Next Generation User Interfaces (UI) and User Experiences (UX): 2018-2023 Market Outlook for Augmented, Mixed, and Virtual Reality UI and UX in Consumer, Enterprise and Industrial Segments

5.3.3.2.1 Augmented Reality Device Shipment Units by Retail and E-Commerce Application
5.3.3.2.2 Augmented Reality Device Shipment Units by Healthcare and Medical Application
5.3.3.3 Augmented Reality Device Shipment Units by Industrial Application
5.3.3.4 Augmented Reality Device Shipment Units by Defense Application
5.3.4 Augmented Reality Device Shipment Units by Region
5.3.4.1 North America Augmented Reality Device Shipment Units by Country
5.3.4.2 Europe Augmented Reality Device Shipment Units by Country
5.3.4.3 APAC Augmented Reality Device Shipment Units by Country
5.3.4.4 MEA Augmented Reality Device Shipment Units by Country
5.3.4.5 MEA Augmented Reality Device Shipment Units by Country

6 Company Analysis
6.1 Google Inc.
6.3 Meta Company
6.4 Samsung Electronics Co. Ltd.
6.5 Seiko Epson Corp.
6.6 Sony Corporation
6.7 Qualcomm Inc.
6.8 Recon Instruments
6.9 Microsoft Corporation
6.10 PTC Corporation
6.11 Osterhout Design Group (ODG)
6.12 Apple Inc.
6.13 HTC Corporation
6.14 Niantic Inc.
6.15 EON Reality Inc.
6.16 Magic Leap
6.17 Intel Corporation
6.18 Facebook Corporation
6.19 Wikitude GmbH
6.20 Zugara Inc.
6.21 Blippar
6.22 Upskill
6.23 Infinity Augmented Reality Inc.
6.24 Atheer Inc.
6.25 Marxent Labs LLC
6.26 Inglobe Technologies
6.27 ScopeAR
6.28 Catchoom Technologies
6.29 Prologue Immersive
6.30 Ubimax GmbH

7 Conclusions and Recommendations
7.1 Advertisers and Media Companies
7.2 Artificial Intelligence Providers
7.3 Automotive Companies
7.4 Broadband Infrastructure Providers
7.5 Communication Service Providers
7.6 Computing Companies
7.7 Data Analytics Providers
7.8 Equipment (AR, MR, and VR Providers)
7.9 IoT Suppliers and Service Providers
7.10 Semiconductor Companies
7.11 Smart City Systems Integrators
7.12 Social Media Companies
7.13 Software Developers

5G and the Haptic Internet: Emerging Technologies, Solutions and Market Opportunities

1. Introduction
1.1 5G Global Vision
1.2 5G Standardization And Requirements
1.3 5G Network And Tactile Internet
1.4 Tactile Internet Architecture
1.5 Emergence Of Haptic Communication
1.6 Content To Control Framework
1.7 Moving To Virtual Haptic Network

2. Haptic Internet And Technology
2.1 Haptic Internet Vision
2.2 Required Infrastructure
2.2.1 Connectivity
2.2.2 Latency And Reliability
2.2.3 System Architecture
2.2.4 High Security 16
2.2.5 Sensors And Actuators
2.2.6 Network Access
2.2.7 Mobile Edge And Cloud
2.3 Haptic Internet Ecosystem And Impact
2.4 Smartran
2.5 Mobile Edge Computing
2.6 Connected Things
2.7 NFV, SDN, and SON
2.8 Highly Adaptive Energy Efficient Computing

3. Societal Impact Of Haptic Communications
3.1 Lifelong Learning Ecosystem
3.2 Self Determined Life Ecosystem
3.3 Comfort Safe Zone
3.4 Cooperative Traffic Network
3.5 Energy Efficient City

4. Haptic Internet Enablers
4.1 Remote Control
4.2 Everywhere Touch Transmission
4.3 Audio, Video And Touch Together
4.4 Autonomous Robots And Drones
4.5 Smart City Solution
4.6 Smart Suite Solution
4.7 Iot And M2M Communication
4.8 Massive Cloud

5. Haptic Internet Market And Applications
5.1 Haptic Application Market Size Through 2025
5.2 Industrial Iot
5.3 Robotics
5.4 Telepresence
5.5 Virtual Reality
5.6 Augmented Reality
5.7 Gaming
5.8 Healthcare Solutions
5.9 Smartgrid
5.10 Traffic Control
5.11 Sports
5.12 Education And Culture
5.13 Batch Manufacturing
5.14 Remote Aircraft

6. Haptic Internet Challenges And Solutions
6.1 Real-Time Challenges
6.2 Haptic Devices And Codecs
6.3 Multi-Modal Sensing
6.4 Control Stability
6.5 Ultra-Reliability
6.6 Ultra-Responsive Connectivity
6.7 Required Allocation Of Radio Resource
6.8 Collaborative Multiuser Haptic Communications
6.9 Sensing And Actuation
6.10 Quality-Of-Experience

5G and Virtual Reality: Emerging Technologies, Solutions, Market Outlook and Forecasts

