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Kevin Oconnor 2016-11-27
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Most of the virtual reality headsets on the market are

backed by huge companies: Facebook has its Oculus Rift and Sony

makes the PlayStation VR, for example.

But a tiny Tokyo-based company, founded by former Sony game

designer Yuka Kojima and Lochlainn Wilson, is taking them

all on with its own high-end VR headset, and it even includes a

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hema kumbhar 2021-06-30

In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed.

Fully risk assessment and industry recommendations were made for Virtual Reality (Vr) in a special period.

This chapter also compares the markets of Pre COVID-19 and Post COVID-19.In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.ALSO READ: http://www.marketwatch.com/story/location-based-virtual-reality-vr-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-forecast-2020-2025-2021-06-23Key players in the global Virtual Reality (Vr) market covered in Chapter 13:Leap Motion, IncOculus VR, Inc.Microsoft CorporationEON Reality, IncSensics, IncSixense International, IncSony CorporationBarco N.VVuzix CorporationSamsung Electronics, Co., Ltd.ALSO READ: http://www.marketwatch.com/story/global-heavy-truck-wash-shampoo-market-size-share-value-and-competitive-landscape-2021-2026-2021-05-08In Chapter 6, on the basis of types, the Virtual Reality (Vr) market from 2015 to 2025 is primarily split into:MobilePersonal Computer (PC)Console In Chapter 7, on the basis of applications, the Virtual Reality (Vr) market from 2015 to 2025 covers:GamingEntertainmentRetail and AdvertisingEngineering and DesignHealthcareOther Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:United StatesEuropeChinaJapanIndiaALSO READ: http://www.marketwatch.com/story/global-gas-to-liquid-gtl-sales-market-size-share-value-and-competitive-landscape-forecast-year-2021-2026-2021-05-05 Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:North America (Covered in Chapter 8)United StatesCanadaMexicoEurope (Covered in Chapter 9)GermanyUKFranceItalySpainOthersAsia-Pacific (Covered in Chapter 10)ChinaJapanIndiaSouth KoreaSoutheast AsiaOthersMiddle East and Africa (Covered in Chapter 11)Saudi ArabiaUAESouth AfricaOthersSouth America (Covered in Chapter 12)BrazilOthers Years considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-2025ALSO READ: http://www.marketwatch.com/story/global-field-inspection-testing-kit-market-insights-overview-analysis-and-forecast-2015-2026-2021-05-06 Table of Contents1 Virtual Reality (Vr) Market - Research Scope1.1 Study Goals1.2 Market Definition and Scope1.3 Key Market Segments1.4 Study and Forecasting Years 2 Virtual Reality (Vr) Market - Research Methodology2.1 Methodology2.2 Research Data Source2.2.1 Secondary Data2.2.2 Primary Data2.2.3 Market Size Estimation2.2.4 Legal DisclaimerALSO READ: http://www.marketwatch.com/story/global-elliptical-trainers-market-size-share-value-and-competitive-landscape-2024-2021-05-09 3 Virtual Reality (Vr) Market Forces3.1 Global Virtual Reality (Vr) Market Size3.2 Top Impacting Factors (PESTEL Analysis)3.2.1 Political Factors3.2.2 Economic Factors3.2.3 Social Factors3.2.4 Technological Factors3.2.5 Environmental Factors3.2.6 Legal Factors3.3 Industry Trend Analysis3.4 Industry Trends Under COVID-193.4.1 Risk Assessment on COVID-193.4.2 Assessment of the Overall Impact of COVID-19 on the Industry3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario3.5 Industry Risk Assessment 4 Virtual Reality (Vr) Market - By Geography4.1 Global Virtual Reality (Vr) Market Value and Market Share by Regions4.1.1 Global Virtual Reality (Vr) Value ($) by Region (2015-2020)4.1.2 Global Virtual Reality (Vr) Value Market Share by Regions (2015-2020)4.2 Global Virtual Reality (Vr) Market Production and Market Share by Major Countries4.2.1 Global Virtual Reality (Vr) Production by Major Countries (2015-2020)4.2.2 Global Virtual Reality (Vr) Production Market Share by Major