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Realtà aumentata, mista e virtuale 2020-2030: previsioni, mercati e tecnologie

Comprende cuffie, tecnologie, previsioni e giocatori XR nei mercati AR (realtà aumentata), MR (realtà mista) e VR (realtà virtuale).


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Augmented, virtual, and mixed reality products are at the forefront of technological change. Over the 2010-2020 decade, there have been many new products released which have captured the imagination of creators, developers and businesses alike. This report on XR includes market research on AR (augmented reality), VR (virtual reality) and MR (mixed reality) areas, compiled from historic data from nearly 100 companies and over 170 distinct products, with forecasts from 2020-2030.
 
 
XR products captured the consumers imagination during the early 2010s with the release of devices such as Google Glass. In the decade since, there have been a wide range of applications for such devices, from gaming, uses in education, to enterprise such as remote assistance and hands-free working. Over the past decade, technology has driven smaller, faster, and more powerful devices for users. The next decade promises many new and exciting products, allowing a more immersive experience for users.
 
This report characterises the markets, technologies and players in the AR, VR and MR market. The study includes market data from 2010-2018 and forecasts from 2020-2030. The report covers various headsets in these markets and discusses the applications and use cases for them.
 
The VR, AR and MR products discussed in this report are defined as devices which "create digital environments that users can interact with". In this report, virtual reality devices are those which completely replace reality with a new 3D environment, augmented reality products overlay digital content onto the real world, and mixed reality products add superimposed images which interacts spatially with the real world in real time. The products investigated in detail in this report do not include headsets which provide a "first person view" or "video glasses" which display visual and audio content via a headset to a user, as they do not try to create a virtual reality. environment, but they are included for completeness and comparison purposes.
 
Within the categories, of VR, AR and MR, there are three distinct groups which can be made: PC products which need a physical PC attachment, standalone products which do not require a PC and smartphone products, which are those which use a smartphone's capabilities to implement the immersive experience. All three of these groups for VR, AR and MR are discussed and compared in this report, with historical data from 10 years worth of products, and forecasts up to 2030.
 
The forecasts show that both the markets in VR and AR&MR are growing, with the combined markets expected to grow over $30Bn by 2030. Along with the forecasts, this report also discusses the trends in technology used in various XR products, for example, comparing the weight, field of view, resolution and display type, for over 175 products. The methodology for this research has both primary and secondary research, by contacting company executives and developers to identify the most recent technological advances in the XR market.
 
