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Brave New World: Convergence of Broadband, Location and Augmented Reality

The growing demand for mobile broadband services is driving an ever increasing number of commercial LTE network deployments. Location-based Service (LBS) applications depend on mobile positioning, Geography Information Systems (GIS), application middleware, application software, and support. Augmented Reality (AR) represents a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, that enrich the user's perception of the real world.

The convergence of broadband, location, and augmented reality represents an excellent opportunity for the entire wireless value chain as there is an opportunity for value-added service applications that leverage the unique aspects of all three technologies. By the end of 2016, revenue produced by the AR industry will total more than $600 billion. By 2014, approximately 864 million mobile phones will be AR-ready, and in excess of 100 million vehicles will come equipped with AR technology.

The use of AR with mobile phones has a lot of potential for the mobile commerce area. AR will make the shopping experience for the end user more educational, entertaining, and engaging. Brave New World: Convergence of Broadband, Location and Augmented Reality analyzes the use of AR applications in the mobile market arena with in depth analysis focused on the future of AR applications for marketing and advertising in mobile and wearable augmented reality devices. This report includes specific case studies and vision for the future market of mobile and wearable devices with AR applications in several industries.

Target Audience:

  • Mobile network operators
  • Research and development organizations
  • Mobile commerce application developers
  • Augmented reality application developers
  • Broadband wireless infrastructure providers
  • Location-based service application providers
  • Mobile marketing and advertising companies

General Methodology

Mind Commerce Publishing's research methodology encompasses input from a wide variety of sources.

We rely heavily upon our Subject Matter Experts (SME) in terms of their market knowledge, unique perspective, and vision. We utilize SME industry contacts as well as previous customers and participants in our market surveys and interactive interviews.

In addition, we rely upon our extensive internal database, which contains modeling, qualitative analysis, and quantitative data. We review secondary sources and compare to our primary sources to update previous findings (for prior version reports) and/or compile baseline information for technology and market modeling.

We share preliminary models with industry contacts (select previous clients, experts, and thought leaders) to verify the veracity of initial modeling. Prior to final report production (analysis, findings, and conclusions), we engage in an internal review with internal SMEs as well as cross-expertise, senior staff members to challenge results.

We believe that forecasts should be prepared as part of an integrated process which involves both quantitative as well as qualitative factors. We follow the following 3-step process for forecasting.

Forecasting Methodology

Step 1 - Forecasts Input: The inputs for the present and historical revenues are derived from industry players. Financial and other quantitative data for individual sub-market categories are derived from original research and tested with interviews with major industry constituents.

Step 2 - Forecasting of Future Years: Mind Commerce extends forecasts based on a variety of factors including demand drivers as well as supply side data. Key success factors and assumptions are considered.

Step 3 - Validation of Data: The final step is to validate projections, which is accomplished in consultation with both internal and external industry experts, including both topic and regional experts. Adjustments are made to the forecasts based on factors identified throughout this process.

1.0 Executive Summary
2.0 Introduction
2.1 Case Study: Location Based Service
2.2 Location Based Service Applications
2.2.1 Location Based Service Gaming
2.3 Location Services + Social Commerce = Commerce Success
2.4 Wearable Augmented Reality Devices
2.5 Wearable Devices Component And Technologies
2.5.1 Google Glasses Developments
2.5.2 Google Glasses Technologies
2.5.3 Google Glasses Potential Applications
2.5.4 Google Now Integration With Google Glasses
3.0 Broadband Development In Lte World
3.1 Comparison Between Lte Solutions
3.1.1 Throughput Performance
3.2 Lte Performance Analysis
3.2.1 Latency
3.2.2 Efficiency
3.2.3 Voip Over Lte
3.3 Conclusion
3.4 The Migration 3g To 4g/Lte And Beyond Benefits For The Ar And Lbs Applications
4.0 The Convergence Of The Three New Technologies In Mobile Commerce
4.1 Case Study: Videos And Ar In Advertising
4.2 The Rise Of Applications
4.2.1 Location Services Benefits
4.2.2 Pay Point Solutions
1.1.1 Swarm Data Mining
4.2.3 Predictions For The Next Generation
4.2.4 Obsolescence Of The Wallet
4.3 Market Threats Analysis
4.4 Location Commerce, Augmented Reality And Video Advertising
5.0 The Market With Fast Broadband, Location-based Service And Augmented Reality
5.1 Fast Broadband, Fast App Development And Bad Lbs Regulations
5.1.1 Case Study: Lbs Regulation And User’s Privacy
5.2 Good Services, Slow Market Adoption
5.2.1 The End-user Role
5.2.2 The Network Operator And Third Party Provider Role
5.2.3 Market Threats
Figure 1 Location-based Game
Figure 2 Network-managed Location
Figure 3 User Position Privacy
Figure 4 Customer Needs And Requirements
Figure 5 The User Experience And The Role Of The Service Provider

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