Countries (2015-2020)4.3 Global Virtual Reality (Vr) Market Consumption and Market Share by Regions4.3.1 Global Virtual Reality (Vr) Consumption by Regions (2015-2020)4.3.2 Global Virtual Reality (Vr) Consumption Market Share by Regions (2015-2020) 5 Virtual Reality (Vr) Market - By Trade Statistics5.1 Global Virtual Reality (Vr) Export and Import5.2 United States Virtual Reality (Vr) Export and Import (2015-2020)5.3 Europe Virtual Reality (Vr) Export and Import (2015-2020)5.4 China Virtual Reality (Vr) Export and Import (2015-2020)5.5 Japan Virtual Reality (Vr) Export and Import (2015-2020)5.6 India Virtual Reality (Vr) Export and Import (2015-2020)5.7 ... 6 Virtual Reality (Vr) Market - By Type6.1 Global Virtual Reality (Vr) Production and Market Share by Types (2015-2020)6.1.1 Global Virtual Reality (Vr) Production by Types (2015-2020)6.1.2 Global Virtual Reality (Vr) Production Market Share by Types (2015-2020)6.2 Global Virtual Reality (Vr) Value and Market Share by Types (2015-2020)6.2.1 Global Virtual Reality (Vr) Value by Types (2015-2020)6.2.2 Global Virtual Reality (Vr) Value Market Share by Types (2015-2020)6.3 Global Virtual Reality (Vr) Production, Price and Growth Rate of Mobile (2015-2020)6.4 Global Virtual Reality (Vr) Production, Price and Growth Rate of Personal Computer (PC) (2015-2020)6.5 Global Virtual Reality (Vr) Production, Price and Growth Rate of Console (2015-2020) 7 Virtual Reality (Vr) Market - By Application7.1 Global Virtual Reality (Vr) Consumption and Market Share by Applications (2015-2020)7.1.1 Global Virtual Reality (Vr) Consumption by Applications (2015-2020)7.1.2 Global Virtual Reality (Vr) Consumption Market Share by Applications (2015-2020)7.2 Global Virtual Reality (Vr) Consumption and Growth Rate of Gaming (2015-2020)7.3 Global Virtual Reality (Vr) Consumption and Growth Rate of Entertainment (2015-2020)7.4 Global Virtual Reality (Vr) Consumption and Growth Rate of Retail and Advertising (2015-2020)7.5 Global Virtual Reality (Vr) Consumption and Growth Rate of Engineering and Design (2015-2020)7.6 Global Virtual Reality (Vr) Consumption and Growth Rate of Healthcare (2015-2020)7.7 Global Virtual Reality (Vr) Consumption and Growth Rate of Other (2015-2020) 8 North America Virtual Reality (Vr) Market8.1 North America Virtual Reality (Vr) Market Size8.2 United States Virtual Reality (Vr) Market Size8.3 Canada Virtual Reality (Vr) Market Size8.4 Mexico Virtual Reality (Vr) Market Size8.5 The Influence of COVID-19 on North America Market 9 Europe Virtual Reality (Vr) Market Analysis9.1 Europe Virtual Reality (Vr) Market Size9.2 Germany Virtual Reality (Vr) Market Size9.3 United Kingdom Virtual Reality (Vr) Market Size9.4 France Virtual Reality (Vr) Market Size9.5 Italy Virtual Reality (Vr) Market Size9.6 Spain Virtual Reality (Vr) Market Size9.7 The Influence of COVID-19 on Europe Market 10 Asia-Pacific Virtual Reality (Vr) Market Analysis10.1 Asia-Pacific Virtual Reality (Vr) Market Size10.2 China Virtual Reality (Vr) Market Size10.3 Japan Virtual Reality (Vr) Market Size10.4 South Korea Virtual Reality (Vr) Market Size10.5 Southeast Asia Virtual Reality (Vr) Market Size10.6 India Virtual Reality (Vr) Market Size10.7 The Influence of COVID-19 on Asia Pacific Market 11 Middle East and Africa Virtual Reality (Vr) Market Analysis11.1 Middle East and Africa Virtual Reality (Vr) Market Size11.2 Saudi Arabia Virtual Reality (Vr) Market Size11.3 UAE Virtual Reality (Vr) Market Size11.4 South Africa Virtual Reality (Vr) Market Size11.5 The Influence of COVID-19 on Middle East and Africa Market 12 South America Virtual Reality (Vr) Market Analysis12.1 South America Virtual Reality (Vr) Market Size12.2 Brazil Virtual Reality (Vr) Market Size12.3 The Influence of COVID-19 on South America Market 13 Company Profiles13.1 Leap Motion, Inc13.1.1 Leap Motion, Inc Basic Information13.1.2 Leap Motion, Inc Product Profiles, Application and Specification13.1.3 Leap Motion, Inc Virtual Reality (Vr) Market Performance (2015-2020)13.2 Oculus VR, Inc.13.2.1 Oculus VR, Inc.

