市場調查報告書
商品編碼
1451633
2024-2032 年 AR 和 VR 智慧眼鏡市場報告(按類型(光學透視、視訊透視)、最終用途(遊戲產業、醫療保健、教育、軍事和國防等)和地區AR and VR Smart Glasses Market Report by Type (Optical See Through, Video See Through), End Use (Gaming Industry, Healthcare, Education, Military and Defense, and Others), and Region 2024-2032 |
2023年全球AR和VR智慧眼鏡市場規模達166億美元。展望未來, IMARC Group預計到2032年市場規模將達到491億美元,2024-2032年複合年成長率(CAGR)為12.44%。
VR(虛擬實境)和AR(擴增實境)眼鏡是指彌合實體世界和數位世界之間差距的智慧眼鏡。 AR眼鏡有助於改變圖像或修改現實世界的視圖,同時幫助使用者完成日常任務並讓他們更有效地表達自己。相較之下,VR眼鏡提供了身臨其境的虛擬體驗,讓使用者感受到身臨其境的體驗。借助 AR 和 VR 眼鏡,佩戴者可以遠端記錄靜態圖像、影片和音頻,即時分享他們的觀點,免持訪問資訊,交換資料並增強他們的現實世界。此外,使用者可以透過這些眼鏡分析與周圍環境相關的資訊。因此,AR和VR智慧眼鏡可以增強甚至取代企業供應鏈內的現有技術解決方案,從而提高工作場所效率、生產力和合規性。
該市場主要由 AR 和 VR 技術在電子商務、醫療保健、軍事和國防以及教育等眾多最終用途行業中的廣泛採用所推動。這可以歸因於人工智慧 (AI)、機器學習 (ML) 和物聯網 (IoT) 與巨量資料和分析相結合的不斷進步。與此一致的是,對擴增實境和虛擬實境遊戲的廣泛需求以及遊戲玩家數量的不斷增加,導致全球範圍內產品的採用率更高。此外,快速的數位化、高速5G網路的日益普及以及行動應用的快速發展也創造了積極的市場前景。持續的產品創新進一步推動了市場,例如 3D 互動式內容與 360 度視訊的整合、增強的臉部和物件追蹤以及更好的語音識別。推動市場發展的其他一些因素包括工業 4.0 的出現、快速工業化、可支配收入水準的提高以及廣泛的研發 (R&D) 活動。
The global AR and VR smart glasses market size reached US$ 16.6 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 49.1 Billion by 2032, exhibiting a growth rate (CAGR) of 12.44% during 2024-2032.
VR (virtual reality) and AR (augmented reality) glasses refer to smart glasses that bridge the gap between the physical and digital worlds. AR glasses assist in changing images or modifying views of the real world while assisting users with everyday tasks and allowing them to express themselves more effectively. In contrast, VR glasses provide an immersive virtual experience, thus allowing users to feel the experience of being in an actual location. With AR and VR glasses, wearers can record still images, videos, and audio remotely, share their point of view in real-time, access information hands-free, exchange data, and augment their real world. Additionally, users can analyze information relevant to their surroundings through these glasses. As a result, AR and VR smart glasses can enhance and even replace existing technology solutions within enterprise supply chains, thereby enhancing workplace efficiency, productivity, and compliance.
The market is majorly driven by the widespread adoption of AR and VR technology in numerous end-use industries, including e-commerce, healthcare, military and defense, and education. This can be attributed to continual advancements in artificial intelligence (AI), machine learning (ML) and the internet of things (IoT) in combination with big data and analytics. In line with this, the widespread demand for augmented and virtual reality games, along with the rising number of gamers, are resulting in a higher product uptake on the global level. Moreover, rapid digitization, the increasing penetration of high-speed 5G internet, and rapid developments in mobile applications are also creating a positive market outlook. The market is further driven by continual product innovations, such as the integration of 3D interactive content with 360-degree video, enhanced face and object tracking, and better speech recognition. Some of the other factors providing an impetus to the market include the emergence of industry 4.0, rapid industrialization, inflating disposable income levels and extensive research and development (R&D) activities.
IMARC Group provides an analysis of the key trends in each sub-segment of the global AR and VR smart glasses market report, along with forecasts at the global, regional and country level from 2024-2032. Our report has categorized the market based on type and end use.
Optical See Through
Video See Through
Gaming Industry
Healthcare
Education
Military and Defense
Others
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
The competitive landscape of the industry has also been examined along with the profiles of the key players being Avegant Corp., Everysight Ltd. (Elbit Systems Ltd.), HTC Corporation, Kopin Corporation, Microsoft Corporation, Optinvent, Seiko Epson Corporation, Sony Interactive Entertainment LLC (Sony Group Corporation) and Vuzix.