Global Market For Augmented Reality (AR) : Industry to Witness Tremendous Growth and Expansion by 2022

Augmented Reality (AR) Industry: Segmented By Type, Application and by Geography-Trends and Forecasts (2016-2022)

Global Market For Augmented Reality (AR) : Industry to Witness Tremendous Growth and Expansion by 2022

Suite 600, Dallas, United States - April 10, 2017 /MarketersMedia/

Orbis Research Adds a new study Augmented Reality (AR): Market Shares, Strategy, and Forecasts, Worldwide, to 2022. The 2016 study has 516 pages, 183 tables and figures. Worldwide AR markets are poised to achieve significant growth with the use of smartphone apps and headsets or glasses that are platforms to project digital information as images onto a game image or a work situation.

AR is in the early stages of an explosive growth cycle. The Pokemon Go phenomenon raid adoption raised awareness and expectation for the vision of augmented reality AR and digital enhancement of the surroundings. Digital enhancement as AR is just human explanation of our existing surroundings. Digital enhancement provides human explanations of the innate natural world and of the machines we use to perform work.

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AR digital enhancement provides explanations and process predictions. Google pointed the way, as it so often does, to the AR opportunity with Google glass which failed, but spawned a large number of projects that have succeeded. All the AR vendors will reap the benefits of the Google original Google Glass huge AR marketing investment.

Augmented reality AR is set to become an indispensable part of people’s lives. AR is poised to take off as part of the much heralded Internet of things (IoT). Digital images become as much a part of the real world as the things we can touch and feel as they are integrated into everyday life. The reality is augmented by the digital images. Augmented reality is a misnomer to the extent that it implies that reality is somehow has something superimposed on it. Instead the reality exists, and the digital images blend in to enhance the experience of reality, make it more understandable or more interesting. The reality is not changed, it is not made better, it is understood better.

Use-cases for AR proliferate. Pokemon Go points the way to, illustrates, the huge game market opportunity looming on the ubiquitous smart phones.

Adoption of AR technology in the enterprise is growing. AR headsets and glasses are used in manufacturing, logistics, remote service, retail, medical, and education. One popular AR application is providing ‘see-what-I-see’ functionality, enabling off-site specialists to provide real-time guidance and expertise to troubleshoot an issue. Others superimpose process steps by step information on dials and switches in workflow situations.

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As price points decline, AR becomes useful. Augmented reality AR is set to become an indispensable part of people’s lives. AR is poised to take off. Digital images become as much a part of the real world as the things we can touch and feel as they are integrated into everyday life. The reality is augmented by the digital images. Augmented reality is a misnomer to the extent that it implies that reality is somehow has something superimposed on it that changes the reality. Instead the reality exists intact, and the digital images blend in to enhance the experience of reality, make it more understandable or more interesting. The reality is not changed it is not made better, it is understood better, process and workflow can be implemented in a more efficient manner.

According to Susan Eustis, lead author of the study, “These game based and industrial end-to-end process IoT augmented reality modular AR markets are anticipated to reach $7 trillion by 2027, growing in some cases at the same pace we have seen from Pokemon Go augmented reality. Pokémon Go grew to a massive 45 million daily active users per day after two months in the market, with the market reaching $250 million for the vendor Niantic by September 2016 after two months starting from zero.”
The Pokemon GO characters are placed in our world, they are not crazy, they are not illusions that replace an unhappy experience of reality, or entertain with inappropriate violence, as you would find in a virtual reality game, they are friends that appear in our local life, show up in local locations where they can be caught and looked at. They become part of real life, a vital expression of reality.

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Key Topics:
• Augmented Reality
• AR
• Pokemon Go
• Digital Workflow
• Smart Headset
• Smart Glasses
• Internet of Things
• Shopfloor AR
• Wearable Computer
• Process Image

Companies Profiled

• Market Leaders
• Niantic
• Sieko Epson
• Microsoft
• Sony
• PTC
• Daqri
• Google
• Infinity Augmented Reality
• Total Immersion
• Wikitude
• Bippar
• Atheer
• ODG
• Vuzix

Market Participants

• ACEP / Try Live
• Apple Augmented Reality (AR)
• APX Labs
• Atheer
• Augmate
• Augmedix
• Blippar
• Layar
• CastAR
• Daqri
• Esri
• Essence
• Facebook / Oculus
• General Electric
• Google
• HP Aurasma
• HP Autonomy
• HTC
• IBM Watson Augmented Reality
• Infinity Augmented Reality
• Intel / Recon Instruments
• Kopin
• Magic Leap
• MDA
• Merrick & Company
• Microsoft
• Niantic
• Osterhaut Group (ODG)
• Pristine
• PTC Acquires Vuforia
• Qualcomm
• Samsung
• SAP
• Septentrio
• Seiko Epson
• Shenzhen Vigor Electronic Co.
• Sigma-Aldrich
• Sony Interactive Entertainment
• Thermo Fisher Scientific / Life Technologies
• Total Immersion
• Valve Technologies
• Vuzix / Intel Investment
• Waygo
• Wikitude
• Yahoo
• Yahoo / Mavens
• Yahoo / Tumblr
• ARLab SDKs
• DroidAR Open-Source Framework
• Metaio SDK
• Vuforia SDK
• Wikitude AR SDK

Contact Info:
Name: Hector Costello
Email: sales@orbisresearch.com
Organization: Orbis Research
Address: 4144N Central Expressway

Source URL: http://marketersmedia.com/global-market-for-augmented-reality-ar-industry-to-witness-tremendous-growth-and-expansion-by-2022/184811

For more information, please visit http://www.orbisresearch.com/reports/index/augmented-reality-ar-market-shares-strategies-and-forecasts-worldwide-2016-to-2022

Source: MarketersMedia

Release ID: 184811

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