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Market Research Report

Augmented Reality: Innovations and Lifecycle

Published by Parks Associates Product code 783066
Published Content info 51 Pages
Delivery time: 1-2 business days
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Augmented Reality: Innovations and Lifecycle
Published: March 31, 2019 Content info: 51 Pages
Description

SYNOPSIS:

Augmented reality (AR) has the great potential to revolutionize the way in which consumers interact with technology, each other, and the world around them. Some believe that AR devices could even replace smartphones and personal computers in the future. This report presents an overview of the current state of AR technologies and devices, with an emphasis on new innovations in the AR space that can help drive adoption. It includes a deep dive into the activities of major AR players, including Microsoft, Google, and Apple, as well as product lifecycle estimates.

ANALYST INSIGHT:

“In the consumer space, there is low familiarity with the term augmented reality, even though a higher percentage of consumers use augmented reality in some form than do virtual reality. None of the top consumer AR applications are AR-first but rather additive experiences to another core benefit or use case,” said Kristen Hanich, Senior Analyst, Parks Associates.

Table of Contents

Table of Contents

1.0. Report Summary

  • 1.1. Purpose of Report
  • 1.2. Key Questions Addressed by this Research
  • 1.3. Research Approach/Sources

2.0. Augmented Reality Market Overview

  • 2.1. Augmented Reality Use Cases
    • 2.1.1. Business Use Cases
      • Enterprise Use Cases
      • Company Highlight: Microsoft
      • Company Highlight: LogistiVIEW
    • 2.1.2. Consumer Use Cases
      • Filters: Social Media and Chat
      • Shopping: Virtual Try-Out
      • Mobile Gaming: Pokémon Go
      • Web AR and AR Browsers
  • 2.2. Augmented Reality Ecosystem

3.0. Augmented Reality Devices: Assessment of Leading Players

  • 3.1. Handheld AR
    • 3.1.1. AR on iPhones
      • Unifying Hardware and Software with ARKit
    • 3.1.2. AR on Android Phones
      • Designing for Google's ARCore
  • 3.2. AR Head-Mounted Devices
    • 3.2.1. 2D AR HMDs
      • RealWear
      • Vuzix
      • Google Glass
      • Kopin Corporation
    • 3.2.2. 3D AR HMDs
      • Microsoft HoloLens
      • Magic Leap
      • Qualcomm XR Viewer Platform
      • nReal.ai
  • 3.3. AR Platforms: Comparative Assessment

4.0. Consumer Perceptions of Augmented Reality

  • 4.1. Consumer-Preferred Use Cases
  • 4.2. Preferred Form-Factors
  • 4.3. Rising Consumer Awareness

5.0. Telco's Augmented Reality Strategies

6.0. Market Forecast

  • 6.1. Assessment of AR Market
  • 6.2. Methodology and Assumptions
    • 6.2.1. Continued Handheld Dominance in the Consumer Space
    • 6.2.2. Enterprise HMD Growth Will Be Slower than Expected
    • 6.2.3. More Players Will Exit the Market
  • 6.3. Augmented Reality Evolution: Projected Timeline

7.0. Implications and Recommendations

8.0. Appendix

  • 8.1. Glossary
  • 8.2. Index
  • 8.3. Image Sources

List of Figures

  • Companies Interviewed or Researched for Report
  • Augmented Reality Development Timeline
  • Dynamics 365 Mixed Reality Solutions
  • Monthly Active App Users for Top AR Applications
  • Augmented Reality Ecosystem
  • Use Cases for Augmented Reality HMDs
  • RealWear HMT Specs
  • Vuzix Smart Glasses Specs
  • Microsoft HoloLens Specs
  • Magic Leap One Specs
  • Comparison of Leading AR Headsets
  • Consumer Familiarity with AR
  • Consumer Preference for AR Information
  • Appeal of AR Form Factors
  • Familiarity with AR by Generation (2016-2018)
  • Telco AR Initiatives
  • Enterprise Augmented Reality HMDs: 2018-2025 Forecast
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