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Last Updated: Apr 25, 2025 | Study Period: 2024-2030
Unlike VR, which is entirely virtual, AR leverages a real-world environment. While VR users are under the system's supervision, AR users have some influence over their presence in the actual world.
AR can be accessed with a smartphone, whereas VR needs a headgear device.
Using a smartphone's camera, augmented reality AR adds digital components to a live scene. Snapchat lenses and the video game Pokemon Go are two examples of augmented reality experiences.
Virtual reality VR alludes to an experience that completely blocks out the outside world.
While AR enhances a real-world scene, VR provides an immersive virtual experience. Compared to AR, VR has a higher percentage of virtual components.
AR does not require a headgear device, whereas VR does. While AR users interact with the actual world, VR users move entirely within a fictional environment.
The Global AR/VR speciality material market accounted for $XX Billion in 2023 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2024 to 2030.
In order to realise the immersive vision, Unity provides specialised resources. That market-leading software development platform combines instruments created specifically for developers of augmented reality AR with a unified workflow across devices that frees up focus to explore the limits of the imagination.
Researchers have investigated the viability of utilising novel materials and technologies in addition to vibrotactile-based haptic actuators (such as ERM, LRA, and piezo) to create more cosy and natural VR interactions with richer haptic feedback.
In order to provide ground textures and deformation sensations for walking situations while employing haptics shoes, smart materials like magnetorheological fluid demonstrated a viable route for adapting smart fluid into VR applications.
To convey various tactile sensations in a wearable and skin-attachable manner, a soft tactile interface based on electro-active polymer has been studied.
High-fidelity haptic feedback has been investigated utilising elastic microfabrication technology. The use of mid-air haptics technology has also demonstrated a significant promise for providing natural haptic feedback for free-form finger and hand engagements.
Sl no | Topic |
1 | Market Segmentation |
2 | Scope of the report |
3 | Abbreviations |
4 | Research Methodology |
5 | Executive Summary |
6 | Introduction |
7 | Insights from Industry stakeholders |
8 | Cost breakdown of Product by sub-components and average profit margin |
9 | Disruptive innovation in the Industry |
10 | Technology trends in the Industry |
11 | Consumer trends in the industry |
12 | Recent Production Milestones |
13 | Component Manufacturing in US, EU and China |
14 | COVID-19 impact on overall market |
15 | COVID-19 impact on Production of components |
16 | COVID-19 impact on Point of sale |
17 | Market Segmentation, Dynamics and Forecast by Geography, 2024-2030 |
18 | Market Segmentation, Dynamics and Forecast by Product Type, 2024-2030 |
19 | Market Segmentation, Dynamics and Forecast by Application, 2024-2030 |
20 | Market Segmentation, Dynamics and Forecast by End use, 2024-2030 |
21 | Product installation rate by OEM, 2023 |
22 | Incline/Decline in Average B-2-B selling price in past 5 years |
23 | Competition from substitute products |
24 | Gross margin and average profitability of suppliers |
25 | New product development in past 12 months |
26 | M&A in past 12 months |
27 | Growth strategy of leading players |
28 | Market share of vendors, 2023 |
29 | Company Profiles |
30 | Unmet needs and opportunity for new suppliers |
31 | Conclusion |
32 | Appendix |