Press release
Global Augmented Reality and Virtual Rreality Market Is Expected To Grow At A CAGR of 41.2% Forecast To 2025 Lead By Microsoft, Google, DAQRI, Augmented Pixels, EON Reality, Innovega, Catchoom, Laster Technologies, Layar B.V., Total Immersion, Vuzix, Zuga
The global augmented reality and virtual reality market is expected to grow at a CAGR of 41.2% during the forecast period 2016 to 2025 and expected to reach US$ 130.01 Bn in 2025 from US$ 5.83 Bn in 2016.The virtual reality segment leads the global augmented reality and virtual reality market currently and is expected to lose its market share to the augmented reality segment. The market share of virtual reality accounted for 82.1% of the total market revenue share in 2015. However VR is expected to lose its market share to AR through the forecast period due to high cost of hardware involved with VR technology.
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The report profiles key players such as Oculus VR LLC, Microsoft Corporation, Vuzix Corporation, Marxent Labs LLC, DAQRI LLC, EON Reality, Inc. Innovega, Inc., Blippar, Total Immersion Augmented Pixels Inc., and Catchoom among others.
Valves are mechanical devices that facilitate assistance in controlling as well as regulating the flow of liquid and gases across various industrial and commercial applications. Among these the augmented reality and virtual reality are specially designed valve constituting pivoting ball that aids in efficient controlling of material flow among numerous end-user industries. The two-way augmented reality and virtual realitys are considered to be the most common and highly used augmented reality and virtual realitys. Two-way augmented reality and virtual realitys enables flow to travel straight from the inlet to the exit.
Moreover, three-way and four-way augmented reality and virtual realitys enable the flow to travel in several directions, which includes 90 degree angles. Different augmented reality and virtual realitys are used for different applications, depending on the nature and requirement of the industry vertical. As a result, the augmented reality and virtual reality market to witness an attractive growth rate during the coming years and provide numerous profitable opportunities for the market players in the forecast period.
The global AR and VR market has been segmented on the basis of components into semiconductor sensors and semiconductor components. The market is further segmented on the basis of technology by Augmented Reality (AR) and Virtual Reality (VR). Geographically, the global AR and VR market is segmented into North America, Europe, Asia Pacific, Middle East & Africa and South America.
Smart phones are the must have digital devices today, they have changed the way we communicate, travel, design, run business, and many more. In recent years smartphones revolutionized the world, and still the ongoing R&Ds to launch advanced features, improved and more customer centric and enterprise level applications holds the market for years to go. AR and VR are the technologies which immerse the user into virtual world and allows to interact with the virtual objects being in real environment.
Augmented reality is not device dependent for an extent, and this technology can reach out to users through their smartphones and tablets through developed applications. Smartphone and tablets manufacturers are integrating more of these AR applications to increase the user experience and with growing smartphone market, AR integrations are expected to take a leap in near future. Subsequently, driving the growth for augmented reality and virtual reality market in the coming years.
The education end-user industry in the ball global valve market continue to dominate the global augmented reality and virtual reality market in terms of revenue. AR and VR has changed the way of learning things, right from school to higher education applications of AR and VR are observed, this will create a new dimension of learning. It is always experienced that reading and writing may not suffice the understanding on any given topics, while the interaction or live demo with physical objects facilitates the student or the user to have detailed understanding. Companies such as Google, Microsoft, and others are investing more in R&D to render the AR and VR techniques to huge crowd which will create an exciting learning platform.
Disney is another giant in animation world which has plans to enter the arena of AR and VR to produce AR books to offer new learning experiences for kids. Another company EON Reality offers EON Creator, a solution which teachers can use to create learning environments. Through this tool which allows them to combine 3D content with videos, sound effects, annotations, Wikipedia, PowerPoint, YouTube, and more. The global education end-user industry market is expected to grow at a CAGR of 38.0% during the forecast period.
GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY – MARKET SEGMENTATION
Augmented Reality and Virtual Reality Market – By Technology
Augmented Reality (AR)
Virtual Reality (VR)
Augmented Reality and Virtual Reality Market – By Components
Sensors
Semiconductor Components
Others (Displays, HMD, etc.)
Augmented Reality and Virtual Reality Market – By End-User Industry
Real Estate and Architecture
Medical
Entertainment
Industrial
Education
Aerospace and Defense
Others (Retails, Travel, Marketing, etc.)
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