europe augmented reality (ar) & mixed reality (mr) market

Europe Augmented Reality (AR) & Mixed Reality (MR) Market - Industry Trends and Forecast to 2029

  • Published Date: 2022-12-22
  • Report ID: 143271
  • Pages: 225
  • Format: prudent report format

Short Description
Europe Augmented Reality (AR) & Mixed Reality (MR) Market, By Component (Hardware, Software, Services), Deployment Model (Cloud, On Premise), Distribution Channel (Offline, Online), Device Type (Head Up Display, Head Mounted Display, Projector & Display Wall, Gesture Tracking Devices), Technology (Mobile Augmented Reality, Monitor-Based Technology, Near Eye Based Technology), Application (Workflow Optimization, Marketing Collaboration, Enhanced 2-D & 3-D, Visualizations, 3D Modelling, Documentation, Navigation), End User (Retail & E-Commerce, IT & Telecommunication, Automotive, Aerospace & Defense, Healthcare, Travel & Tourism, Energy, Media & Entertainment, Education, Construction, Games & Sports, Banking), Countries (Germany, Italy, U.K., France, Spain, the Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe) Industry Trends and Forecast to 2029

Market Definition
Augmented reality is a technology which uses the existing user's environment and overlays the digital or virtual content or information over it to offer an immersive digital experience in a real-time environment. Augmented reality applications are developed on special 3D programs, which enable developers to integrate contextual or digital content with the real world in real-time. Augmented reality offers interactive experiences through multiple sensory modalities, including haptic, auditory, visual, somatosensory, and more. The technology has a wide range of applications in entertainment, training, and educational areas. Industries such as manufacturing, healthcare, and logistics, among others, are more focusing on adopting this technology for training, maintenance, assistance, and monitoring applications.
Mixed reality symbolizes the controlled collision of the AR/VR and IoT trends. Mixed reality (MR), also referred to as hybrid reality, is the technology that is used to merge real and virtual worlds and produce new environments and visualizations where physical and digital objects co-exist and interact in real-time. Mixed reality is an interdisciplinary field involving computer graphics, signal processing, computer apparition, user interfaces, mobile computing, wearable computing, information visualization, and the design of displays and sensors. Mixed reality concepts are increasingly being adopted by various industries, including automotive, healthcare, and office environments, among others.
Market Segmentation
Europe augmented Reality (AR) & mixed reality (MR) market is divided into seven notable segments, which are based on components, deployment model, distribution channel, device type, technology, application, and end-user.
On the basis of components, Europe augmented reality (AR) & mixed reality (MR) market is segmented into hardware, software and services
On the basis of the deployment model, Europe augmented reality (AR) & mixed reality (MR) market is segmented into cloud, and on-premise
On the basis of organization distribution channel, Europe augmented reality (AR) & mixed reality (MR) market is segmented into offline and online
On the basis of device type, Europe augmented reality (AR) & mixed reality (MR) market is segmented into head up display, head mounted display, projector & display wall, and gesture tracking devices
On the basis of technology, Europe augmented reality (AR) & mixed reality (MR) market is segmented into mobile augmented reality, monitor-based technology, and near eye based technology
On the basis of application, Europe augmented reality (AR) & mixed reality (MR) market is segmented into workflow optimization, marketing collaboration, enhanced 2-D & 3-D, visualizations, 3D modeling, documentation, and navigation
On the basis of end user, Europe augmented reality (AR) & mixed reality (MR) market is segmented into retail & e-commerce, IT & Telecommunication, automotive, aerospace & defense, healthcare, travel & tourism, energy, media & entertainment, education, construction, games & sports, and banking
Market Players
Some of the major players operating in Europe augmented reality (AR) & mixed reality (MR) market are:
Microsoft
Samsung Electronics Co. Ltd.
Panasonic Corporation
Google
AsusTek Computer Inc.
Autodesk Inc.
Barco
Dell
EON Reality
HP Development Company, L.P
HTC Corporation
Intel Corporation
Lenovo
PTC
Realwear, Inc.
Seiko Epson Corporation
Sony Corporation
Teamviewer
Ultraleap Limited