Basic Information …..…continuedCONTACT DETAILS : [email protected]+44 203 500 2763+1 62 825 80070971 0503084105 

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akshay dalvi 2019-10-21
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The global Virtual Reality Gloves market was valued at million US$ in 2018 and will reach million US$ by the end of 2025, growing at a CAGR of during 2019–2025.This report focuses on Virtual Reality Gloves volume and value at global level, regional level and company level.

From a global perspective, this report represents overall Virtual Reality Gloves market size by analyzing historical data and future prospect.Regionally, this report categorizes the production, apparent consumption, export and import of Virtual Reality Gloves in North America, Europe, China, Japan, Southeast Asia and India.Download FREE Sample of this Report @ https://www.grandresearchstore.com/report-sample/global-virtual-reality-gloves-2019-377For each manufacturer covered, this report analyzes their Virtual Reality Gloves manufacturing sites, capacity, production, ex-factory price, revenue and market share in global market.The following manufacturers are covered:CyberGloveManus VRGloveOneVirtalisDexmoSynertialYost LabsSonySegment by RegionsNorth AmericaEuropeChinaJapanSoutheast AsiaIndiaSegment by TypeWired GlovesWireless GlovesSegment by ApplicationEntertainmentEducationMedicalGet the Complete Report & TOC @ https://www.grandresearchstore.com/semiconductor-and-electronics/global-virtual-reality-gloves-2019-377Table of contentExecutive Summary1 Industry Overview of Virtual Reality Gloves1.1 Definition of Virtual Reality Gloves1.2 Virtual Reality Gloves Segment by Type1.2.1 Global Virtual Reality Gloves Production Growth Rate Comparison by Types (2014–2025)1.2.2 Wired Gloves1.2.3 Wireless Gloves1.3 Virtual Reality Gloves Segment by Applications1.3.1 Global Virtual Reality Gloves Consumption Comparison by Applications (2014–2025)1.3.2 Entertainment1.3.3 Education1.3.4 Medical1.4 Global Virtual Reality Gloves Overall Market1.4.1 Global Virtual Reality Gloves Revenue (2014–2025)1.4.2 Global Virtual Reality Gloves Production (2014–2025)1.4.3 North America Virtual Reality Gloves Status and Prospect (2014–2025)1.4.4 Europe Virtual Reality Gloves Status and Prospect (2014–2025)1.4.5 China Virtual Reality Gloves Status and Prospect (2014–2025)1.4.6 Japan Virtual Reality Gloves Status and Prospect (2014–2025)1.4.7 Southeast Asia Virtual Reality Gloves Status and Prospect (2014–2025)1.4.8 India Virtual Reality Gloves Status and Prospect (2014–2025)2 Manufacturing Cost Structure Analysis2.1 Raw Material and Suppliers2.2 Manufacturing Cost Structure Analysis of Virtual Reality Gloves2.3 Manufacturing Process Analysis of Virtual Reality Gloves2.4 Industry Chain Structure of Virtual RealityCONTACT US:276 5th Avenue, New York , NY 10001,United StatesInternational: (+1) 646 781 7170 / +91 8087042414Email: [email protected] Us On linkedin :- https://www.linkedin.com/company/grand-research-store/

