Augmented Reality & Virtual Reality Market for Education Industry: By Component; By Device; By Application & By Region - Forecast 2016-2022

  • ID: 4033493
  • Report
  • 158 pages
  • IndustryARC
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The basic difference between AR & VR is the user experience and user involvement in a situation. Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it whereas Virtual reality (VR) can be defined is an artificial, computer-generated simulation or recreation of a real life environment or situation which immerses the user by making them feel like they are experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing. Growing popularity and high interactive sessions and better retention rate are the key growth drivers which are expected to be the key driving factors for the growth of the AR & VR market in education industry during the period of study.

Geographically, Europe dominated the augmented & virtual reality for education industry driven by higher penetration and popularity of AR & VR technology in its innovative education industry. Europe was followed by North America and Asia-Pacific as second and third largest market for the augmented & virtual reality market for education industry. Asia Pacific is projected to have the fastest growth, owing to rapid adoption of technology and changing educational industry in nations such as Japan, China, and India in this region.

This report identifies the augmented & virtual reality market for education industry size for the years 2014-2016, and forecast of the same till the year 2022. It also highlights the market drivers, restraints, growth indicators, challenges, and other key aspects with respect to the augmented & virtual reality market for education industry.

This report segments the augmented & virtual reality market for education industry on the basis of component, device, application, and regional market as follows:

AR & VR Market for Education Industry market research report is classified on the basis of component. Some of the major components covered in this report are as follows: Hardware Component (3D Camera) Software Component (Software Development Kits, Cloud-Based Services, Education Software).

AR & VR Market for Education Industry market research report is classified on the basis of device. Some of the major devices covered in this report are as follows: Augmented Reality Devices(Head-Mounted Displays, Head-Up Display (HUD), Handheld Device), Virtual Reality Devices(Head-Mounted Display (HMD)), Projector & Display Wall.

AR & VR Market for Education Industry market research report is classified on the basis of application. Some of the major applications covered in this report are as follows: classroom learning, corporate learning management, certifications, e-learning and Others).

This report has been further segmented into major regions, which includes detailed analysis of each region such as: North America, Europe, Asia-Pacific (APAC), and Rest of the World (RoW) covering all the major country level markets in each of the region

This report identifies all the major companies operating in the augmented & virtual reality market for education industry. Some of the major companies’ profiles in detail are as follows:

Google Inc.

Microsoft Corporation
Vuzix Corporation
Samsung Electronics Co., Ltd.

Qaulcomm Inc.
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1. Augmented & Virtual Reality Market for Education Industry – Overview

2. Executive Summary

3. Augmented & Virtual Reality Market for Education Industry Landscape
3.1. Market Share Analysis
3.2. Comparative Analysis
3.3. Product Benchmarking
3.4. End User Profiling
3.5. Top 5 Financials Analysis

4. Augmented & Virtual Reality Market for Education Industry– Forces
4.1. Drivers
4.1.1. Increasing popularity of Augmented & Virtual Reality Devices
4.1.2. Interactive sessions with better retention
4.2. Restraints
4.2.1. Frequent up gradation of technology
4.3. Opportunities
4.4. Challenges
4.5. Porter’s Five Forces Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Degree of Competition

5. Augmented & Virtual Reality Market for Education Industry– Strategic Analysis
5.1. Value Chain Analysis
5.2. Pricing Analysis
5.3. Opportunities Analysis
5.4. Product/Market Life Cycle Analysis
5.5. Suppliers and Distributors

6. Augmented & Virtual Reality Market for Education Industry, By Component
6.1. Augmented Reality and Virtual Reality Hardware Component
6.1.1. 3D Camera
6.1.2. Others
6.2. Augmented Reality and Virtual Reality Software Component
6.2.1. Software Development Kits
6.2.2. Education Applications
6.2.3. Cloud-Based Services

7. Augmented & Virtual Reality Market for Education Industry, By Device
7.1. Augmented Reality Devices
7.1.1. Head-Mounted Displays
7.1.2. Head-Up Display (HUD)
7.1.3. Handheld Device
7.2. Virtual Reality Devices
7.2.1. Head-Mounted Display (HMD)
7.2.2. Projector & Display Wall

8. Augmented & Virtual Reality Market for Education Industry, By Application
8.1. Classroom Learning
8.2. Corporate Learning Management
8.3. Certifications
8.4. E-Learning
8.5. Others

9. Augmented & Virtual Reality Market for Education Industry, By Geography
9.1. Europe
9.1.1. Germany
9.1.2. France
9.1.3. Italy
9.1.4. Spain
9.1.5. Russia
9.1.6. U.K.
9.1.7. Rest of Europe
9.2. Asia Pacific
9.2.1. China
9.2.2. India
9.2.3. Japan
9.2.4. South Korea
9.2.5. Rest of Asia-Pacific
9.3. North America
9.3.1. U.S.
9.3.2. Canada
9.3.3. Mexico
9.4. Rest of the World (RoW)
9.4.1. Brazil
9.4.2. Rest of RoW

10. Augmented & Virtual Reality Market for Education Industry – Entropy
10.1. Expansion
10.2. Technological Developments
10.3. Merger & Acquisitions, and Joint Ventures
10.4. Supply- Contract

11. Company Profiles (Overview, Financials, SWOT Analysis, Developments, Product Portfolio)
11.1. Immersive VR Education
11.2. Unimersiv
11.3. Google Expeditions Pioneer Program (Google Inc.)
11.4. Alchemy VR
11.5. Discovery VR
11.6. ZSpace
11.7. Curiscope
11.8. Woofbert VR
11.9. Nearpod
11.10. Eon Reality Inc
11.11. Schell Games
11.12. Gamar
11.13. Thinklink
11.14. Microsoft Corporation
11.15. Vuzix Corporation
11.16. Samsung Electronics Co., Ltd.
11.17. Qaulcomm Inc.
11.18. Oculus VR Inc.
11.19. Infinity Augmented Reality Inc.
11.20. Magic Leap, Inc.
11.21. Blippar Inc.
11.22. Daqri LLC
*More than 40 Companies are profiled in this Research Report, Complete List available on Request*
"*Financials would be provided on a best efforts basis for private companies"

12. Appendix
12.1. Abbreviations
12.2. Sources
12.3. Research Methodology
12.4. Bibliography
12.5. Compilation of Expert Insights
12.6. Disclaimer
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