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Mobile Commerce in Virtual and Augmented Reality

Abstract

Overview:

The convergences of two powerful technologies and solutions, Augmented Reality and Mobile Commerce, will create many opportunities for new revenue generating applications. These applications will have a directly positive impact on the mobile commerce ecosystem as a new methods of interacting with real brands and real products in a virtual/augmented environment converts potential interest to actual sales.

This report analyzes the current status and assesses the future market value for m-commerce with Augmented Reality applications. This research includes evaluation of NFC, NFC vs. Cloud Payments, impacts and opportunities with LTE, mobile payments market forecast, and more. It also provides analysis of Augmented Reality can be used in social selling and social media interaction.

Key Findings:

  • Augmented reality revenues will exceed $3 billion by 2015
  • Mobile commerce revenues will be doubled by 2015 with AR applications
  • Revenues generated from mobile phone augmented reality applications will reach $2.2 billion by 2015

Target Audience:

  • Social Commerce Vendors
  • Mobile Network Operators
  • Mobile Software Developers
  • OSS/BSS Solution Providers
  • Handset and Tablet Manufacturers
  • Mobile Payment Service Providers
  • Content and Applications Aggregators
  • Augmented Reality Technology Vendors
  • Mobile Marketing and Advertising Providers

Telecommunications Infrastructure Providers

Table of Contents

1.0 EXECUTIVE SUMMARY

  • 1.1 M-COMMERCE VALUE CHAIN
    • 1.1.1 MOBILE COMMERCE VALUE CHAIN
    • 1.1.2 USER FEE BUSINESS MODELS
    • 1.1.3 SUBSCRIPTION FEES

2.0 CLOUD COMPUTING IN M-COMMERCE

  • 2.1 CLOUD APPLICATIONS
    • 2.1.1 GRID COMPUTING
    • 2.1.2 CASE STUDY: USING GRID COMPUTING TO SAVE IT COSTS
    • 2.1.3 TRANSACTION SYSTEMS
    • 2.1.4 DEPLOYING CLOUD COMPUTING
  • 2.2 CLOUD DEPLOYMENT SCENARIOS
    • 2.2.1 SCENARIO 1
    • 2.2.2 SCENARIO 2
    • 2.2.3 CASE STUDY: CLOUD AND THE RETURN ON INVESTMENT (ROI)
  • 2.3 CLOUD APPLICATIONS AND BUSINESS MODELS FOR MOBILE APPLICATIONS
    • 2.3.1 INFRASTRUCTURE AS A SERVICE (IAAS)
    • 2.3.2 PLATFORM AS A SERVICE (PAAS)
    • 2.3.3 SOFTWARE AS A SERVICE (SAAS)
  • 2.4 PRIVATE CLOUDS AND MOBILE COMMERCE
    • 2.4.1 BACKEND AS A SERVICE
    • 2.4.1 COMMUNICATION AS A SERVICE (CAAS)
  • 2.5 NFC PAYMENT VS CLOUD-BASED PAYMENTS
    • 2.5.1 ISIS WALLET
    • 2.5.2 GOOGLE WALLET AND ITS SWOT ANALYSIS
    • 2.5.3 GOOGLE WALLET CHALLENGES AND HOW TO OVERCOME IT
    • 2.5.4 PAYPAL AND GOOGLE WALLET
    • 2.5.5 VISA WALLET AND ITS SWOT ANALYSIS
    • 2.5.6 SERVE BY AMERICAN EXPRESS E-WALLET AND ITS SWOT ANALYSIS
    • 2.5.7 GOOGLE WALLET VERSES ISIS WALLET
    • 2.5.8 COMPARISON BETWEEN CURRENT WALLET SYSTEMS
    • 2.5.9 ADVANTAGES OF THE M-PAYMENTS SYSTEMS
  • 2.6 MOBILE PAYMENTS MARKET 2012-2017
    • 2.6.1 CURRENT MARKET SEGMENT
    • 2.6.2 M BANKING INTERACTIONS
    • 2.6.3 MOBILE APPS FOR MULTIPLE PLATFORMS
    • 2.6.4 HTML 5
    • 2.6.5 CURRENT PLATFORMS
  • 2.7 MOBILE PAYMENTS IN THE CLOUD
    • 2.7.1 MOBILE DEVICES IN THE CLOUD
    • 2.7.2 CLOUD-BASED MOBILE PAYMENT
    • 2.7.3 PAYPAL CLOUD BASED MOBILE PAYMENT
    • 2.7.4 MIND COMMERCE EXPECTATIONS FOR THE FUTURE OF THE MOBILE PAYMENT (NFC OR CLOUD-BASED PAYMENTS?)
    • 2.7.5 USING AMAZON CLOUD SERVICE WITH MOBILE PAYMENTS
    • 2.7.6 DEPLOYING THE CLOUD SERVICE WITH MOBILE COMMERCE
    • 2.7.7 CLOUD FORMATION
    • 2.7.8 SALES FORCE CLOUD GOES MOBILE
  • 2.8 THE FUTURE OF THE MOBILE COMMERCE MARKETS WITH THE CLOUD

