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Augmented Reality (AR) Market, Worldwide, 2016-2022 - Global AR Market Shares, Strategies, and Forecasts to 2022

10-14-2016 04:17 PM CET | IT, New Media & Software

Press release from: researchmoz.us

Augmented Reality (AR) Market, Worldwide, 2016-2022 - Global AR

Worldwide AR markets are poised to achieve significant growth with the use of smartphone apps and headsets or glasses that are platforms to project digital information as images onto a game image or a work situation.

AR is in the early stages of an explosive growth cycle. The Pokemon Go phenomenon raid adoption raised awareness and expectation for the vision of augmented reality AR and digital enhancement of the surroundings. Digital enhancement as AR is just human explanation of our existing surroundings. Digital enhancement provides human explanations of the innate natural world and of the machines we use to perform work.

AR digital enhancement provides explanations and process predictions. Google pointed the way, as it so often does, to the AR opportunity with Google glass which failed, but spawned a large number of projects that have succeeded. All the AR vendors will reap the benefits of the Google original Google Glass huge AR marketing investment.

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Augmented reality AR is set to become an indispensable part of people’s lives. AR is poised to take off as part of the much heralded Internet of things (IoT). Digital images become as much a part of the real world as the things we can touch and feel as they are integrated into everyday life. The reality is augmented by the digital images. Augmented reality is a misnomer to the extent that it implies that reality is somehow has something superimposed on it. Instead the reality exists, and the digital images blend in to enhance the experience of reality, make it more understandable or more interesting. The reality is not changed, it is not made better, it is understood better.

Use-cases for AR proliferate. Pokemon Go points the way to, illustrates, the huge game market opportunity looming on the ubiquitous smart phones.

Adoption of AR technology in the enterprise is growing. AR headsets and glasses are used in manufacturing, logistics, remote service, retail, medical, and education. One popular AR application is providing ‘see-what-I-see’ functionality, enabling off-site specialists to provide real-time guidance and expertise to troubleshoot an issue. Others superimpose process steps by step information on dials and switches in workflow situations.

AR glasses can give employees real-time data streams layered over the real world. Security clearances can be shown. Status of machinery in a factory can be shown. Internet of Things (IoT) needs AR to use data to turn information into a decision-making tool. This will work in the manner outlined by Daqri where step by step procedure manuals are created via video or some other manner.

Then the IoT uses the step by step procedure manual to address process, to address workflow via superimposing streams of data and analytics that generate alerts from that data to provide just in time information intuitively. Alerts are generated when change is noted. Streams of information from IoT sensors are basically boring unless there is a change, unless something needs attention, hence the value of alerts.

Browse more details at: http://www.researchmoz.us/augmented-reality-ar-market-shares-strategies-and-forecasts-worldwide-2016-to-2022-report.html

The Augmented Reality (AR) market size at USD $659.7 million in 2015 is anticipated to reach $80.8 billion by 2022. The market goes from $659.7 million in 2015 to $2.6 billion in 2016, an astoundingly rapid growth for a market that really is not yet well defined. The increasing scope of applications across different industries, manufacturing, medical, retail, game, and automotive, all industries really, is expected to drive demand over the forecast period to these unprecedented levels, reaching into the trillion dollar market arenas soon. AR technology is in the nascent stage with a huge growth potential, and has attracted large investments contributing to the industry growth.

Market Leaders
- Niantic
- Sieko Epson
- Microsoft
- Sony
- PTC
- Daqri
- Google
- Infinity Augmented Reality
- Total Immersion
- Wikitude
- Bippar
- Atheer
- ODG
- Vuzix

ResearchMoz is the world’s fastest growing collection of market research reports worldwide. Our database is composed of current market studies from over 100 featured publishers worldwide. Our market research databases integrate statistics with analysis from global, regional, country and company perspectives. ResearchMoz’s service portfolio also includes value-added services such as market research customization, competitive landscaping, and in-depth surveys, delivered by a team of experienced Research Coordinators.

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