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wiseguywg 2021-07-20

At the beginning of 2020, COVID-19 disease began to spread around the world, millions of people worldwide were infected with COVID-19 disease, and major countries around the world have implemented foot prohibitions and work stoppage orders.

Except for the medical supplies and life support products industries, most industries have been greatly impacted, and Virtual Reality in Education Sector industries have also been greatly affected.Also Read: http://www.marketwatch.com/story/virtual-reality-in-education-sector-market-size-share-value-and-competitive-landscape-2021-2026-2021-07-06This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better.

This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc.

cover different segment market size, both volume and value.

Also cover different industries clients information, which is very important for the manufacturers.

If you need more information, please contact BisReportSection 1: Free——DefinitionAlso Read: http://www.marketwatch.com/story/mobile-phone-fingerprint-identification-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-forecast-to-forecast-to-2026-2021-07-13Section (2 3): 1200 USD——Manufacturer DetailAlchemy VRAvantis EducationEON RealityGoogleOculus VRVirtalisSection 4: 900 USD——Region SegmentationNorth America Country (United States, Canada)South AmericaAsia Country (China, Japan, India, Korea)Europe Country (Germany, UK, France, Italy)Other Country (Middle East, Africa, GCC)Section (5 6 7): 500 USD——Product Type SegmentationVR hardwareVR contentAlso Read: http://www.marketwatch.com/story/lawn-mower-machine-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-07-12Industry SegmentationHigher education sectorK-12 sectorChannel (Direct Sales, Distributor) SegmentationSection 8: 400 USD——Trend (2020-2025)Section 9: 300 USD——Product Type DetailSection 10: 700 USD——Downstream ConsumerSection 11: 200 USD——Cost StructureSection 12: 500 USD——ConclusionAlso Read: http://www.marketwatch.com/story/frozen-bakery-products-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-07-12Table of ContentsSection 1 Virtual Reality in Education Sector Product DefinitionSection 2 Global Virtual Reality in Education Sector Market Manufacturer Share and Market Overview2.1 Global Manufacturer Virtual Reality in Education Sector Shipments2.2 Global Manufacturer Virtual Reality in Education Sector Business Revenue2.3 Global Virtual Reality in Education Sector Market Overview2.4 COVID-19 Impact on Virtual Reality in Education Sector IndustrySection 3 Manufacturer Virtual Reality in Education Sector Business Introduction3.1 Alchemy VR Virtual Reality in Education Sector Business Introduction3.1.1 Alchemy VR Virtual Reality in Education Sector Shipments, Price, Revenue and Gross profit 2015-20203.1.2 Alchemy VR Virtual Reality in Education Sector Business Distribution by Region3.1.3 Alchemy VR Interview Record3.1.4 Alchemy VR Virtual Reality in Education Sector Business Profile3.1.5 Alchemy VR Virtual Reality in Education Sector Product Specification3.2 Avantis Education Virtual Reality in Education Sector Business Introduction3.2.1 Avantis Education Virtual Reality in Education Sector Shipments, Price, Revenue and Gross profit 2015-20203.2.2 Avantis Education Virtual Reality in Education Sector Business Distribution by Region3.2.3 Interview Record3.2.4 Avantis Education Virtual Reality in Education Sector Business Overview3.2.5 Avantis Education Virtual Reality in Education Sector Product SpecificationAlso Read: http://www.marketwatch.com/story/protein-crystallization-and-crystallography-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-07-113.3 EON Reality Virtual Reality in Education Sector Business Introduction3.3.1 EON Reality Virtual Reality in Education Sector Shipments, Price, Revenue and Gross profit 2015-20203.3.2 EON Reality Virtual Reality in Education Sector Business Distribution by Region3.3.3 Interview Record3.3.4 EON Reality Virtual Reality in Education Sector Business Overview3.3.5 EON Reality Virtual Reality in Education Sector Product Specification3.4 Google Virtual Reality in Education Sector Business Introduction3.5 Oculus VR Virtual Reality in Education Sector Business Introduction3.6 Virtalis Virtual Reality in Education Sector Business Introduction…Section 4 Global Virtual Reality in Education Sector Market Segmentation (Region Level)4.1 North America Country4.1.1 United States Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.1.2 Canada Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.2 South America Country4.2.1 South America Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.3 Asia Country4.3.1 China Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.3.2 Japan Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.3.3 India Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.3.4 Korea Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4 Europe Country4.4.1 Germany Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4.2 UK Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4.3 France Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4.4 Italy Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4.5 Europe Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.5 Other Country and Region4.5.1 Middle East Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.5.2 Africa Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.5.3 GCC Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.6 Global Virtual Reality in Education Sector Market Segmentation (Region Level) Analysis 2015-20204.7 Global Virtual Reality in Education Sector Market Segmentation (Region Level) AnalysisSection 5 Global Virtual Reality in Education Sector Market Segmentation (Product Type Level)5.1 Global Virtual Reality in Education Sector Market Segmentation (Product Type Level) Market Size 2015-20205.2 Different Virtual Reality in Education Sector Product Type Price 2015-20205.3 Global Virtual Reality in Education Sector Market Segmentation (Product Type Level) AnalysisSection 6 Global Virtual Reality in Education Sector Market Segmentation (Industry Level)6.1 Global Virtual Reality in Education Sector Market Segmentation (Industry Level) Market Size 2015-20206.2 Different Industry Price 2015-20206.3 Global Virtual Reality in Education Sector Market Segmentation (Industry Level) AnalysisSection 7 Global Virtual Reality in Education Sector Market Segmentation (Channel Level)7.1 Global Virtual Reality in Education Sector Market Segmentation (Channel Level) Sales Volume and Share 2015-20207.2 Global Virtual Reality in Education Sector Market Segmentation (Channel Level) AnalysisSection 8 Virtual Reality in Education Sector Market Forecast 2020-20258.1 Virtual Reality in Education Sector Segmentation Market Forecast (Region Level)8.2 Virtual Reality in Education Sector Segmentation Market Forecast (Product Type Level)8.3 Virtual Reality in Education Sector Segmentation Market Forecast (Industry Level)8.4 Virtual Reality in Education Sector Segmentation Market Forecast (Channel Level)Section 9 Virtual Reality in Education Sector Segmentation Product Type9.1 VR hardware Product Introduction9.2 VR content Product IntroductionSection 10 Virtual Reality in Education Sector Segmentation Industry10.1 Higher education sector Clients10.2 K-12 sector ClientsSection 11 Virtual Reality in Education Sector Cost of Production Analysis11.1 Raw Material Cost Analysis11.2 Technology Cost Analysis11.3 Labor Cost Analysis11.4 Cost OverviewSection 12 ConclusionChart and FigureFigure Virtual Reality in Education Sector Product Picture from Alchemy VRChart 2015-2020 Global Manufacturer Virtual Reality in Education Sector Shipments (Units)Chart 2015-2020 Global Manufacturer Virtual Reality in Education Sector Shipments ShareChart 2015-2020 Global Manufacturer Virtual Reality in Education Sector Business Revenue (Million USD)Chart 2015-2020 Global Manufacturer Virtual Reality in Education Sector Business Revenue ShareChart Alchemy VR Virtual Reality in Education Sector Shipments, Price, Revenue and Gross profit 2015-2020Chart Alchemy VR Virtual Reality in Education Sector Business DistributionChart Alchemy VR Interview Record (Partly)Figure Alchemy VR Virtual Reality in Education Sector Product Picture.…….ContinuedCONTACT DETAILS :[email protected]+44 203 500 2763+1 62 825 80070971 0503084105

