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Mobile Phone Augmented Reality: Market Analysis and Forecasts
ARCchart
September 1, 2010 70 Pages - SKU: CCEQ2840161
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Augmented reality has the potential to change how people interact and experience their surrounding environment, and by combining the technology with the mobility and computing power of sophisticated smartphones, augmented reality will impact almost every industry, particularly retail, entertainment, travel and advertising. ARCchart forecasts that revenues generated from mobile phone augmented reality applications will reach $2.2 billion by 2015.
Topics of coverage include:
- Computer vision - image recognition, tracking and content anchoring
- Basic and Advanced augmented reality experiences
- AR applications
- Revenue strategies
- Market barriers and growth drivers
- The augmented reality ecosystem
- Company profiles
- Brands and advertising
- Maps, street view and real-world image databases
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Additional InformationCompanies mentioned, discussed or reviewed include:
Adobe
Apple
ARToolworks
ARWave
BMW
Georgia Tech
Google
Hallmark
IBM
In-N-Out Burger
Layar
Lonely Planet
McDonald's
Metaio
Microsoft
Mobilizy
Nintendo
Nokia
Ogmento
Presselite
Qualcomm
Samsung
Seer
Starbucks
Symbian
TomTom
Total Immersion
Vodafone
Wikitude
Zenitum
- A. INTRODUCTION
- A.1 Augmented Reality Technology Components
- Positioning
- Overlaying and Anchoring
- Vision Interpretation
- Computer Vision
- A.2 Basic and Advanced AR Experiences
- B. AUGMENTED REALITY APPLICATIONS
- B.1 Application Functionality
- Location-Based POI Applications
- Tagging and Social Networking
- Marker-Based Animations
- Image Search
- B.2 Application Deployments
- Brands and Advertising
- Gaming
- Travel
- The Enterprise
- Shopping
- C. MARKET STRUCTURE AND DYNAMICS
- C.1 Application Development Ecosystem
- Application Development Solutions
- Development Environments
- Toolkits and Libraries
- Augmented Reality Browsers
- Supporting Services
- Search and Advertising Services
- Image Recognition Services
- Mapping and Image Services
- C.2 Revenue Strategies
- Advertising Revenue
- Image Recognition Search
- Service-Based Models
- License-Based Models
- Freemium
- Application Sale
- Revenue Sharing
- Sale of Virtual Products
- D. MARKET BARRIERS AND GROWTH DRIVERS
- D.1 Drivers
- Growing Smartphone Market
- Embedding AR functionality
- Incentives for Carriers
- Brands
- Evolving Ecosystem
- D.2 Barriers
- Technical Barriers
- Computer Vision
- GPS
- Market Barriers
- Costs
- Lack of Education and Discoverability
- Limited Real World Image Data
- Network Issues
- Limited Venture Capital Investment
- D.3 Market Penetration Strategies
- E. INDUSTRY OUTLOOK
- E.1 Ecosystems Will Become More Open
- Georgia Tech’s AR Architecture
- ARWave’s Federated Model
- E.2 Real World Imaging is Improving
- E.3 Tracking and Anchoring Technology will Improve
- E.4 Entry of Large Players
- Microsoft
- Google
- Nokia
- Apple
- E.5 Small Technology Specialists will be Acquired
- E.6 Intellectual Property Challenges
- E.7 Brands Will Help Drive Penetration
- E.8 Long-Term Impacts of Augmented Reality
- Outdoor Advertising Will Go High-Tech
- Social Implications
- F. MARKET SIZE AND FORECASTS
- F.1 Global Handset Market
- Smartphones
- F.2 Augmented Reality-Enabled Handsets
- F.3 Augmented Reality Users
- F.4 Augmented Reality Application Revenues
- G. VENDOR PROFILES
- G.1 ARToolworks, Inc.
- Company Overview
- Products
- Strategy
- Competitive Advantages
- Competitive Challenges
- G.2 Google
- Company Overview
- Products
- Competitive Advantages
- Competitive Challenges
- G.3 Layar
- Company Overview
- Products
- Strategy
- Competitive Advantages
- Competitive Challenges
- G.4 Mataio
- Company Overview
- Product
- Strategy
- Competitive Advantages
- Competitive Challenges
- G.5 Mobilizy
- Company Overview
- Product
- Strategy
- Competitive Advantages
- Competitive Challenges
- G.6 Nokia
- Company Overview
- Products
- Strategy
- Competitive Advantages
- Competitive Challenges
- G.7 Qualcomm
- Company Overview
- Products
- Strategy
- Competitive Advantages
- Competitive Challenges
- G.8 Total Immersion
- Company Overview
- Products
- Strategy
- Competitive Advantages
- Competitive Challenges
- List of Figures
- Figure 1 - Augmented reality first down marker on American football
- Figure 2 - Aspects of an augmented reality experience
- Figure 3 - An augmented reality marker
- Figure 4 - Hardware requirements for Basic and Advance AR experiences
- Figure 5 - Screen shot of the London Cycle Hire Docking Station augmented reality application [VIDEO]
- Figure 6 - Georgia Tech "ARhrr" game
- Figure 7 - Holographic image application
- Figure 8 - Seer’s Wimbledon application sponsored by IBM
- Figure 9 - In-N-Out Burger app for the Layar browser
- Figure 10 - Presselite’s Firefighter 360 AR game [VIDEO]
- Figure 11 - Lonely Planet city guide app for the Wikitude AR browser
- Figure 12 - BMW maintenance application
- Figure 13 - Rofo’s office space app for the Junaio AR browser [VIDEO]
- Figure 14 - Select augmented reality application publishers
- Figure 15 - AR application development solutions layer diagram
- Figure 16 - Augmented reality application platforms
- Figure 17 - Augmented reality toolkit and library solutions
- Figure 18 - Augmented reality browser solutions
- Figure 19 - Five important augmented reality supporting services
- Figure 20 - Companies with image recognition solutions
- Figure 21 - Companies with map database solutions
- Figure 22 - Augmented reality VC deals
- Figure 23 - Augmented reality experience continuum
- Figure 24 - Activity of the major industry players in augmented reality segments
- Figure 25 - Potential augmented reality acquisition targets
- Figure 26 - Marketing and PR firms active in augmented reality
- Figure 27 - Global handset shipments: 2010 - 2015
- Figure 28 - Global handset shipments by region: 2010 - 2015
- Figure 29 - Global smartphone shipments: 2010 - 2015
- Figure 30 - Hardware requirements for Basic and Advance AR experiences
- Figure 31 - Installed base of augmented reality-enabled handsets: 2010 - 2015
- Figure 32 - Total users of augmented reality applications: 2010 - 20125
- Figure 33 - Total augmented reality users by experience type: 2010 - 2015
- Figure 34 - Total augmented reality users by region: 2010 - 2015
- Figure 35 - Total augmented reality application revenues: 2010 - 2015
- Figure 36 - Total augmented reality application revenue by source: 2010 - 2015
- Figure 37 - Total augmented reality application revenue by region: 2010 - 2015
- Figure 38 - Total augmented reality application revenue by experience: 2010 - 2015
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