TABLE OF CONTENTS
1 INTRODUCTION 20
1.1 OBJECTIVES OF THE STUDY 20
1.2 MARKET DEFINITION 20
1.3 OVERVIEW OF EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET 20
1.4 CURRENCY AND PRICING 22
1.5 LIMITATIONS 22
1.6 MARKETS COVERED 23
2 MARKET SEGMENTATION 26
2.1 MARKETS COVERED 26
2.2 GEOGRAPHICAL SCOPE 27
2.3 YEARS CONSIDERED FOR THE STUDY 28
2.4 DBMR TRIPOD DATA VALIDATION MODEL 29
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 32
2.6 DBMR MARKET POSITION GRID 33
2.7 VENDOR SHARE ANALYSIS 34
2.8 MULTIVARIATE MODELING 35
2.9 COMPONENT TIMELINE CURVE 35
2.10 MARKET APPLICATION COVERAGE GRID 36
2.11 SECONDARY SOURCES 37
2.12 ASSUMPTIONS 37
3 EXECUTIVE SUMMARY 38
4 PREMIUM INSIGHTS 41
4.1 REGULATIONS 43
4.1.1 IEEE STANDARDS 43
4.2 POST COVID 45
4.3 MARKETING 46
4.4 PRICING ANALYSIS/PRICE SENSITIVITY 47
4.5 KOREAN CONTENT'S POPULARITY 48
5 MARKET OVERVIEW 49
5.1 DRIVERS 51
5.1.1 INCREASING PENETRATION OF SMART DEVICES AND INTERNET SERVICES 51
5.1.2 RISE IN ADOPTION OF AUGMENTED REALITY BY EDUCATIONAL INSTITUTES 51
5.1.3 INCREASING FOCUS ON CYBER-PHYSICAL SYSTEMS 52
5.1.4 MORE OF TECHNOLOGICAL ADVANCEMENT AND DIGITIZATION 53

5.2 RESTRAINTS 53
5.2.1 STRINGENT REGULATIONS OF GOVERNMENT FOR VARIED ORGANIZATIONS 53
5.2.2 LOSS OF DATA AND PRIVACY 53
5.3 OPPORTUNITIES 54
5.3.1 INCREASED DEPLOYMENT OF AR AND MR TECHNOLOGY IN NUMEROUS INDUSTRIES 54
5.3.2 INCREASE IN VARIOUS STRATEGIC DECISIONS SUCH AS PARTNERSHIP AND ACQUISITION 55
5.3.3 DEVELOPMENT OF HARDWARE WITH FASTER PROCESSING SPEEDS 56
5.3.4 RISE IN INVESTMENT AND FUNDING BY DEVELOPED COUNTRIES 57
5.4 CHALLENGES 58
5.4.1 EUROPE ECONOMIC SLOWDOWN LIMITS THE MARKET DEVELOPMENT 58
5.4.2 COMPLICATIONS WHILE OPERATING AUGMENTED REALITY (AR) & MIXED REALITY (MR) BASED PRODUCT 58
6 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY COMPONENT 60
6.1 OVERVIEW 61
6.2 HARDWARE 62
6.2.1 DISPLAYS AND PROJECTORS 63
6.2.2 CAMERAS 63
6.2.3 CONTROLLER AND PROCESSOR 63
6.2.4 SENSORS 63
6.2.4.1 ACCELEROMETERS 64
6.2.4.2 GYROSCOPES 64
6.2.5 PROXIMITY SENSORS 64
6.2.6 MAGNETOMETERS 64
6.2.7 OTHERS 64
6.2.8 POSITION TRACKERS 64
6.2.9 OTHERS 64
6.3 SOFTWARE 65
6.4 SERVICES 65
6.4.1 IMPLEMENTATION 66
6.4.2 SUPPORT AND MAINTENANCE 66
6.4.3 TRAINING 66
7 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEPLOYMENT MODEL 67
7.1 OVERVIEW 68
7.2 CLOUD 69
7.3 ON-PREMISE 69
8 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DEVICE TYPE 71
8.1 OVERVIEW 72
8.2 HEAD MOUNTED DISPLAY 73
8.2.1 SMART GLASSES 74
8.2.2 SMART HELMET 74
8.3 HEAD UP DISPLAY 74
8.4 PROJECTOR & DISPLAY WALLS 75
8.5 GESTURE-TRACKING DEVICES 75
9 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY TECHNOLOGY 77
9.1 OVERVIEW 78
9.2 MOBILE AUGMENTED REALITY 79
9.3 MONITOR-BASED TECHNOLOGY 79
9.4 NEAR EYE BASED TECHNOLOGY 80
10 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY DISTRIBUTION CHANNEL 81
10.1 OVERVIEW 82
10.2 OFFLINE 83
10.3 ONLINE 83
11 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY APPLICATION 85
11.1 OVERVIEW 86
11.2 WORKFLOW OPTIMIZATION 87
11.3 ENHANCED 2-D AND 3-D 88
11.4 VISUALIZATIONS 88
11.5 MARKETING COLLABORATION 89
11.6 3D MODELING 90
11.7 DOCUMENTATION 90
11.8 NAVIGATION 91