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Amit amir hussain 2021-08-18

This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better.

This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.ALSO READ  :  http://www.marketwatch.com/story/augmented-reality-and-virtual-reality-apps-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-07-17Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc.

Also cover different industries clients information, which is very important for the manufacturers.

If you need more information, please contact BisReportSection 1: Free——DefinitionSection (2 3): 1200 USD——Manufacturer DetailAugmented PixelsAurasmaBlipparCatchoomDAQRIWikitudeAR CircuitsSkyViewAnatomy 4DBlipparBuildAR.comVirtalsEON Reality Inc.GoogleZapparWikitudeReza MohALSO READ  :  http://www.marketwatch.com/story/june-2021-global-anechoic-chambers-market-cagr-volume-and-value-for-2021-2026-2021-06-15Section 4: 900 USD——Region SegmentationNorth America Country (United States, Canada)South AmericaAsia Country (China, Japan, India, Korea)Europe Country (Germany, UK, France, Italy)Other Country (Middle East, Africa, GCC)Section (5 6 7): 500 USD——Product Type SegmentationFor Non-Immersive SystemsFor Semi-Immersive Projection SystemsFor Fully Immersive Head-Mounted SystemsIndustry SegmentationEducation and trainingVideo GameMediaTourismSocial MediaALSO READ  :  http://www.marketwatch.com/story/june-2021-report-on-global-sulfosuccinate-market-overview-size-share-and-trends-2021-2026-2021-06-15Channel (Direct Sales, Distributor) SegmentationSection 8: 400 USD——Trend (2020-2025)Section 9: 300 USD——Product Type DetailSection 10: 700 USD——Downstream ConsumerSection 11: 200 USD——Cost StructureSection 12: 500 USD——ConclusionALSO READ  :  http://www.marketwatch.com/story/june-2021-report-on-global-beach-sandals-market-size-share-value-and-competitive-landscape-2020-2021-06-16Table of ContentsSection 1 Augmented Reality and Virtual Reality Apps Product DefinitionSection 2 Global Augmented Reality and Virtual Reality Apps Market Manufacturer Share and Market Overview2.1 Global Manufacturer Augmented Reality and Virtual Reality Apps Shipments2.2 Global Manufacturer Augmented Reality and Virtual Reality Apps Business Revenue2.3 Global Augmented Reality and Virtual Reality Apps Market Overview2.4 COVID-19 Impact on Augmented Reality and Virtual Reality Apps IndustrySection 3 Manufacturer Augmented Reality and Virtual Reality Apps Business Introduction3.1 Augmented Pixels Augmented Reality and Virtual Reality Apps Business Introduction3.1.1 Augmented Pixels Augmented Reality and Virtual Reality Apps Shipments, Price, Revenue and Gross profit 2015-20203.1.2 Augmented Pixels Augmented Reality and Virtual Reality Apps Business Distribution by Region3.1.3 Augmented Pixels Interview Record3.1.4 Augmented Pixels Augmented Reality and Virtual Reality Apps Business Profile3.1.5 Augmented Pixels Augmented Reality and Virtual Reality Apps Product Specification3.2 Aurasma Augmented Reality and Virtual Reality Apps Business Introduction3.2.1 Aurasma Augmented Reality and Virtual Reality Apps Shipments, Price, Revenue and Gross profit 2015-20203.2.2 Aurasma Augmented Reality and Virtual Reality Apps Business Distribution by Region3.2.3 Interview Record3.2.4 Aurasma Augmented Reality and Virtual Reality Apps Business Overview3.2.5 Aurasma Augmented Reality and Virtual Reality Apps Product SpecificationALSO READ  :  http://www.marketwatch.com/story/june-2021-report-on-global-polypropylene-alloy-market-size-share-value-and-competitive-landscape-2021---2026-2021-06-163.3 Blippar Augmented Reality and Virtual Reality Apps Business Introduction3.3.1 Blippar Augmented Reality and Virtual Reality Apps Shipments, Price, Revenue and Gross profit 2015-20203.3.2 Blippar Augmented Reality and Virtual Reality Apps Business Distribution by Region3.3.3 Interview Record3.3.4 Blippar Augmented Reality and Virtual Reality Apps Business Overview3.3.5 Blippar Augmented Reality and Virtual Reality Apps Product Specification3.4 Catchoom Augmented Reality and Virtual Reality Apps Business Introduction3.5 DAQRI Augmented Reality and Virtual Reality Apps Business Introduction3.6 Wikitude Augmented Reality and Virtual Reality Apps Business Introduction…Section 4 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Region Level)4.1 North America Country4.1.1 United States Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.1.2 Canada Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.2 South America Country4.2.1 South America Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.3 Asia Country4.3.1 China Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.3.2 Japan Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.3.3 India Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.3.4 Korea Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4 Europe Country4.4.1 Germany Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4.2 UK Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4.3 France Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4.4 Italy Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4.5 Europe Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.5 Other Country and Region4.5.1 Middle East Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.5.2 Africa Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.5.3 GCC Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.6 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Region Level) Analysis 2015-20204.7 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Region Level) AnalysisSection 5 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Product Type Level)5.1 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Product Type Level) Market Size 2015-20205.2 Different Augmented Reality and Virtual Reality Apps Product Type Price 2015-20205.3 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Product Type Level) AnalysisSection 6 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Industry Level)6.1 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Industry Level) Market Size 2015-20206.2 Different Industry Price 2015-20206.3 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Industry Level) Analysis…continuedCONTACT DETAILS :[email protected]+44 203 500 2763+1 62 825 80070971 0503084105

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Amit Patil 2019-05-08
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Latest market research report published on Virtual Reality and Augmented Reality provides detailed industry analysis and in-depth market data for the period from 2012 to 2024.

Virtual Reality and Augmented Reality market has been broken down by major regions, with complete market estimates on the basis of products/applications on a regional basis.The Virtual Reality and Augmented Reality report also includes comprehensive information on Virtual Reality and Augmented Reality industry scenario, providing major market drivers, restraints, challenges and opportunities over the forecast period.The study takes a closer look at Virtual Reality and Augmented Reality regulatory scenario, industry trends and Virtual Reality and Augmented Reality market growth opportunities.

The report includes a comprehensive competitive landscape for Virtual Reality and Augmented Reality business.Competitive analysis includes detailed profiles of key Virtual Reality and Augmented Reality players, along with product bench-marking and company market share analysis.Enquire about Report at - https://franknraf.com/reports/global-virtual-reality-and-augmented-reality-market-size-regional-outlook-application-analysis-competitive-insights-and-forecasts-2014-2020/Table of Content1.

Executive Summary & Virtual Reality and Augmented Reality industry critical success factors2.

Industry OutlookA) Industry Dynamics·         Market drivers - Virtual Reality and Augmented RealityB) Market restraints - Virtual Reality and Augmented Reality·         Key Market Opportunities - Virtual Reality and Augmented Reality·         Porter's Analysis - Virtual Reality and Augmented Reality·         PESTEL Analysis - Virtual Reality and Augmented Reality·         Company Market Share Analysis - Virtual Reality and Augmented Reality3.

Research Methodology·         Research scope & assumptions·         List of data sourcesReasons to Buy This Report·         Complete access to Virtual Reality and Augmented Reality market size, growth rate and forecast to 2020·         In-depth quantitative information on key regional Virtual Reality and Augmented Reality markets including North America, Europe, Asia Pacific·         Virtual Reality and Augmented Reality Market estimates and forecasts for key products/applications on a regional basis·         Facility to obtain country level information for complete Virtual Reality and Augmented Reality market segmentation·         Key trends, drivers and restraints for global Virtual Reality and Augmented Reality market·         Challenges to market growth for Virtual Reality and Augmented Reality manufacturers·         Key market opportunities of Virtual Reality and Augmented Reality IndustryGet a Sample copy of this Report at - https://franknraf.com/sample-report/?rpt_id=6047Related Report:Global Hair Color Industry 2018 Market Research ReportThis report studies the global Hair Color market status and forecast, categorizes the global Hair Color market size (value & volume) by manufacturers, type, application, and region.

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hema kumbhar 2021-06-29

This report elaborates the market size, market characteristics, and market growth of the Virtual Reality for Consumer industry, and breaks down according to the type, application, and consumption area of Virtual Reality for Consumer.

