The immersive virtual reality market had about USD 64 million in 2014. The market refers to the skill that smudges digital and physical world for the users forming a sense present in the practical environment. Sony and HTC type huge companies are venturing in this world. Commercial VR headsets launch will trigger the growth in near future.
Propagation of smart phones is anticipated to steer growth of the market, especially for HMD mobiles. Many corporations offering mobile VR headsets are using 3rd party mobile machine as the monitor. This reduces the cost and opens developers’ opportunity for mobile applications. The application of the market is expected to boost as costs will reduce associated with technology.
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Technical growth, appearance of customer VR, and dipping retail price of apparatus are anticipated to drive market in the future. Nevertheless, falling short of content and health-related matters like lack of comfort, motion sickness, and hygiene might hold back the growth of immersive virtual reality market. The market is segmented into technologies, devices, and regions.
Semi-immersive skill is executed by devices like motion devices, projectors, shutter glass, and display walls that engage consumers in a partially immersive situation created by a view to inspire the feeling of immersion skilled by the consumers.
Fully immersive skills tender an experience of virtual situation, where the consumers wear an HMD that can offer monocular, stereo, or bi-ocular images. The implementation of technology is done by devices like headsets, controllers, gesture recognition devices, and is anticipated steep growth in future.
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The device segment includes HMD (head-mounted displays), projectors, gesture tracking devices (GTD), and display walls. HMDs include mobile and integrated headsets. GTD includes cameras, hand device, voice controls, hand devices, body units, gloves, haptics, treadmills and foot controls. This sector is estimated to have the highest growth over the forecast period.
Major applications are aerospace and defence, where these are used to simulate flight ion and train military. Gaming and entertainment are the growth opportunity among the consumer electronics sector. Technology for robotic surgery, diagnostics, and simulation is used by the medical and healthcare personnel.
The technology is anticipated to be in demand due to change in consumer preferences and technological growth. The market was led by the US and is anticipated be at the top over the forecast period. Europe is expected the highest growth. Consumers’ anticipation for the technology is going to boost the Asia Pacific market. The key players are HTC, Samsung, and Sony.
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