12 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY END USER 92
12.1 OVERVIEW 93
12.2 MEDIA AND ENTERTAINMENT 95
12.2.1 BROADCAST 96
12.2.2 MUSIC 96
12.2.3 ART GALLERIES AND EXHIBITIONS 96
12.2.4 MUSEUMS 96
12.2.5 THEME PARKS 97
12.3 GAMES AND SPORTS 97
12.4 RETAIL AND E-COMMERCE 97
12.4.1 JEWELLERY 98
12.4.2 BEAUTY AND COSMETICS 98
12.4.3 APPAREL FITTING 98
12.4.4 GROCERY SHOPPING 99
12.4.5 FOOTWEAR 99
12.4.6 FURNITURE AND LIGHTING DESIGN 99
12.5 TRAVEL AND TOURISM 99
12.6 HEALTHCARE 100
12.6.1 SURGERY 101
12.6.2 FITNESS MANAGEMENT 101
12.6.3 PATIENT CARE MANAGEMENT 101
12.6.4 PHARMACY MANAGEMENT 101
12.6.5 OTHERS 101
12.7 ANIMATION 101
12.7.1 CHARACTER 102
12.7.2 CARTOON 102
12.8 AEROSPACE AND DEFENSE 103
12.9 AUTOMOTIVE 103
12.10 CONSTRUCTION 104
12.11 EDUCATION 104
12.12 BANKING 105
12.13 ENERGY 106
12.14 IT AND TELECOMMUNICATION 106
12.15 OTHERS 107

13 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, BY REGION 108
13.1 EUROPE 109
14 EUROPE AUGMENTED REALITY (AR) & MIXED REALITY (MR) MARKET, COMPANY LANDSCAPE 116
14.1 COMPANY SHARE ANALYSIS: EUROPE 116
15 SWOT ANALYSIS 117
16 COMPANY PROFILE 118
16.1 MICROSOFT 118
16.1.1 COMPANY SNAPSHOT 118
16.1.2 REVENUE ANALYSIS 118
16.1.3 COMPANY SHARE ANALYSIS 119
16.1.4 PRODUCTS PORTFOLIO 119
16.1.5 RECENT DEVELOPMENTS 120
16.2 GOOGLE (A SUBSIDIARY OF ALPHABET INC.) 121
16.2.1 COMPANY SNAPSHOT 121
16.2.2 REVENUE ANALYSIS 121
16.2.3 COMPANY SHARE ANALYSIS 122
16.2.4 PRODUCTS PORTFOLIO 122
16.2.5 RECENT DEVELOPMENTS 122
16.3 SAMSUNG ELECTRONICS CO., LTD. 123
16.3.1 COMPANY SNAPSHOT 123
16.3.2 REVENUE ANALYSIS 123
16.3.3 COMPANY SHARE ANALYSIS 124
16.3.4 PRODUCT PORTFOLIO 124
16.3.5 RECENT DEVELOPMENTS 124
16.4 PANASONIC CORPORATION 125
16.4.1 COMPANY SNAPSHOT 125
16.4.2 REVENUE ANALYSIS 125
16.4.3 COMPANY SHARE ANALYSIS 126
16.4.4 PRODUCTS PORTFOLIO 126
16.4.5 RECENT DEVELOPMENTS 127
16.5 DELL 128
16.5.1 COMPANY SNAPSHOT 128
16.5.2 REVENUE ANALYSIS 128
16.5.3 PRODUCTS PORTFOLIO 129
16.5.4 RECENT DEVELOPMENTS 129