The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.ALSO READ: http://www.marketwatch.com/story/virtual-reality-for-consumer-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-06-22In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed.

Fully risk assessment and industry recommendations were made for Virtual Reality for Consumer in a special period.

This chapter also compares the markets of Pre COVID-19 and Post COVID-19.In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

Key players in the global Virtual Reality for Consumer market covered in Chapter 13:Sixense EnterprisesEon RealitySonyVuzixSamsung ElectronicsOculusCyberGlove SystemsLeap MotionHTCMicrosoftGoogleALSO READ: http://www.marketwatch.com/story/global-mechanical-dryers-market-overview-size-share-and-trends-2021-2021-05-25In Chapter 6, on the basis of types, the Virtual Reality for Consumer market from 2015 to 2025 is primarily split into:Head-Mounted DisplaysGesture-Tracking DevicesProjectors and Display Walls In Chapter 7, on the basis of applications, the Virtual Reality for Consumer market from 2015 to 2025 covers:GamingEntertainmentOthers Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:United StatesEuropeChinaJapanIndiaALSO READ: http://www.marketwatch.com/story/global-levodopa-market-overview-size-share-and-trends-2021-2021-05-21Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:North America (Covered in Chapter 8)United StatesCanadaMexicoEurope (Covered in Chapter 9)GermanyUKFranceItalySpainOthersAsia-Pacific (Covered in Chapter 10)ChinaJapanIndiaSouth KoreaSoutheast AsiaOthersMiddle East and Africa (Covered in Chapter 11)Saudi ArabiaUAESouth AfricaOthersSouth America (Covered in Chapter 12)BrazilOthers Years considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-2025ALSO READ: http://www.marketwatch.com/story/global-interventional-radiology-products-market-size-share-value-and-competitive-landscape-forecast-year-2021-2026-2021-05-12 Table of Contents1 Virtual Reality for Consumer Market - Research Scope1.1 Study Goals1.2 Market Definition and Scope1.3 Key Market Segments1.4 Study and Forecasting Years 2 Virtual Reality for Consumer Market - Research Methodology2.1 Methodology2.2 Research Data Source2.2.1 Secondary Data2.2.2 Primary Data2.2.3 Market Size Estimation2.2.4 Legal Disclaimer 3 Virtual Reality for Consumer Market Forces3.1 Global Virtual Reality for Consumer Market Size3.2 Top Impacting Factors (PESTEL Analysis)3.2.1 Political Factors3.2.2 Economic Factors3.2.3 Social Factors3.2.4 Technological Factors3.2.5 Environmental Factors3.2.6 Legal Factors3.3 Industry Trend Analysis3.4 Industry Trends Under COVID-193.4.1 Risk Assessment on COVID-193.4.2 Assessment of the Overall Impact of COVID-19 on the Industry3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario3.5 Industry Risk AssessmentALSO READ: http://www.marketwatch.com/story/global-iaas-in-chemical-market-size-2021-by-emerging-trends-industry-share-growth-strategy-developing-technologies-market-potential-traders-regional-overview-and-swot-analysis-till-2027-2021-05-174 Virtual Reality for Consumer Market - By Geography4.1 Global Virtual Reality for Consumer Market Value and Market Share by Regions4.1.1 Global Virtual Reality for Consumer Value ($) by Region (2015-2020)4.1.2 Global Virtual Reality for Consumer Value Market Share by Regions (2015-2020)4.2 Global Virtual Reality for Consumer Market Production and Market Share by Major Countries4.2.1 Global Virtual Reality for Consumer Production by Major Countries (2015-2020)4.2.2 Global Virtual Reality for Consumer Production Market Share by Major Countries (2015-2020)4.3 Global Virtual Reality for Consumer Market Consumption and Market Share by Regions4.3.1 Global Virtual Reality for Consumer Consumption by Regions (2015-2020)4.3.2 Global Virtual Reality for Consumer Consumption Market Share by Regions (2015-2020) 5 Virtual Reality for Consumer Market - By Trade Statistics5.1 Global Virtual Reality for Consumer Export and Import5.2 United States Virtual Reality for Consumer Export and Import (2015-2020)5.3 Europe Virtual Reality for Consumer Export and Import (2015-2020)5.4 China Virtual Reality for Consumer Export and Import (2015-2020)5.5 Japan Virtual Reality for Consumer Export and Import (2015-2020)5.6 India Virtual Reality for Consumer Export and Import (2015-2020)5.7 ... 6 Virtual Reality for Consumer Market - By Type6.1 Global Virtual Reality for Consumer Production and Market Share by Types (2015-2020)6.1.1 Global Virtual Reality for Consumer Production by Types (2015-2020)6.1.2 Global Virtual Reality for Consumer Production Market Share by Types (2015-2020)6.2 Global Virtual Reality for Consumer Value and Market Share by Types (2015-2020)6.2.1 Global Virtual Reality for Consumer Value by Types (2015-2020)6.2.2 Global Virtual Reality for Consumer Value Market Share by Types (2015-2020)6.3 Global Virtual Reality for Consumer Production, Price and Growth Rate of Head-Mounted Displays (2015-2020)6.4 Global Virtual Reality for Consumer Production, Price and Growth Rate of Gesture-Tracking Devices (2015-2020)6.5 Global Virtual Reality for Consumer Production, Price and Growth Rate of Projectors and Display Walls (2015-2020) 7 Virtual Reality for Consumer Market - By Application7.1 Global Virtual Reality for Consumer Consumption and Market Share by Applications (2015-2020)7.1.1 Global Virtual Reality for Consumer Consumption by Applications (2015-2020)7.1.2 Global Virtual Reality for Consumer Consumption Market Share by Applications (2015-2020)7.2 Global Virtual Reality for Consumer Consumption and Growth Rate of Gaming (2015-2020)7.3 Global Virtual Reality for Consumer Consumption and Growth Rate of Entertainment (2015-2020)7.4 Global Virtual Reality for Consumer Consumption and Growth Rate of Others (2015-2020)8 North America Virtual Reality for Consumer Market8.1 North America Virtual Reality for Consumer Market Size8.2 United States Virtual Reality for Consumer Market Size8.3 Canada Virtual Reality for Consumer Market Size8.4 Mexico Virtual Reality for Consumer Market Size8.5 The Influence of COVID-19 on North America Market 9 Europe Virtual Reality for Consumer Market Analysis9.1 Europe Virtual Reality for Consumer Market Size9.2 Germany Virtual Reality for Consumer Market Size9.3 United Kingdom Virtual Reality for Consumer Market Size9.4 France Virtual Reality for Consumer Market Size9.5 Italy Virtual Reality for Consumer Market Size9.6 Spain Virtual Reality for Consumer Market Size9.7 The Influence of COVID-19 on Europe Market  ..…continuedCONTACT DETAILS : [email protected]+44 203 500 2763+1 62 825 80070971 0503084105 

