Global Visual Technologies in Education Market 2017-2021
About Visual Technologies
A technique that can capture, organize, filter, and distribute content or information visible to human eyes is known as the visual technology. The emergence of the Internet and rapid adoption of digitization have resulted in the incorporation of various visual technologies in day-to-day lives.Visual technologies are increasingly being used in the education sector to provide experimental and collaborative learning environments for students and faculties in K-12 schools and universities. The report discusses the use of services, solutions and products offered by companies in technologies such as three-dimensional (3-D) printing, visual data analytics, augmented reality (AR) and virtual reality (VR). Visual technology products such as 3-D printers, VR head gear, and software solutions for data analytics are discussed in the report.
Technavio’s analysts forecast the global visual technologies in education market to grow at a CAGR of 32.88% during the period 2017-2021.
Covered in this report
The report covers the present scenario and the growth prospects of the global visual technologies in education market for 2017-2021. To calculate the market size, the report considers the revenues generated from services and products.The market is divided into the following segments based on geography:
Technavio Announces the Publication of its Research Report – Global Visual Technologies in Education Market 2017-2021
Technavio recognizes the following companies as the key players in the global visual technologies in education market: Alchemy VR, EON Reality, Magic Leap, Oculus, Qlik, Stratasys, and VR.
Other Prominent Vendors in the market are: DAQRI, QuiverVision, Gamooz, Discovery Communication, Google, Seiko EPSON, HTC Global Services, Zebronics, LG Electronics, Homido, Immersive VR Education, 3D Systems, Meta, ExOne, Blippar, and InGage.
Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is Rising popularity of IoT and wearable devices. The increasing popularity of the Internet of Things (IoT) is expected to boost the demand for visual technologies in the education market globally over the next few years. The ease of integration of smart devices with significant visual technologies such as AR and VR are also contributing to the growth of the market in focus. The increasing demand for wearable devices is also anticipated to augment the growth of the market in the coming years.”
According to the report, one of the major drivers for this market is Surging investments in improving technology infrastructure. Schools and colleges have increasingly started spending on developing infrastructure to provide digital solutions to students. Various institutions are replacing conventional classrooms with virtual classrooms. Globally, there are numerous universities investing considerably in strengthening their ICT set-ups. This process involves the continuous upgrading of computers, tablets, and other digital resources.
Further, the report states that one of the major factors hindering the growth of this market is High hardware price due to steep R&D expenditure. Since visual technologies involve intricacies and change dynamically, significant expenses are incurred in the R&D of these devices. This accentuates the overall costs, which eventually increases the selling price of these devices. Schools in advanced economies might still be able to bear the high costs of these technologies. However, they are still out of reach for schools and universities in the least developed countries (LDCs) and gradually emerging economies. As a result, the growth of the market is being impeded.
Alchemy VR, EON Reality, Magic Leap, Oculus, Qlik, Stratasys, VR, DAQRI, QuiverVision, Gamooz, Discovery Communication, Google, Seiko EPSON, HTC Global Services, Zebronics, LG Electronics, Homido, Immersive VR Education, 3D Systems, Meta, ExOne, Blippar, and InGage.