3.0 AUGMENTED REALITY

  • 3.1.1 USER POSITION AND AUGMENTED REALITY
    • 3.1.2 COLLABORATIVE APPLICATIONS
    • 3.1.3 AUGMENTED REALITY CHALLENGES
    • 3.1.4 AUGMENTED REALITY POPULAR APPLICATIONS
    • 3.1.5 AUGMENTED REALITY IN TOURISM
    • 3.1.6 AUGMENTED REALITY AND FACE RECOGNITION
    • 3.1.7 CASE STUDY: HOW TO USE AR WITH IN MOBILE COMMERCE
    • 3.1.8 CONCLUSION
  • 3.2 WEARABLE AUGMENTED REALITY DEVICES AND M-COMMERCE
  • 3.3 WEARABLE DEVICES COMPONENT AND TECHNOLOGIES
    • 3.3.1 GOOGLE GLASSES
    • 3.3.2 GOOGLE GLASSES TECHNOLOGIES
    • 3.3.3 GOOGLE GLASSES POTENTIAL APPLICATIONS
    • 3.3.4 GOOGLE NOW INTEGRATION WITH GOOGLE GLASSES
  • 3.4 WILL GOOGLE GLASSES BE ANDROID BASED OR CLOUD BASED?
    • 3.4.1 CLOUD COMPUTING AND THE TRANSFORMATION OF GOOGLE MOBILE APPS
    • 3.4.2 GFS II
    • 3.4.3 BIGTABLE
    • 3.4.4 MAPREDUCE
    • 3.4.5 MEMCACHE
    • 3.4.6 APPENGINE
  • 3.5 GOOGLE BUSINESS MODEL AND CLOUD STRATEGY
    • 3.5.1 MARKET STRATEGY
    • 3.5.2 GOOGLE APPS MARKETPLACE AND MOBILE APPLICATIONS
    • 3.5.3 GOOGLE CLOUDS
    • 3.5.4 ECONOMIC OF THE CLOUD AND ITS BENEFITS FOR GOOGLE
    • 3.5.5 SWOT ANALYSIS FOR GOOGLE CLOUD SERVICES
    • 3.5.6 GOOGLE MOBILE CLOUDS POTENTIALS FOR GOOGLE GLASSES
  • 3.6 HANDHELD VS. WEARABLE AUGMENTED REALITY
    • 3.6.1 SWOT ANALYSIS FOR WEARABLE AUGMENTED REALITY DEVICES
  • 3.7 AUGMENTED REALITY IN LTE
    • 3.7.1 INFORMATION VISUALIZATION (IV)
    • 3.7.2 AUGMENTED INTERFACE
    • 3.7.3 OUTDOOR AUGMENTED REALITY
    • 3.7.4 DESIGNING AUGMENTED REALITY SYSTEMS
    • 3.7.5 FIELD-PROGRAMMABLE GATE ARRAY (FPGA)
    • 3.7.6 FRAME GRABBER
    • 3.7.7 VIDEO SIGNALS

4.0 AUGMENTED REALITY AND M-COMMERCE MARKET VALUE 2012-2015

  • 4.1 AR IN SOCIAL MEDIA MARKET VALUE 2012-2015
    • 4.1.1 SOCIAL SELLING WITH AR APPLICATIONS
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