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Ralph Vandermeer 2016-05-26
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See larger image In our dreams

Google s Daydream platform was announced at I/O 2016, and it promises to level up mobile VR for Android users.

Since it s powered by Android N, we ll likely see major existing Android games make the leap into virtual reality, while games from Samsung s Gear VR could also find their way to the Play Store—but probably not high-end PC games like those on the Oculus Rift and HTC Vive.

Granted, it might be a real stomach-churner in virtual reality—Fotonica might just be too frantic when strapped to your face.

See larger image

Not every VR experience has to focus on first-person gameplay: The ability to view external action from a more personal, subtly-controlled camera angle also adds immersion to games.

Even after three years, nothing comes close to Real Racing 3 on Android for simulation-style racing, and the game packs in a load of licensed cars and real-life tracks, not to mention both single-player and online multiplayer content.

This speedy and stylish action game is the best mobile take on the Devil May Cry-esque hack-and-slash/shooter approach, and its flashy combat and sleek mech fighters would look great in VR.

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Steven Kopicko 2017-05-07
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On may 23, Microsoft will hold a new event in Shanghai.

Dragplåstret is believed to be new Surface products including the Surface Pro 5 and an upgraded model of the Surface Book with Kaby Lake-processor.

According to the latest data, we can also get to see a bet on the ”mixed reality”, that is to say a mixture of ”virtual reality” (virtual reality) and the ”augmented reality” (augmented reality).

Mixed reality would be one of the new features in Creator's Update, but for unknown reason it is handled in the future.

Possibly it will now become the big news in the next update of Windows 10, known under the code name Redstone 3.

the use of mixed reality required Hololens or similar devices that are compatible with Microsoft's platform.

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lorrein hardy 2021-06-28

The Panorama Virtual Reality Solutions market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.Market segmentation Panorama Virtual Reality Solutions market is split by Type and by Application.

For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application.

This analysis can help you expand your business by targeting qualified niche markets.

