Global AR in Education Market 2017-2021

教育分野におけるAR(拡張現実)の世界市場2017-2021

◆タイトル:Global AR in Education Market 2017-2021
◆商品コード:IRTNTR13931
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2017年7月5日
◆ページ数:71
◆資料形式:PDF / 英語
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:グローバル
◆産業分野:IT
◆販売価格オプション(消費税別)
Single User(1名利用)USD3,500 ⇒換算¥378,000見積依頼/購入/質問フォーム
Five User(~5名利用)USD4,000 ⇒換算¥432,000見積依頼/購入/質問フォーム
Enterprise License(全社内共有可)USD5,000 ⇒換算¥540,000見積依頼/購入/質問フォーム
販売価格オプションの説明はこちらでご利用ガイドはこちらでご確認いただけます。
※お支払金額は「換算金額(日本円)+消費税+配送料(Eメール納品は無料)」です。
※Eメールによる納品の場合、通常ご注文当日~2日以内に納品致します。
※商品の納品後、納品日+5日以内に請求書を発行し、お客様宛に郵送いたしますので、請求書発行日より2ヶ月以内に銀行振込にて支払をお願いします。(振込先:三菱東京UFJ銀行/京橋支店/H&Iグローバルリサーチ株式会社)
※上記の日本語題名はH&Iグローバルリサーチが翻訳したものです。英語版原本には日本語表記はありません。
※為替レートは適宜修正・更新しております。リアルタイム更新ではありません。
※ご購入後、資料に記載の英語表現や単語の意味に関しましては無料でお答えいたします。(但し、対応範囲は弊社で判断)
※弊社H&Iグローバルリサーチ株式会社はTechnavio (Infiniti Research Ltd.)の日本における正規販売代理店です。

【資料の概要】

当調査レポートでは、教育分野におけるAR(拡張現実)の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、教育分野におけるAR(拡張現実)の世界市場規模及び予測、製品別分析、需要先別分析、地域別分析/市場規模、市場の成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。

About AR in Education Virtual reality (VR), augmented reality (AR), and mixed reality (MR) is enabling the 4th wave of computing power. These technologies involve the integration of other technologies, such as sensors, Big Data, artificial intelligence (AI), and wearable devices, leading to enhanced spatial computing. The eventual convergence of AR and VR will become mainstream for next generation computing and act as a smart and intuitive interface for the Internet of Things (IoT).
The advent of AR is expected to impact every sector and company, leading to the transformation of the way they communicate, design, manufacture, and sell their products. The AR technology is expected to be mainstream in the forecast period and grow from there on. The adoption of AR in various sectors is expected to increase with the millennials (born 1981-1997) and Gen Z (born 1998-present) increasingly showing interest in the deployment of AR in various sectors, especially in the field of education. Students learn more efficiently with the inclusion of modern technologies in the school and college curriculum.

Technavio’s analysts forecast the global AR in education market to grow at a CAGR of 82.25% during the period 2017-2021.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global AR in education market for 2017-2021. To calculate the market size, the report considers the revenue generated by the vendors providing AR solutions for education across the globe.

The market is divided into the following segments based on geography:
• APAC
• Europe
• North America
• ROW

Technavio’s report, Global AR in Education Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

[Key vendors]
• EON Reality
• Magic Leap
• DAQRI
• QuiverVision
• GAMOOZ

[Other prominent vendors]
• Meta Company
• Google
• Curiscope
• Chromville
• Aug That
• Popar
• Blippar
• InGage

[Market driver]
• Increased developer interest in AR applications
• For a full, detailed list, view our report

[Market challenge]
• High AR hardware prices
• For a full, detailed list, view our report

[Market trend]
• Blended learning through AR textbooks

• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2021 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

*** You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【資料の目次】

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction
• Market outline

PART 05: Market overview
• Five forces analysis

PART 06: Market segmentation by product
• Global AR in education market by product
• Global AR hardware in education market
• Global AR content in education market

PART 07: Market segmentation by end-user
• Global AR in education by end-user
• Global AR in education in K-12 segment
• Global AR in education in higher education segment

PART 08: Geographical segmentation
• Global AR in education market by geography
• AR in education market in North America
• AR in Education market in Europe
• AR in education market in APAC
• AR in education market in ROW

PART 09: Decision framework

PART 10: Drivers and challenges
• Market drivers
• Market challenges

PART 11: Market trends
• Blended learning through AR textbooks
• Learning through AR gaming
• Student-centric learning environment

PART 12: Vendor landscape
• Competitive landscape

PART 13: Key vendor analysis
• EON Reality
• magic leap
• DAQRI
• QuiverVision
• GAMOOZ

PART 14: Other prominent vendors

PART 15: Appendix
• List of abbreviations



【掲載企業】

EON Reality, Magic Leap, DAQRI, QuiverVision, GAMOOZ, Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage

【資料のキーワード】

教育、拡張現実

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

★調査レポート[教育分野におけるAR(拡張現実)の世界市場2017-2021] (Global AR in Education Market 2017-2021 / IRTNTR13931)販売に関する免責事項
[教育分野におけるAR(拡張現実)の世界市場2017-2021] (Global AR in Education Market 2017-2021 / IRTNTR13931)についてEメールでお問い合わせ


◆H&Iグローバルリサーチ株式会社のお客様(例)◆