Augmented Reality Market In-Depth Analysis To 2024 Summarizing With Amazing Growing CAGR +70.7%: Meta Co., Layar, Total Immersion, Zugara, Sony
The Global Augmented Reality Market report addresses forecast and growth patterns by company, regions and type or application from 2017 to 2024.This report studies the augmented reality market status and outlook of global and United States, from angles of players, regions, product types and end industries; this report analyzes the top players in global and United States market, and splits the augmented reality market by product type and application/end industries.Click here for Free Sample Report with Discount on Full Report @ http://databridgemarketresearch.com/request-a-sample/?dbmr=global-augmented-reality-market
Drivers & Restraints:
• Increasing demand for AR-based applications in medical sectors
• Increasing interest of large tech companies
• Low cost and reliability for small sensors
• Limitations for processing power, less storage, and restricted size of storage devices
• Lack of interaction with physical products
Global "Augmented Reality Market" Focuses on Top Key players:
• Google Inc.,
• Microsoft Corporation,
• Vuzix Corporation,
• Samsung Electronics Co., Ltd.,
• Qualcomm Inc.,
• Oculus VR, LLC,
• EON Reality, Inc.
• Infinity Augmented Reality Inc.,
• Magic Leap, Inc.,
• GoldRun,
• Iryss,
• Layar,
• Total Immersion;
• Zugara,
• Sony,
• Wikitude,
• PTC,
• among others.
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The augmented reality market is segmented
• on the basis of technology into
Marker-Based augmented reality - passive marker and active marker
marker less augmented reality - model-based tracking and image processing-based
• on the basis of device type into
head-mounted displays,
head-up display (HUD),
handheld device.
• on the basis of component into
hardware, and
software.
1. The hardware segment is further sub-segmented into
3D camera,
sensors,
semiconductor component, and
displays.
2. The software segment is further sub-segmented into
software development kits, and
cloud-based services.
• On the basis of end user,
aerospace and defense,
consumer,
medical, and commercial.
The consumer segment is further sub-segmented into gaming, sports and entertainment.
Browse Detailed TOC, Tables and Figures @ http://databridgemarketresearch.com/toc/?dbmr=global-augmented-reality-market
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