avanços tecnológicos, incluindo dispositivos móveis, computação em nuvem e IoT, nas empresas que estão a impulsionar o crescimento do mercado.

A secção do país do relatório também fornece fatores individuais de impacto no mercado e alterações na regulamentação do mercado que impactam as tendências atuais e futuras do mercado. Pontos de dados como a análise da cadeia de valor a jusante e a montante, as tendências técnicas e a análise das cinco forças de Porter e estudos de caso são alguns dos indicadores utilizados para prever o cenário de mercado para países individuais. Além disso, são considerados a presença e disponibilidade de marcas europeias e os desafios enfrentados devido à grande ou escassa concorrência de marcas locais e nacionais, o impacto das tarifas nacionais e das rotas comerciais, ao mesmo tempo que se fornece uma análise de previsão dos dados do país.   

Análise do panorama competitivo e da quota de mercado da realidade aumentada (RA) e da realidade mista (RM)

O panorama competitivo do mercado europeu de realidade aumentada (RA) e realidade mista (RM) fornece detalhes de um concorrente. Os detalhes incluídos são a visão geral da empresa, finanças da empresa, receitas geradas, potencial de mercado, investimento em investigação e desenvolvimento, novas iniciativas de mercado, presença na Europa, localizações e instalações de produção, capacidades de produção, pontos fortes e fracos da empresa, lançamento de produto, largura e amplitude do produto, aplicação domínio. Os dados acima fornecidos estão apenas relacionados com o foco das empresas relacionado com o mercado europeu de realidade aumentada (RA) e realidade mista (RM).

Alguns dos principais players que operam no mercado europeu de realidade aumentada (RA) e realidade mista (RM) são a HP Development Company, LP, HTC Corporation, Autodesk Inc., Barco, Intel Corporation, PTC, Seiko Epson Corporation, Ultraleap Limited, ASUSTek Computer Inc., Dell, Google (uma subsidiária da Alphabet Inc.), Sony Corporation, Lenovo, Microsoft, SAMSUNG ELECTRONICS CO., LTD., Panasonic Corporation, RealWear, Inc., Magic Leap, Inc., EON Reality e TeamViewer entre outros .


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Pedido de demonstração

Índice

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

Lista de Tabela

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)

Lista de Figura

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(%)

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Metodologia de Investigação

A recolha de dados e a análise do ano base são feitas através de módulos de recolha de dados com amostras grandes. A etapa inclui a obtenção de informações de mercado ou dados relacionados através de diversas fontes e estratégias. Inclui examinar e planear antecipadamente todos os dados adquiridos no passado. Da mesma forma, envolve o exame de inconsistências de informação observadas em diferentes fontes de informação. Os dados de mercado são analisados ​​e estimados utilizando modelos estatísticos e coerentes de mercado. Além disso, a análise da quota de mercado e a análise das principais tendências são os principais fatores de sucesso no relatório de mercado. Para saber mais, solicite uma chamada de analista ou abra a sua consulta.

A principal metodologia de investigação utilizada pela equipa de investigação do DBMR é a triangulação de dados que envolve a mineração de dados, a análise do impacto das variáveis ​​de dados no mercado e a validação primária (especialista do setor). Os modelos de dados incluem grelha de posicionamento de fornecedores, análise da linha de tempo do mercado, visão geral e guia de mercado, grelha de posicionamento da empresa, análise de patentes, análise de preços, análise da quota de mercado da empresa, normas de medição, análise global versus regional e de participação dos fornecedores. Para saber mais sobre a metodologia de investigação, faça uma consulta para falar com os nossos especialistas do setor.

Personalização disponível

A Data Bridge Market Research é líder em investigação formativa avançada. Orgulhamo-nos de servir os nossos clientes novos e existentes com dados e análises que correspondem e atendem aos seus objetivos. O relatório pode ser personalizado para incluir análise de tendências de preços de marcas-alvo, compreensão do mercado para países adicionais (solicite a lista de países), dados de resultados de ensaios clínicos, revisão de literatura, mercado remodelado e análise de base de produtos . A análise de mercado dos concorrentes-alvo pode ser analisada desde análises baseadas em tecnologia até estratégias de carteira de mercado. Podemos adicionar quantos concorrentes necessitar de dados no formato e estilo de dados que procura. A nossa equipa de analistas também pode fornecer dados em tabelas dinâmicas de ficheiros Excel em bruto (livro de factos) ou pode ajudá-lo a criar apresentações a partir dos conjuntos de dados disponíveis no relatório.

Perguntas frequentes

The Europe Augmented Reality (AR) and Mixed Reality (MR) Market value is expected USD 1,33,173.90 million by 2029.
The Europe Augmented Reality (AR) and Mixed Reality (MR) Market is to grow at a CAGR of 49.2% during the forecast by 2029.
On the basis of application, the Europe Augmented Reality (AR) and Mixed Reality (MR) Market is segmented into Workflow Optimization, Marketing Collaboration, Enhanced 2-D & 3-D, Visualizations, 3D Modelling, Documentation, Navigation.
The major countries covered in the Europe Augmented Reality (AR) and Mixed Reality (MR) Market are 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.