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市場調查報告書
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1640534

歐洲 3D遠距臨場系統:市場佔有率分析、產業趨勢與統計、成長預測(2025-2030 年)

Europe 3D Telepresence - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3個工作天內

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簡介目錄

預計預測期內歐洲 3D遠距臨場系統市場複合年成長率將達到 14.23%。

歐洲 3D 遠端呈現市場-IMG1

主要亮點

  • 隨著越來越多的企業採用尖端的通訊方法,歐洲 3D遠距臨場系統市場正在不斷成長。由於遠端協作的需求不斷成長,尤其是在 COVID-19 疫情期間,以及市場技術的進步,企業正在從傳統的視訊會議轉向身臨其境型遠距臨場系統。
  • 該技術具有諸多優點:會議和演示可以在您自己的辦公室舉行,從而減少了出行的需要。這會減少不必要的困難並提高員工的士氣。此外,它還能為銀行和保險等敏感產業提供更快、更個人化的客戶服務。
  • 旅行成本的上升、頻寬速率的下降、網際網路連接的日益普及以及繁忙的工作日程都是推動該地區對 3D遠距臨場系統技術和視訊會議解決方案的需求的一些因素。
  • 3D遠距臨場系統由於成本過高,其商業可行性受到限制,而當前市場上VR產品的低價格和廣泛可用性對其構成了嚴重威脅,並可能抑制該行業的擴張。
  • COVID-19 疫情對 3D遠距臨場系統市場產生了正面影響。疫情期間,全部區域實施的行動限制導致許多企業和組織轉向遠端在家辦公。

歐洲 3D遠距臨場系統市場趨勢

使用者體驗的改善推動市場成長

  • 遠端沉浸式技術與3D技術結合,無論是與虛擬實境或擴增擴增實境境結合,都能讓遠端使用者有身臨其境的感覺。這項技術有許多潛在的應用,不僅可以改善目前透過 2D 視訊會議進行通訊的使用者體驗,而且還消除了旅行的需要。
  • 遠端協作等應用預計也將推動此類解決方案的需求,在這些應用中,多學科團隊需要在 3D資料和模型上密切合作。這些應用包括設計、製造、醫學、物理科學、建築、天文學、數位人文、教育等。
  • 虛擬學習環境的優勢(例如靈活的時間表、增強的個人責任感、移動性和以學生為中心的學習)進一步推動了市場擴張。虛擬實境(VR)可以取代有形的紙模型、海報、書籍和印刷手冊。它提供了更多經濟實惠、便攜的學習材料,使教育更加便利、更行動化。
  • 隨著雲端處理技術的發展和各類終端用戶從硬體解決方案迅速遷移到軟體解決方案,我們預計雲端基礎的視訊會議將顯著成長。

硬體解決方案實現巨大成長

  • 遠距臨場系統是一種使用與 VR 感測器密切相關的技術(例如攝影機和麥克風)來取代參與者的連接感的媒介。借助感測設備,參與者可以以第一人稱觀點遠端看到和聽到。
  • 教育機構和國際組織對硬體設備的使用日益增多,推動了對這些產品的需求。此外,這些地點在更新舊視訊會議解決方案時,預計也會面臨硬體需求的增加。
  • 3D遠距臨場系統系統與傳統視訊會議系統相比具有許多優勢,包括增強的互動體驗、多功能性、擴充性以及兩方或多方之間 3D 視訊資料的高效渲染和串流。遠端呈現系統成為地理分散的團隊合作的理想選擇尤其是對於商務旅行而言。
  • 此外,隨著遠距臨場系統技術變得越來越便宜,它在低成本應用中的使用越來越頻繁。此外,本地行業的技術進步正在推動企業從視訊會議轉向身臨其境型遠距臨場系統解決方案。隨著商界領袖、普通民眾和政界人士採用這項技術,對 3D遠距臨場系統硬體的需求預計會不斷成長。
  • 此外,隨著英國零售商和其他企業轉向雲端以簡化通訊,3D遠距臨場系統設備可能成為改善客戶體驗的一大步。由於 AR 和 VR 等最尖端科技的日益普及,預計歐洲地區 3D遠距臨場系統市場的普及率將持續提高。

