According to Acute Market Reports, the Global Head Mounted Display is accounted for $2.68 billion in 2015 and is expected to reach $32.09 billion by 2022 growing at a CAGR of 42.6%. These eye virtual display units have vastly been in market since last couple of years because of rising popularity of light-weighted wearable devices. The declining prices of micro-displays and huge demand of these products in defence sector are some of the factors which are enhancing the market growth. However lack of awareness and some design related issues are hampering the market growth.
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Eyewear in product segment is estimated to support a major part of market, because of more consumers inclining towards light-weight micro-display devices. Moreover Security and tracking in application segment is growing at high pace because of defence sector being its prominent user. Based on geography North America is at stagnant pace in terms of growth because of its use in defence and safety services, while Asia Pacific is going to be a lucrative market owing to low production cost, low maintenance cost and availability of cheap labour with standard expertise in this field.
Some of the major key players of the market are eMagin Corporation, Google Corporation, Kopin Corporation, Oculus VR, Recon Instruments , Rockwell Collins, Inc., Seiko Epson Corporation, Sensics Corporation, Sony Corporation, Thales Visionix, Inc. , Vuzix Corporation, Recon Instruments Inc. and Osterhout Design Group.
Eyewear in product segment is estimated to support a major part of market, because of more consumers inclining towards light-weight micro-display devices. Moreover Security and tracking in application segment is growing at high pace because of defence sector being its prominent user. Based on geography North America is at stagnant pace in terms of growth because of its use in defence and safety services, while Asia Pacific is going to be a lucrative market owing to low production cost, low maintenance cost and availability of cheap labour with standard expertise in this field.
Some of the major key players of the market are eMagin Corporation, Google Corporation, Kopin Corporation, Oculus VR, Recon Instruments , Rockwell Collins, Inc., Seiko Epson Corporation, Sensics Corporation, Sony Corporation, Thales Visionix, Inc. , Vuzix Corporation, Recon Instruments Inc. and Osterhout Design Group.
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Applications Covered:
Medical
Entertainment
o Video Gaming
Aviation & Tactical
Engineering Application
o Industrial
o Maintenance and Inspection
o Cad/Cam Solutions
Training & Simulation
Imaging
Augmented and Virtual Reality
Research & Development
Security
Tracking
Others
o Education
o Sports
Components covered:
Software
Hardware
o Camera
o Connectivity Devices
o Controller
o Sensors
? Accelerometer
? Gyroscope
? Magnetometer
? Proximity Sensors
? Others
o Microdisplays
o Goggles
o Other Components
Technologies Covered:
Virtual Reality
Augmented Reality
Products Covered:
Head-Mounted
Eyewear
Regions Covered:
North America
o US
o Canada
o Mexico
Europe
o Germany
o France
o Italy
o UK
o Spain
o Rest of Europe
Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
o Rest of Asia Pacific
Rest of the World
o Middle East
o Brazil
o Argentina
o South Africa
o Egypt
What our report offers:
- Market share assessments for the regional and country level segments
- Market share analysis of the top industry players
- Strategic recommendations for the new entrants
- Market forecasts for a minimum of 7 years of all the mentioned segments, sub segments and the regional markets
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements
Applications Covered:
Medical
Entertainment
o Video Gaming
Aviation & Tactical
Engineering Application
o Industrial
o Maintenance and Inspection
o Cad/Cam Solutions
Training & Simulation
Imaging
Augmented and Virtual Reality
Research & Development
Security
Tracking
Others
o Education
o Sports
Components covered:
Software
Hardware
o Camera
o Connectivity Devices
o Controller
o Sensors
? Accelerometer
? Gyroscope
? Magnetometer
? Proximity Sensors
? Others
o Microdisplays
o Goggles
o Other Components
Technologies Covered:
Virtual Reality
Augmented Reality
Products Covered:
Head-Mounted
Eyewear
Regions Covered:
North America
o US
o Canada
o Mexico
Europe
o Germany
o France
o Italy
o UK
o Spain
o Rest of Europe
Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
o Rest of Asia Pacific
Rest of the World
o Middle East
o Brazil
o Argentina
o South Africa
o Egypt
What our report offers:
- Market share assessments for the regional and country level segments
- Market share analysis of the top industry players
- Strategic recommendations for the new entrants
- Market forecasts for a minimum of 7 years of all the mentioned segments, sub segments and the regional markets
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements
1 Executive Summary
2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions
3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Technology Analysis
3.7 Product Analysis
2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions
3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Technology Analysis
3.7 Product Analysis
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