1 Executive Summary

2 Introduction and 5G Contribution to VR
2.1 VR Acceleration Curve: Experiment to Experience
2.2 5G Promises to VR Application
2.2.1 Wireless Network Requirement Parameters for VR
2.2.2 Capacitive Sensing and Touch Sensor Technology
2.3 Proliferation of Full Feature Device and Mixed Reality
2.4 Emergence of Eyewear VR Devices
2.5 VR to be Immersive Social Communication Platform
2.6 360 video VR experience will Play Pivotal Role
2.7 Real Time VR will Kick-off the Market
2.8 5G to Allow Full HD Streaming and 4K Video for VR
2.9 5G to Take Haptic Experience Mainstream in VR Application
2.10 5G to allow Network Operators to Play Pivotal Role into VR Ecosystem
2.11 5G to Support Drone and Telerobotic into VR Ecosystem
2.12 Chip Manufacturer to Play Important Role
2.13 Increasing role of VR Service Players
2.14 Wider adoption of VR Application in Diverse Sectors including Government & Public Sector
2.15 Virtual Privacy and Criminality will be New Battle Ground

3 VR Ecosystem in Post-5G Era

4 VR Market Outlook in Post-5G Era
4.1 Global VR Base Market
4.1.1 Combined Market Revenue 2021 - 2026
4.1.2 Combined Unit Shipment 2021 - 2026
4.1.3 Combined Active User 2021 - 2026
4.2 5G Accelerated VR Uptake Market
4.2.1 Market by Segments 2021 - 2026
4.2.1.1 Hardware Market
4.2.1.1.1 Full Feature Device including Haptic & Eyewear Devices
4.2.1.1.2 Hardware Components including Haptic Sensors & Semiconductor Components
4.2.1.2 Software & Application Market
4.2.1.3 Professional Service Market
4.2.2 VR Shipment Units 2021 - 2026
4.2.3 VR Active Users 2021 - 2026
4.2.4 Market by Region 2021 - 2026
4.2.4.1 North America Market
4.2.4.2 APAC Market
4.2.4.3 Europe Market

5 Potential VR Application in Post-5G Era
5.1 Consumer Application Market 2021 - 2026
5.1.1 Gaming
5.1.1.1 Pokemon Go Market Learning
5.1.2 Live Events
5.1.3 Video Entertainment
5.2 Enterprise Application Market 2021 - 2026
5.2.1 Retail Sector
5.2.2 Real Estate
5.2.3 Healthcare
5.2.4 Education
5.3 Industrial Application Market 2021 - 2026
5.3.1 Military
5.3.2 Engineering
5.3.3 Civil Aviation
5.3.4 Medical Industry
5.3.5 Agriculture
5.3.6 Government & Public Sector

6 Company Initiatives and VR Solution Analysis
6.1 Facebook
6.1.1 Social VR with Oculus Rift
6.1.2 Oculus Touch
6.1.3 Telecom Infra Project
6.2 Huawei Technologies
6.2.1 VR Headset
6.2.2 5G Vision and VR Focus
6.3 Qualcomm Inc.
6.4 ZTE Corporation
6.4.1 MEC Solution, Pre5G Capabilities and VR
6.5 Samsung Electronics
6.5.1 Gear VR, Milk VR and Project Beyond
6.6 Google
6.6.1 Google DayDream Platform
6.6.2 Expeditions
6.7 SK Telecom
6.8 LG Corporation
6.9 Nokia StarGazing VR Application
6.10 VREAL
6.11 Microsoft Corporation
6.11.1 HoloLens
6.12 Vuzix Corporation
6.12.1 Wearable Display Products
6.13 Cyber Glove Systems
6.13.1 Data Gloves Solution
6.13.2 Haptic Workstation
6.13.3 VR Software
6.14 Leap Motion, Inc.
6.14.1 Gesture Controller
6.14.2 Orion Software
6.15 Sensics, Inc.
6.15.1 VR Component and Product
6.15.2 OSVR Platform
6.16 Sixense Entertainment, Inc.
6.16.1 Sixense STEM
6.16.2 Sixense MakeVR
6.17 OSVR Platform
6.18 Intel Corporation
6.18.1 Project Alloy
6.19 Alcatel
6.19.1 VISION
6.19.2 360 Camera
6.20 Nvidia Corporation
6.20.1 VRWorks
6.21 BARCO
6.22 NGRAIN
6.23 StreamVR Platform
6.24 Analog Devices Inc.
6.25 Atmel Corporation
6.26 Cypress Semiconductor Corp
6.27 NXP
6.27.1 Acquisition of Freescale Semiconductor
6.28 Integrated Device Technology Inc
6.29 Maxim Integrated
6.30 NKK Switches
6.31 Rohm Semiconductor
6.32 Semtech Corporation
6.33 Texas Instruments

7 Conclusions and Market Recommendations
7.1 Recommendations for VR Market Players
7.2 Recommendations for Investment Community

For more information about this report visit https://www.researchandmarkets.com/research/ptfx66/next_generation?w=5

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