歐洲3D遠距臨場系統產業概況

由於初始投資較高,歐洲 3D遠距臨場系統市場競爭較為激烈。微軟、TelePresence Tech、思科和 Holoxica Limited 等強大的科技巨頭控制著相當一部分業務。這些公司利用戰術性合資來增加市場佔有率和盈利。

  • 2022 年 2 月:思科宣佈為其遠端會議服務 Webex Hologram 推出逼真的即時遠端遠距臨場系統功能。

其他福利:

  • Excel 格式的市場預測 (ME) 表
  • 3 個月的分析師支持

目錄

第 1 章 簡介

  • 研究假設和市場定義
  • 研究範圍

第2章調查方法

第3章執行摘要

第4章 市場洞察

  • 市場概況
  • 產業價值鏈分析
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭對手之間的競爭強度
  • COVID-19 市場影響評估

第5章 市場動態

  • 市場促進因素
    • 改善使用者體驗
    • 組織對節省時間的技術的需求不斷增加
  • 市場限制
    • 高成本且商業化有限

第6章 市場細分

  • 按解決方案類型
    • 硬體
    • 軟體
  • 按應用
    • 教育
    • 會議
    • 客戶服務
    • 廣告
    • 其他用途
  • 按國家
    • 荷蘭
    • 瑞典
    • 挪威
    • 德國
    • 英國
    • 法國

第7章 競爭格局

  • 公司簡介
    • TelePresence Tech
    • Cisco Systems Inc.
    • Microsoft Corporation
    • Holoxica Limited
    • Valorem Reply
    • Teliris Inc.(Dimension Data)
    • Digital Video Enterprises Inc.
    • Musion 3D
    • Polycom Inc.
    • ZTE Corporation
    • MDH Hologram Ltd
    • Primasonic Spectrum Private Ltd

第8章投資分析

第9章:市場的未來

簡介目錄
Product Code: 54422

The Europe 3D Telepresence Market is expected to register a CAGR of 14.23% during the forecast period.

Europe 3D Telepresence - Market - IMG1

Key Highlights

  • A growing number of companies are adopting cutting-edge communication methods, which has resulted in a growth in the market for 3D telepresence in Europe. Companies have switched from conventional video conferencing to immersive telepresence due to the rise in demand for distant cooperation, particularly during the COVID-19 pandemic, and technological advancements in the market.
  • This technology has many advantages. It reduces the need for travel because meetings and presentations may be held in one's office. As a result, unwanted difficulties are decreased, and employee morale is raised. Additionally, it allows quicker and more individualized client service in delicate industries like banking and insurance.
  • Rising travel costs, declining bandwidth rates, increasing penetration of internet connectivity, and hectic work schedules are some of the factors that augment the demand for 3D Telepresence technology and solutions across the region for video conferencing.
  • Limited 3D telepresence commercialization due to its high costs and the low price and wide availability of VR products in the current market has made them a serious threat and may restrain industry expansion.
  • The outbreak of COVID-19 has had a positive impact on the 3D telepresence market, as restrictions on the movement of people during the pandemic across the region resulted in many enterprises and corporates resorting to working remotely from home.

Europe 3D Telepresence Market Trends

Enhanced User Experience to Drive Market Growth

  • The tele-immersion technology, coupled with 3D technology, gives remote users a greater sense of presence, whether combined with virtual or augmented reality. In addition to improving the user experience for communication, which is now done via 2D video conferencing, there are various potential uses for this technology that would eliminate the need for travel.
  • The demand for these solutions is also anticipated to be driven by applications, such as remote collaboration, where multidisciplinary teams must closely collaborate with 3D data or models. These applications include design, manufacturing, medicine, physical sciences, architecture, astronomy, digital humanities, and education, among many others.
  • The benefits of a virtual learning environment, such as flexible schedules, increased individual accountability, mobility, student-centered learning, and others, further boost the market's expansion. Virtual reality (VR) can displace tangible paper models, posters, books, and printed manuals. It provides more affordable, portable learning resources, making education more available and mobile.
  • A significant increase in cloud-based video conferencing is anticipated due to the development of cloud computing technologies and the quick transition of various end users from hardware to software solutions.