With many different research topics, IDTechEx have a broad network of experience and experience across the expert team of analysts for this research. On top of this, IDTechEx hosts leading events covering AR VR MR technology, and the analyst team travels, speaks and meets companies globally each year. The result of these efforts enables this report to be the most comprehensive characterisation of the AR VR and MR industry today, and an excellent resource for anyone involved or investigating this space.
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Table of Contents
1.EXECUTIVE SUMMARY
1.1.Executive Introduction
1.2.Timeline of XR products
1.3.XR is used in many different applications
1.4.Terminology
1.5.Classification of XR products (1)
1.6.Companies in the XR Space
1.7.Technical and Physical Trends
1.8.Volumes and Value trends
1.9.Key Takeaways
2.INTRODUCTION
2.1.Introduction: Virtual, Augmented and Mixed Reality
2.2.XR has advanced in the past decade
2.3.Terminology: Search trends
2.4.Glossary
2.5.Nomenclature: VR, AR, MR, XR
2.6.Definitions and product categories
2.7.Related areas to VR: FPV, video glasses
2.8.Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging
2.9.Product ecosystem beyond the hardware
2.10.Most prominent patentholders
2.11.VC funding for AR & VR
2.12.Huge private investment in parallel
2.13.How much money is needed?
2.14.Applications in VR, AR & MR
2.15.AR and VR could help reduce the "Skills Gap"
2.16.Younger generations could become accustomed to interacting with AR applications
3.VIRTUAL REALITY (VR)
3.1.Introduction
3.2.Types of VR headset
3.3.PC VR & Console VR
3.4.Virtual Reality Set-ups
3.5.Tracking (1) - A basic explanation of an inside-out setup
3.6.Tracking (2) - A typical outside-in PC VR setup
3.7.Related product types: Backpack VR
3.8.Backpack VR for maximum immersion
3.9.Other workarounds: Constraining user movement
3.10.Smartphone / mobile VR
3.11.Smartphone VR examples (high end)
3.12.Smartphone VR examples (low end)
3.13.Standalone VR
3.14.Standalone VR headset landscape
3.15.Key advances required for Standalone VR success
3.16.Profiles of key players in VR
3.17.Oculus
3.18.Oculus: VR products today
3.19.HTC Vive
3.20.Sony: PlayStation VR
3.21.Windows Mixed Reality
3.22.Goertek
3.23.Pico
3.24.Alcatel (TCL)
3.25.LeEco
3.26.ANT VR
3.27.Fove Inc
4.VR: RELATED PRODUCT AREAS
4.1.FPV and video glasses
4.2.Example: Shenzhen Topsky Industrial
5.VR: DISCUSSION AND FORECASTS
5.1.The future of VR
5.2.VR: Historic device sales
5.3.Data on PC VR headset usage for gaming
5.4.VR: Volume forecasts
5.5.VR: Revenue forecasts
5.6.Cyclic nature of hardware sales
5.7.Prominent technical challenges to be addressed
5.8.VR: Summary and outlook
5.9.VR: Full data and forecast (Volume, 2010 - 2030)
5.10.VR: Full data and forecast (Revenue, 2010 - 2030)
6.AUGMENTED AND MIXED REALITY (AR & MR)
6.1.Introduction
6.2.Comparison between VR, AR and MR
6.3.Comparison between AR and MR
6.4.AR/MR Hardware Product Distribution
6.5.Categories of AR/MR
6.6.Sectors for AR and MR
6.7.Classification - Smartphone AR/MR
6.8.Classification - PC AR/MR
6.9.Classification - Standalone AR/MR
6.10.Standalone AR Form Factor Landscape
6.11.Targets for AR/MR hardware
6.12.Profiles of Key players in AR/MR
6.13.Microsoft: Hololens
6.14.Magic Leap
6.15.Google Glass
6.16.Vuzix
6.17.Lenovo
6.18.Epson
6.19.DAQRI
6.20.E-Space Time
6.21.Shadow Creator
6.22.Realwear
6.23.Volvo/Varjo
6.24.North
6.25.RideOn
7.AR & MR: COMPONENT AND REFERENCE HEADSET SUPPLIERS
7.1.Introduction
7.2.Lumus
7.3.Kopin
7.4.Optinvent
7.5.LetinAR
7.6.eMagin
7.7.Dispelix
7.8.Syndiant
8.AR & MR: RELATED PRODUCT AREAS
8.1.Related product companies
8.2.Related areas to AR & MR: hearing glasses, camera glasses, thermal imaging
8.3.Oakley: Radar Pace
8.4.Snap Inc: Spectacles
8.5.OrCam MyEye
8.6.Shenzhen Langahiyin Electronic Ltd
8.7.AR Senz
8.8.AMA XPERTEYE
8.9.Ultraleap
9.AR & MR: DISCUSSION AND FORECASTS
9.1.The future of AR & MR
9.2.AR & MR: Discussions and forecast
9.3.AR & MR: Historic device sales
9.4.Outlook by device type
9.5.AR & MR: Volume forecasts
9.6.AR & MR: Revenue forecasts
9.7.AR & MR: Assessment and assumptions
9.8.AR & MR: Summary and outlook
9.9.AR & MR: Full data and forecast (Volume, 2010 - 2030)
9.10.AR & MR: Full data and forecast (Revenue, 2010 - 2030)
10.KEY HARDWARE TRENDS
10.1.XR properties which impact user experience
10.1.1.Field of View
10.1.2.Weight
10.2.What optics and displays are used in XR devices?
10.2.1.Common Waveguides
10.2.2.Common Waveguides (2) - diagram of operation
10.2.3.Lenses
10.2.4.Display Types
10.2.5.Resolution (1)
10.2.6.Refresh Rate
10.2.7.Eye Dominance in AR - Left or Right Eye?
10.3.How do XR devices locate their position?
10.3.1.What is Mapping and Localisation?
10.3.2.Mapping and Localisation - SLAM
10.3.3.Mapping and Localisation - Examples
10.3.4.Mapping and Localisation - required sensors
10.4.Tying together the properties
10.4.1.The resolution improvements over time
10.4.2.Increasing Resolution also has an increasing FoV
10.4.3.Comparison between Display Types
10.4.4.Display Types in AR
10.4.5.Display Types in VR
10.4.6.Key Takeaways
11.OPTICAL SENSORS - VISION & DEPTH
11.1.Chapter Summary
11.2.3D imaging and motion capture
11.3.Application example: Motion capture in animation
11.4.Stereoscopic vision
11.5.Time of flight
11.6.Structured light
11.7.Comparison of 3D imaging technologies
11.8.Example: Leap Motion (part of Ultraleap)
11.9.Example: Microsoft; from Kinect to Hololens
11.10.Example: Intel's RealSense™
11.11.Example: Occipital
11.12.Commercial 3D camera examples
11.13.Company example: Orbbec
11.14.Company Example: uSens
12.SOFTWARE AND CONTENT PRODUCTION FOR VR, AR AND MR
12.1.Chapter Summary
12.2.SDK's for AR and MR
12.3.Unity
12.4.Vuforia
12.5.nVidia
12.6.Content example: Pokémon Go App
12.7.Content Example: IKEA Place
13.COLLAPSED, SPUN OUT, REVIVED
13.1.In 2019 a number of prominent companies closed. What is the future for these companies?
13.2.Meta -> Meta View
13.3.BlippAR
13.4.ODG
 

Report Statistics

Slides 198
Forecasts to 2030
 
 
 
 

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