Global AR VR for Training Market Ecosystem By Product; By Solutions; By Component, By Raw material By Region; By End Users (Automotive, Retail, Defence, Aerospace, Consumer Industry, Others); By Region and Forecast - 2026

Date : Jul 2020

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Report ID : 364

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Category : Information Technology

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Report Format:  PDF EXCEL PPT WORD

Global AR VR for training market ecosystem was valued at US$ 1,606.6 Mn in 2018 and is expected to reach US$ XX Mn by the end of the forecast period, expanding at a CAGR of 44.10% during the period from 2019 to 2026. Simulation and training exercises have evolved rapidly over the past few years. The evolution was imperative in order to provide the workforce with a more holistic experience that would ultimately result in a better final output. AR VR are examples of technologies that have contributed to the evolution of training & simulation exercises over the past few years. Industries such as aerospace, defense, retail, and healthcare, among others, account for a greater market share in the AR VR for training market ecosystem.

For instance, The Camfil Group, a manufacturer of clean air products and air filters, joined hands with Mersus Technologies to develop ‘The Camfil Experience’, which is an immersive virtual reality environment used for technical training that features a digital twin of Camfil’s products. Using Oculus Go VR headsets, maintenance engineers can learn to identify, install, and maintain air filters with greater efficiency and safety. Further, The Raymond Corporation, a provider of lift trucks, uses virtual reality learning tools to improve the trainer and trainee experience. The VR simulator allows lift truck operators to learn in a virtual environment using an actual truck and controls that are plugged into Raymond’s Simulation Port (sPort). This entire exercise is performed under expert guidance. Real-time experience has garnered much popularity, especially in terms of training. This helps personnel train and work more productively. These factors are greatly contributing to the growth of the AR VR for training market ecosystem.

Ecosystem Snapshot: AR VR for Training Market Overview

AR VR for Training Market

Based on products, head-mounted displays captured the major chunk of the market in 2018 and are expected to display similar trends in the coming years as well. HMDs are considered appropriate for training and simulation purposes, as they provide a superior degree of realism for training and simulation applications. They are lightweight, rugged, and easy to adjust, and they provide superior image quality and performance.

The defense industry is one of the largest end-users of AR VR for training purposes. Owing to the high demand for AR VR in the defense industry, in 2017, Kopin Corporation, an electronics manufacturer based in Massachusetts, launched the ‘Brillian LCD Microdisplay’, mainly for defense applications. Further, in September 2019, they announced the maiden design win for the display for an augmented reality HMD, which is to be used for army helicopter pilots. However, smart glasses are expected to display a CAGR of XX% during the forecast period.

AR VR for Training Market Ecosystem: Segmentation

Products

Solutions & Services

Components

Raw Materials

End-use Industries

Handheld Devices

Documentation

Sensors

Silicon

Automotive

Head-Mounted Displays

Visualization

Camera

GaN

Defense

Smart Glass

3D Modeling

IMU

Glass

Aerospace

 

Navigation

Processor

Plastic

Healthcare

 

Workflow Optimization

Graphics (Cards)

SiC

Retail

 

Others

Audio IC’s

Metal

Transport & Logistics

 

 

Memory

Others

Others

 

 

Displays

 

 

 

 

Modules

 

 

 

 

Others

 

 

Global AR VR for Training Market Ecosystem:

Based on regions, North America is expected to display the fastest growth during the forecast period. Owing to its technological superiority, the U.S. is expected to maintain the lead throughout the forecast period. However, China is closing in on the U.S. to become the world leader in technology in the coming years. The Chinese market spending on augmented and virtual reality is expected to cross the US$ 66.32 Bn mark by 2022, with the CAGR expected to lie somewhere between 85% to 90%. Training and industrial maintenance are the major areas of applications for the augmented reality and virtual reality market in China.

The major players in the AR VR in training industry are mainly focusing on mergers and acquisitions, product expansion, partnerships, and other such strategies for strengthening their market presence. Sony dominated the VR technology and had accounted for 1.7 million shipments in 2017, followed by Oculus and HTC. HTC accounted for a shipment of approximately 800,000 units of VR devices, while Oculus accounted for the sale of approximately 1.7 million units of VR products in 2019.

AR VR for Training Market Ecosystem: Market Statistics Glimpse

AR VR for training ecosystem- Market Statistics Glimpse

There are many trends that are having an impact on the market forecast. These, when evaluated from a company’s perspective, can drive growth. Our numerous consulting projects have generated sizeable synergies across all regions and all sizes of companies.

AR VR for Training Market Ecosystem: Key Players

Company

Ecosystem Positioning

Total Revenue

Industry

Region

Microsoft

Product Manufacturer

$110.4 Billion

AR VR Industry

Global

Google LLC

Product Manufacturer

$136.22 Billion

AR VR Industry

Global

Lenovo

Product Manufacturer

$14 Billion

AR VR Industry

Global

HTC Corporation

Product Manufacturer

$0.73 Billion

AR VR Industry

Global

Facebook

Product Manufacturer

$55 Billion

AR VR Industry

Global


Very few markets have interconnectivity with other markets like AR VR. Our Interconnectivity module focuses on the key nodes of heterogenous markets in detail. Smart Sensors, 3D modeling, Silicon, and Head-Mounted Displays are some of our key researched markets

AR VR for Training Market Ecosystem Major Interconnectivities

AR VR in Logistics and Supply Chain Market Ecosystem

A Glance on Global AR VR for Training Market Ecosystem Trends:

Trends

End-use Industries

Virtual reality and augmented reality tools are used by fortune 500 companies to upskill their workforce. For instance, this may include training the drivers by using virtual headsets for tackling hazardous situations