Hardware Solutions to Witness Significant Growth

  • Telepresence is a medium that substitutes for the participant's related senses using technology closely related to VR transducers, such as video cameras and microphones. With the help of sensing equipment, the participant can remotely see and hear from the first-person POV.
  • The increased usage of hardware devices in educational institutions and international organizations has led to increased demand for these products. Additionally, it is anticipated that updating earlier video conferencing solutions at these locations will increase the need for the hardware.
  • Due to characteristics like improved interactive experience, versatility, scalability, and efficient rendering and streaming of 3D video data between two or more parties, 3D telepresence systems are predicted to become appealing for geographically dispersed team collaboration, specifically to avoid travel and to increase flexibility.
  • Furthermore, telepresence techniques are being used increasingly frequently in low-cost applications as the technology gets more affordable. In addition, organizations have switched from video conferencing to immersive telepresence solutions due to technology advancements in the regional industry. The need for 3D telepresence hardware is anticipated to rise as business executives, members of the public, and politicians increasingly use these technologies.
  • Additionally, as UK retail and other companies go to the cloud to streamline their communications, 3D telepresence devices could be a massive step in improving the customer experience. The European area is anticipated to experience higher usage of the 3D telepresence market due to the growing uptake of cutting-edge technologies like AR and VR.

Europe 3D Telepresence Industry Overview

The European 3D telepresence market is moderately competitive because of a more significant initial outlay. Powerful technology giants, including Microsoft, TelePresence Tech, Cisco, and Holoxica Limited, control a sizeable portion of the business. These businesses use tactical joint ventures to raise their market share and profitability.

  • February 2022: Cisco announced the rollout of a photorealistic real-time remote telepresence feature for its teleconferencing service, Webex Hologram, where the new service uses an array of cameras and a HoloLens or Magic Leap AR head-mounted display.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Value Chain Analysis
  • 4.3 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Buyers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Threat of Substitute Products
    • 4.3.5 Intensity of Competitive Rivalry
  • 4.4 Assessment of the Impact of COVID-19 on the market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Enhanced User Experience
    • 5.1.2 Increasing Demand for Time-Saving Technologies In Organizations
  • 5.2 Market Restraints
    • 5.2.1 High Costs and Limited Commercialization

6 MARKET SEGMENTATION

  • 6.1 By Solution Type
    • 6.1.1 Hardware
    • 6.1.2 Software
  • 6.2 By Application
    • 6.2.1 Education
    • 6.2.2 Conferencing
    • 6.2.3 Customer Service
    • 6.2.4 Advertising
    • 6.2.5 Other Applications
  • 6.3 By Country
    • 6.3.1 Netherlands
    • 6.3.2 Sweden
    • 6.3.3 Norway
    • 6.3.4 Germany
    • 6.3.5 United Kingdom
    • 6.3.6 France

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 TelePresence Tech
    • 7.1.2 Cisco Systems Inc.
    • 7.1.3 Microsoft Corporation
    • 7.1.4 Holoxica Limited
    • 7.1.5 Valorem Reply
    • 7.1.6 Teliris Inc. (Dimension Data)
    • 7.1.7 Digital Video Enterprises Inc.
    • 7.1.8 Musion 3D
    • 7.1.9 Polycom Inc.
    • 7.1.10 ZTE Corporation
    • 7.1.11 MDH Hologram Ltd
    • 7.1.12 Primasonic Spectrum Private Ltd

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET