Global Augmented Reality Market 2023-2030

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    GLOBAL AUGMENTED REALITY MARKET

     

    INTRODUCTION

    An new technology called augmented reality (AR) projects digital content such as pictures, videos, or interactive features over the physical world. By fusing computer-generated content with their actual surroundings, AR improves the user’s impression of reality as opposed to Virtual Reality (VR), which completely immerses users in simulated settings.

     

    Devices having cameras, sensors, and computing power, such as smartphones, tablets, smart glasses, and headsets, are necessary for augmented reality technologies.

     

    A mixed reality experience is produced by these gadgets, which capture the real-world scene and seamlessly incorporate digital content. AR has a wide range of potential uses in the entertainment, education, healthcare, retail, and industrial sectors.

     

    By incorporating virtual characters or items into the player’s environment, augmented reality (AR) in entertainment improves gaming experiences. 

     

    GLOBAL AUGMENTED REALITY MARKET SIZE AND FORECAST

     

    Infogrphics: Augmented Reality Market,
Augmented Reality Market Size,
Augmented Reality Market Trends,
Augmented Reality Market forecast,
Augmented Reality Market Risks,
Augmented Reality Market Report,
Augmented Reality Market Share

     

    The Augmented Reality Market accounted for $XX Billion in 2022 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2023 to 2030.

     

    RECENT PRODUCT DEVELOPMENT AND INNOVATION

    Apple has unveiled the Apple Vision Pro, an augmented reality headset that “seamlessly” combines the physical and virtual worlds. You explore rows of app icons in an operating system called visionOS without using the device’s controller.

     

    A dial on the Vision Pro allows users to alternate between full virtual reality and augmented reality. For people who wear glasses, Zeiss has developed personalised optical inserts that magnetically fasten to the lenses.

     

    The LPI (Learning and Performance Institute), the top global authority on workplace learning and development, has recognised ARuVR as an Accredited Learning Technologies Provider. ARuVR is a multi-award-winning end-to-end Extended Reality (XR) training platform for businesses.

     

    Coca-Cola, BT, the Royal Air Force, Five Guys, ScotRail, NEOM, Amazon, and PWC are just a few of the constantly expanding list of international clients for ARuVR. It is also the first and only XR provider to be included on both the Crown G-Cloud approved supplier list and the CCS digital outcomes and specialists framework of the UK government.

     

    With the help of ARuVR, businesses can easily and rapidly develop and deliver immersive training programmes that take advantage of XR (Virtual and Augmented Reality)’s results-driven advantages and location-agnostic simplicity.

     

    A significant accomplishment was recently reported by Tonic3, a top supplier of engineering and enterprise user experience solutions. A patent was awarded by the U.S. Patent and Trademark Office (USPTO) for its “Augmented Reality (AR) platform.”

     

    The method of processing augmented reality technology as a platform ecosystem is covered by the patent, which also includes specialised experience triggers and multi-device experience synchronisation.

     

    Tonic3’s XR Labs, a specialised research and publication team devoted to offering thought leadership and best practises to the extended reality (XR) sector, worked diligently to make this company’s first patent possible.

     

    Frost & Sullivan has chosen CareAR for the Best Practises Enabling Technology Leadership Award in North American AR in the field service business, according to CareAR, a Xerox subsidiary and market leader in Service Experience Management (SXM).

     

    For both staff (agents, IT, and field support) and customers, CareAR offers simple-to-use solutions that enhance field service, contact centre technical assistance, and IT service management (ITSM). The CareAR SXM framework, which raises customer and staff experiences to a new level, is defined by the positive effects of augmented reality interactions on both employee and customer experiences.

     

    COMPANY PROFILE

     

    THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

    1. How many Augmented Reality are manufactured per annum globally? Who are the sub-component suppliers in different regions?
    2. Cost breakup of a Global Augmented Reality and key vendor selection criteria
    3. Where is Augmented Reality manufactured? What is the average margin per unit?
    4. Market share of Global Augmented Reality market manufacturers and their upcoming products
    5. Cost advantage for OEMs who manufacture Global Augmented Reality in-house
    6. key predictions for next 5 years in Global Augmented Reality market
    7. Average B-2-B Augmented Reality market price in all segments
    8. Latest trends in Augmented Reality market, by every market segment
    9. The market size (both volume and value) of the Augmented Reality market in 2023-2030 and every year in between?
    10. Production breakup of Augmented Reality market, by suppliers and their OEM relationship
    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, 2023-2030
    18 Market Segmentation, Dynamics and Forecast by Product Type, 2023-2030
    19 Market Segmentation, Dynamics and Forecast by Application, 2023-2030
    20 Market Segmentation, Dynamics and Forecast by End use, 2023-2030
    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
       
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