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市場調查報告書
商品編碼
1488046

人體增強市場規模 - 按產品類型(穿戴式裝置、虛擬實境裝置、擴增實境裝置、外骨骼、智慧虛擬助理)、按功能(身體配戴、非身體配戴)、應用程式和預測,2024 - 2032 年

Human Augmentation Market Size - By Product Type (Wearable Devices, Virtual Reality Devices, Augmented Reality Devices, Exoskeletons, Intelligent Virtual Assistants), By Functionality (Body-worn, Non-body Worn), By Application & Forecast, 2024 - 2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 200 Pages | 商品交期: 2-3個工作天內

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簡介目錄

在技​​術進步的推動下,特別是在人工智慧、機器人和生物技術等領域,預計 2024 年至 2032 年人類增強市場規模的複合年成長率將超過 6%。例如,2022 年 11 月,京瓷公司在日本推出了三款新的人體增強解決方案原型:物理化身、步行感測和指導系統以及聽覺增強設備。這些技術的發展能夠增強人類的能力,從體力和耐力到認知能力和感官知覺。殘疾和與年齡相關的疾病的日益普遍也刺激了對輔助設備和技術的需求,以改善行動不便或感官障礙人士的生活品質。

醫療保健、製造、國防和娛樂等各行業對人體增強解決方案的需求不斷成長,將進一步推動市場成長。外骨骼、義肢和神經刺激裝置等人體增強技術正在徹底改變患者照護和復健過程。在製造和物流領域,穿戴式裝置和機器人外裝正在提高工人的生產力和安全性,同時降低受傷和疲勞相關錯誤的風險。

人體增強產業分為產品類型、功能、應用和區域。

虛擬實境 (VR) 設備產品類型細分市場的市場佔有率預計在 2024 年至 2032 年期間將顯著成長,這歸因於增強人類能力的沉浸式和互動體驗。這些設備配備了先進的感測器和追蹤技術,使用戶能夠與虛擬環境即時互動。在醫療、教育、訓練等領域,VR設備被用來為醫療流程、技能訓練、場景學習等提供沉浸式模擬。

到 2032 年,工業應用的人體增強市場將顯著成長。在體力勞動繁重或危險的環境中,例如舉重或在密閉空間內工作,外骨骼和機器人輔助系統有助於降低受傷和疲勞相關錯誤的風險。

由於技術進步、強大的醫療基礎設施以及研發投資的增加,北美人體增強產業預計將產生利潤豐厚的機會,並在 2024 年至 2032 年期間以超過 6.3% 的複合年成長率成長。完善的醫療保健生態系統,加上不斷成長的醫療保健支出,正在促進輔助設備和技術在復健、醫療程序和改善生活品質方面的採用。

目錄

第 1 章:方法與範圍

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商格局
  • 利潤率分析
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 對增強性能的需求不斷增加
      • 人工智慧的日益融合
      • 人們對擴增實境 (AR) 和虛擬實境 (VR) 的興趣日益濃厚
      • 科技不斷進步
      • 穿戴式裝置的普及
    • 產業陷阱與挑戰
      • 道德和社會問題
      • 依賴性和成癮性
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:依產品類型,2018 年 - 2032 年

  • 主要趨勢
  • 穿戴式裝置
  • 虛擬實境設備
  • 擴增實境設備
  • 其他

第 6 章:市場估計與預測:按功能分類,2018 年 - 2032 年

  • 主要趨勢
  • 身體配戴
  • 非身體佩戴
  • 其他

第 7 章:市場估計與預測:依應用分類,2018 - 2032

  • 主要趨勢
  • 消費者
  • 商業的
  • 醫療的
  • 防禦
  • 工業的
  • 其他

第 8 章:市場估計與預測:按地區分類,2018 年 - 2032 年

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳新銀行
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非
    • MEA 的其餘部分

第 9 章:公司簡介

  • B-Temia Inc.
  • Cyberdyne Inc.
  • Ekso Bionics Holdings, Inc.
  • Facebook Reality Labs (Meta Platforms, Inc.)
  • Google LLC (Alphabet Inc.)
  • Hocoma AG (DIH Technologies)
  • Huawei Technologies Co., Ltd.
  • Microsoft Corporation
  • ReWalk Robotics Ltd.
  • Rex Bionics Ltd.
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Touch Bionics Inc. (Össur)
  • Wandercraft
  • Wearable Robotics SRL
簡介目錄
Product Code: 8590

Human Augmentation Market size is anticipated to observe over 6% CAGR from 2024 to 2032, driven by technological advancements, particularly in areas like AI, robotics, and biotechnology. For instance, in November 2022, Kyocera Corporation launched three new solution prototypes in Japan for human augmentation: a Physical Avatar, a Walk Sensing and Coaching System, and an Auditory Augmentation Device. These technological developments enable the enhancement of human capabilities, ranging from physical strength and endurance to cognitive abilities and sensory perception. The increasing prevalence of disabilities and age-related conditions is also fueling the demand for assistive devices and technologies to improve the quality of life for individuals with mobility or sensory impairments.

The rising demand for human augmentation solutions in various industries, including healthcare, manufacturing, defense, and entertainment, will further drive the market growth. Human augmentation technologies, such as exoskeletons, prosthetics, and neurostimulation devices are revolutionizing patient care and rehabilitation processes. In manufacturing and logistics, wearable devices and robotic exosuits are enhancing worker productivity and safety while reducing the risk of injuries and fatigue-related errors.

The human augmentation industry is classified into product type, functionality, application and region.

The market share from the virtual reality (VR) devices product type segment is slated to witness significant growth during 2024-2032, attributed to immersive and interactive experiences that enhance human capabilities. These devices, equipped with advanced sensors and tracking technologies, enable users to interact with virtual environments in real-time. In fields such as healthcare, education, and training, VR devices are utilized to provide immersive simulations for medical procedures, skill training, and scenario-based learning.

Human augmentation market from industrial applications will grow at a notable pace through 2032. This is due to the growing need to enhance worker productivity, safety, and efficiency In industries, such as manufacturing, construction, and logistics. In environments where manual labor is strenuous or hazardous, such as in heavy lifting or working in confined spaces, exoskeletons and robotic assistance systems help reduce the risk of injuries and fatigue-related errors.

North America human augmentation industry is expected to generate lucrative opportunities and expand at over 6.3% CAGR from 2024-2032, attributed to technological advancements, robust healthcare infrastructure, and increasing investments in R&D. The well-established healthcare ecosystem, coupled with rising healthcare expenditure is fostering the adoption of assistive devices and technologies for rehabilitation, medical procedures, and improving quality of life.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definitions
  • 1.2 Base estimates & calculations
  • 1.3 Forecast calculations
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360 degree synopsis, 2018 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news & initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Increasing demand for enhanced performance
      • 3.8.1.2 Growing integration of AI
      • 3.8.1.3 Growing interest in Augmented Reality (AR) and Virtual Reality (VR)
      • 3.8.1.4 Growing technological advancements
      • 3.8.1.5 Growing adoption of wearable devices
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 Ethical and societal concerns
      • 3.8.2.2 Dependency and addiction
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
    • 3.10.1 Supplier power
    • 3.10.2 Buyer power
    • 3.10.3 Threat of new entrants
    • 3.10.4 Threat of substitutes
    • 3.10.5 Industry rivalry
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Product Type, 2018 - 2032 (USD Million)

  • 5.1 Key trends
  • 5.2 Wearable devices
  • 5.3 Virtual reality devices
  • 5.4 Augmented reality devices
  • 5.5 Others

Chapter 6 Market Estimates & Forecast, By Functionality, 2018 - 2032 (USD Million)

  • 6.1 Key trends
  • 6.2 Body-worn
  • 6.3 Non-body worn
  • 6.4 Others

Chapter 7 Market Estimates & Forecast, By Application, 2018 - 2032 (USD Million)

  • 7.1 Key trends
  • 7.2 Consumer
  • 7.3 Commercial
  • 7.4 Medical
  • 7.5 Defense
  • 7.6 Industrial
  • 7.7 Others

Chapter 8 Market Estimates & Forecast, By Region, 2018 - 2032 (USD Million)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Russia
    • 8.3.7 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 Saudi Arabia
    • 8.6.3 South Africa
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 B-Temia Inc.
  • 9.2 Cyberdyne Inc.
  • 9.3 Ekso Bionics Holdings, Inc.
  • 9.4 Facebook Reality Labs (Meta Platforms, Inc.)
  • 9.5 Google LLC (Alphabet Inc.)
  • 9.6 Hocoma AG (DIH Technologies)
  • 9.7 Huawei Technologies Co., Ltd.
  • 9.8 Microsoft Corporation
  • 9.9 ReWalk Robotics Ltd.
  • 9.10 Rex Bionics Ltd.
  • 9.11 Samsung Electronics Co., Ltd.
  • 9.12 Sony Corporation
  • 9.13 Touch Bionics Inc. (Össur)
  • 9.14 Wandercraft
  • 9.15 Wearable Robotics SRL