Logistics   

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Table of Content

  1. Introduction
    1. Global AR VR for Training Ecosystem Definition
    2. Scope of study
    3. About FABRIC

Customizations

  1. Ask for Customization
    1. Sensitivity Analysis
    2. TAM SAM SOM Analysis
    3. Other Customization
  2. Executive Summary
    1. Global Market Segmentation
    2. Global Market Overview
    3. Global Market Statistics
    4. Mega Trends
    5. Competitive Landscape
      1. SWOT
      2. PEST
      3. Company Ranking
    6. Market Attractiveness

Ecosystem Positioning

  1. Global AR VR for Training Ecosystem Snapshot
    1. Global AR VR for Training Ecosystem Broad Heads
      1. Demand Side
      2. Supply Side
    2. Global AR VR for Training Ecosystem Segmentation
      1. By Product
        1. Head Mounted Displays
        2. Smart Glass
        3. Handheld Devices
      2. By Solutions & Services
        1. Documentation
        2. Visualization
        3. 3D Modelling
        4. Navigation
        5. Workflow Optimization
        6. Others
      3. By End-use Industries
        1. Automotive
        2. Defense
        3. Aerospace
        4. Healthcare
        5. Retail
        6. Transport & Logistics
        7. Others
      4. By Components
        1. Sensors
        2. Camera
        3. IMU
        4. Processors
        5. Graphics (Cards)
        6. Audio IC’s
        7. Memory
        8. Displays
        9. Modules
        10. Others
      5. By Raw Material
        1. Silicon
        2. GaN
        3. Glass
        4. Plastic
        5. SiC
        6. Metal
        7. Others
      6. By Region
        1. North America
          1. U.S.
          2. Canada
          3. Mexico
        2. Asia Pacific
          1. China
          2. Japan
          3. India
          4. Australia
          5. South Korea
          6. Rest of APAC
        3. Europe
          1. UK
          2. France
          3. Germany
          4. Italy
          5. Spain
          6. Rest of Europe
        4. Rest of world
          1. LATAM
          2. MEA
  2. Competitive Landscape Mapping by Ecosystem Positioning
    1. Company by each node
    2. Vendor Landscaping
  3. Ecosystem Level Analysis

Trend Analysis

  1. Global AR VR for Training Ecosystem Trends
    1. Trend Mapping
      1. Trend Description
      2. Trend Evaluation
        1. Impact
        2. Importance
        3. Remarks
      3. Trend Outlook (Short, Mid, Long Term)
      4. Trend Company Mapping
      5. Related Global AR VR for Training Ecosystem Mapping
      6. Trend Region/Country Mapping

Global AR VR for Training Ecosystem Regulatory Analysis

  1. Overview
    1. Regulatory Mapping
    2. Regulatory Impact
    3. Regulatory Interlinkage

Global AR VR for Training Ecosystem Sizing, Volume and ASP Analysis & Forecast

  1. Global AR VR for Training Ecosystem Sizing & Volume
    1. Cross-segmentation
    2. Global AR VR for Training Ecosystem Sizing and Global AR VR for Training Ecosystem Forecast
    3. Global AR VR for Training Ecosystem Volume Analysis
    4. Average Selling Price Analysis
    5. Global AR VR for Training Ecosystem Growth Analysis

Competitive Intelligence

  1. Competitive Intelligence
    1. Top Industry Players vs Trend Tagging
        1. Importance
        2. Trend Nature (Positive/ Negative)
        3. Value
        4. Interconnectivity for each vendor
    2. Global AR VR for Training Ecosystem Share Analysis
        1. By Each Node
    3. Strategies Adopted by Global AR VR for Training Ecosystem participants
        1. Global AR VR for Training Ecosystem Strategies
        2. New product launch Strategies
        3. Geographic Expansion Strategies
        4. Product-line Expansion Strategies
        5. Operational / Efficiency building Strategies
        6. Other Strategies

Company Profiles

  1. Company Profiling Summary
    1. Company List & Fundamentals
    2. Ecosystem Positioning
  2. Company Profiles - including the:
    1. Zco Corporation
      1. Company Fundamentals
      2. Subsidiaries list
      3. Share Holding Pattern
      4. Key Employees and Board of Directors
      5. Financial Analysis
        1. Financial Summary
        2. Ratio Analysis
        3. Valuation Metrics
      6. Product & Services
      7. Client & Strategies
      8. Ecosystem Presence
      9. SWOT
      10. Trends Mapping
      11. Analyst Views
    2. Facebook, Inc.
    3. Google LLC
    4. Microsoft Corporation
    5. Samsung Electronics Co. Ltd
    6. Sony Corporation
    7. BAE Systems, Inc
    8. HTC Corporation
    9. Lenovo
    10. Acer
    11. FOVE, Inc.
    12. Beijing ANTVR Technology CO., LTD
    13. Pico Interactive Inc.
    14. LG Electronics
    15. Open Source Virtual Reality
    16. Pimax Technology
    17. StarVR Corp.
    18. Magic Leap
    19. Carl Zeiss A.G.
    20. Next/Now
    21. GameAnax Inc
    22. Unity Technologies

Global AR VR for Training Ecosystem Developments

  1. Global AR VR for Training Ecosystem Events & Rationale
    1. R&D, Technology and Innovation
    2. Business & Corporate advancements
    3. M&A, JVs/Partnerships
    4.  Political, Macro-economic, Regulatory
    5.  Awards & Recognition
    6. Others

Research Methodology & Approach

  1. Research Methodology and Approach
    1. Assumptions/ Inferences
    2. Sources
      1. Primary Interviews
      2. Secondary Sources
        1. Key Secondary Webpages
        2. Whitepapers
        3. Annual Reports
        4. Investor/Analyst Presentations
    3. Appendix
    4. Contact

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