16.6 LENOVO 130
16.6.1 COMPANY SNAPSHOT 130
16.6.2 REVENUE ANALYSIS 130
16.6.3 PRODUCTS PORTFOLIO 131
16.6.4 RECENT DEVELOPMENT 131
16.7 AUTODESK INC. 132
16.7.1 COMPANY SNAPSHOT 132
16.7.2 REVENUE ANALYSIS 132
16.7.3 PRODUCTS PORTFOLIO 132
16.7.4 RECENT DEVELOPMENTS 133
16.8 ASUSTEK COMPUTER INC. 134
16.8.1 COMPANY SNAPSHOT 134
16.8.2 REVENUE ANALYSIS 134
16.8.3 PRODUCT PORTFOLIO 135
16.8.4 RECENT DEVELOPMENT 135
16.9 BARCO 136
16.9.1 COMPANY SNAPSHOT 136
16.9.2 REVENUE ANALYSIS 136
16.9.3 PRODUCT PORTFOLIO 137
16.9.4 RECENT DEVELOPMENTS 137
16.10 EON REALITY 139
16.10.1 COMPANY SNAPSHOT 139
16.10.2 PRODUCT PORTFOLIO 139
16.10.3 RECENT DEVELOPMENTS 139
16.11 HP DEVELOPMENT COMPANY, L.P. 140
16.11.1 COMPANY SNAPSHOT 140
16.11.2 REVENUE ANALYSIS 140
16.11.3 PRODUCTS PORTFOLIO 141
16.11.4 RECENT DEVELOPMENTS 141
16.12 HTC CORPORATION 142
16.12.1 COMPANY SNAPSHOT 142
16.12.2 REVENUE ANALYSIS 142
16.12.3 PRODUCT PORTFOLIO 143
16.12.4 RECENT DEVELOPMENTS 143
16.13 INTEL CORPORATION 145
16.13.1 COMPANY SNAPSHOT 145
16.13.2 REVENUE ANALYSIS 145
16.13.3 PRODUCT PORTFOLIO 146
16.13.4 RECENT DEVELOPMENTS 146

16.14 MAGIC LEAP, INC. 147
16.14.1 COMPANY SNAPSHOT 147
16.14.2 PRODUCT PORTFOLIO 147
16.14.3 RECENT DEVELOPMENTS 147
16.15 PTC 148
16.15.1 COMPANY SNAPSHOT 148
16.15.2 REVENUE ANALYSIS 148
16.15.3 PRODUCTS PORTFOLIO 149
16.15.4 RECENT DEVELOPMENT 149
16.16 REALWEAR, INC. 150
16.16.1 COMPANY SNAPSHOT 150
16.16.2 PRODUCT PORTFOLIO 150
16.16.3 RECENT DEVELOPMENTS 150
16.17 SEIKO EPSON CORPORATION 152
16.17.1 COMPANY SNAPSHOT 152
16.17.2 REVENUE ANALYSIS 152
16.17.3 PRODUCT PORTFOLIO 153
16.17.4 RECENT DEVELOPMENTS 153
16.18 SONY CORPORATION 154
16.18.1 COMPANY SNAPSHOT 154
16.18.2 REVENUE ANALYSIS 154
16.18.3 PRODUCTS PORTFOLIO 155
16.18.4 RECENT DEVELOPMENT 155
16.19 TEAMVIEWER 156
16.19.1 COMPANY SNAPSHOT 156
16.19.2 REVENUE ANALYSIS 156
16.19.3 PRODUCT PORTFOLIO 157
16.19.4 RECENT DEVELOPMENTS 157
16.20 ULTRALEAP LIMITED 158
16.20.1 COMPANY SNAPSHOT 158
16.20.2 PRODUCT PORTFOLIO 158
16.20.3 RECENT DEVELOPMENT 158
17 QUESTIONNAIRE 159
18 RELATED REPORTS 164
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