ALSO READ http://www.marketwatch.com/story/specialty-grade-dwp-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2020-2026-2021-06-21Market segment by Type, covers On-Premises Cloud Based ALSO READ : http://www.marketwatch.com/story/global-patient-monitoring-devices-market-outlook-industry-analysis-and-prospect-2019-2030-2021-05-13Market segment by Application, can be divided into Large Enterprised SMEsMarket segment by players, this report covers TrendKite Meltwater AirPR Ubermetrics Agility PR Solutions Cision CoverageBookALSO READ : http://www.marketwatch.com/story/global-oil-gas-epc-market-overview-size-share-and-trends-2021-2021-05-07Prowly Prgloo Zignal Universal Information Services Commetric Muck Rack BurrellesLuce.ALSO READ : http://www.marketwatch.com/story/global-mounting-nut-market-insights-overview-analysis-and-forecast-2026-2021-05-18Market segment by regions, regional analysis covers North America (United States, Canada, and Mexico) Europe (Germany, France, UK, Russia, Italy, and Rest of Europe) Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific) South America (Brazil, Argentina, Rest of South America) Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa) Table of Content1 Market Overview 1.1 Product Overview and Scope of Panorama Virtual Reality Solutions 1.2 Classification of Panorama Virtual Reality Solutions by Type 1.2.1 Overview: Global Panorama Virtual Reality Solutions Market Size by Type: 2020 Versus 2021 Versus 2026 1.2.2 Global Panorama Virtual Reality Solutions Revenue Market Share by Type in 2020 1.2.3 On-Premises 1.2.4 Cloud Based 1.3 Global Panorama Virtual Reality Solutions Market by Application 1.3.1 Overview: Global Panorama Virtual Reality Solutions Market Size by Application: 2020 Versus 2021 Versus 2026 1.3.2 Large Enterprised 1.3.3 SMEs 1.4 Global Panorama Virtual Reality Solutions Market Size & Forecast 1.5 Global Panorama Virtual Reality Solutions Market Size and Forecast by Region 1.5.1 Global Panorama Virtual Reality Solutions Market Size by Region: 2016 VS 2021 VS 2026 1.5.2 Global Panorama Virtual Reality Solutions Market Size by Region, (2016-2021) 1.5.3 North America Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.5.4 Europe Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.5.5 Asia-Pacific Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.5.6 South America Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.5.7 Middle East and Africa Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.6 Market Drivers, Restraints and Trends 1.6.1 Panorama Virtual Reality Solutions Market Drivers 1.6.2 Panorama Virtual Reality Solutions Market Restraints 1.6.3 Panorama Virtual Reality Solutions Trends Analysis 2 Company Profiles 2.1 TrendKite 2.1.1 TrendKite Details 2.1.2 TrendKite Major Business 2.1.3 TrendKite Panorama Virtual Reality Solutions Product and Solutions 2.1.4 TrendKite Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.1.5 TrendKite Recent Developments and Future Plans 2.2 Meltwater 2.2.1 Meltwater Details 2.2.2 Meltwater Major Business 2.2.3 Meltwater Panorama Virtual Reality Solutions Product and Solutions 2.2.4 Meltwater Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.2.5 Meltwater Recent Developments and Future Plans 2.3 AirPR 2.3.1 AirPR Details 2.3.2 AirPR Major Business 2.3.3 AirPR Panorama Virtual Reality Solutions Product and Solutions 2.3.4 AirPR Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.3.5 AirPR Recent Developments and Future Plans 2.4 Ubermetrics 2.4.1 Ubermetrics Details 2.4.2 Ubermetrics Major Business 2.4.3 Ubermetrics Panorama Virtual Reality Solutions Product and Solutions 2.4.4 Ubermetrics Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.4.5 Ubermetrics Recent Developments and Future Plans 2.5 Agility PR Solutions 2.5.1 Agility PR Solutions Details 2.5.2 Agility PR Solutions Major Business 2.5.3 Agility PR Solutions Panorama Virtual Reality Solutions Product and Solutions 2.5.4 Agility PR Solutions Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.5.5 Agility PR Solutions Recent Developments and Future Plans 2.6 Cision 2.6.1 Cision Details 2.6.2 Cision Major Business 2.6.3 Cision Panorama Virtual Reality Solutions Product and Solutions 2.6.4 Cision Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.6.5 Cision Recent Developments and Future Plans 2.7 CoverageBook 2.7.1 CoverageBook Details 2.7.2 CoverageBook Major Business 2.7.3 CoverageBook Panorama Virtual Reality Solutions Product and Solutions 2.7.4 CoverageBook Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.7.5 CoverageBook Recent Developments and Future Plans 2.8 Prowly 2.8.1 Prowly Details 2.8.2 Prowly Major Business 2.8.3 Prowly Panorama Virtual Reality Solutions Product and Solutions 2.8.4 Prowly Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.8.5 Prowly Recent Developments and Future Plans 2.9 Prgloo 2.9.1 Prgloo Details 2.9.2 Prgloo Major Business 2.9.3 Prgloo Panorama Virtual Reality Solutions Product and Solutions 2.9.4 Prgloo Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.9.5 Prgloo Recent Developments and Future Plans 2.10 Zignal 2.10.1 Zignal Details 2.10.2 Zignal Major Business 2.10.3 Zignal Panorama Virtual Reality Solutions Product and Solutions 2.10.4 Zignal Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.10.5 Zignal Recent Developments and Future Plans 2.11 Universal Information Services 2.11.1 Universal Information Services Details 2.11.2 Universal Information Services Major Business 2.11.3 Universal Information Services Panorama Virtual Reality Solutions Product and Solutions 2.11.4 Universal Information Services Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.11.5 Universal Information Services Recent Developments and Future Plans 2.12 Commetric 2.12.1 Commetric Details 2.12.2 Commetric Major Business 2.12.3 Commetric Panorama Virtual Reality Solutions Product and Solutions 2.12.4 Commetric Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.12.5 Commetric Recent Developments and Future Plans 2.13 Muck Rack 2.13.1 Muck Rack Details 2.13.2 Muck Rack Major Business 2.13.3 Muck Rack Panorama Virtual Reality Solutions Product and Solutions 2.13.4 Muck Rack Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.13.5 Muck Rack Recent Developments and Future Plans 2.14 BurrellesLuce 2.14.1 BurrellesLuce Details 2.14.2 BurrellesLuce Major Business 2.14.3 BurrellesLuce Panorama Virtual Reality Solutions Product and Solutions 2.14.4 BurrellesLuce Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.14.5 BurrellesLuce Recent Developments and Future Plans 3 Market Competition, by Players 3.1 Global Panorama Virtual Reality Solutions Revenue and Share by Players (2019-2021) 3.2 Market Concentration Rate 3.2.1 Top 3 Panorama Virtual Reality Solutions Players Market Share 3.2.2 Top 10 Panorama Virtual Reality Solutions Players Market Share 3.2.3 Market Competition Trend 3.3 Panorama Virtual Reality Solutions Players Head Office, Products and Services Provided 3.4 Mergers & Acquisitions 3.5 New Entrants and Expansion PlansALSO READ : http://www.marketwatch.com/story/global-meningioma-drug-market-size-share-value-and-competitive-landscape-2024-2021-05-134 Market Size Segment by Type 4.1 Global Panorama Virtual Reality Solutions Revenue and Market Share by Type (2016-2021) 4.2 Global Panorama Virtual Reality Solutions Market Forecast by Type (2021-2026) 5 Market Size Segment by Application 5.1 Global Panorama Virtual Reality Solutions Revenue Market Share by Application (2016-2021) 5.2 Panorama Virtual Reality Solutions Market Forecast by Application (2021-2026) 6 North America by Country, by Type, and by Application 6.1 North America Panorama Virtual Reality Solutions Revenue by Type (2016-2026) 6.2 North America Panorama Virtual Reality Solutions Revenue by Application (2016-2026) 6.3 North America Panorama Virtual Reality Solutions Market Size by Country 6.3.1 North America Panorama Virtual Reality Solutions Revenue by Country (2016-2026) 6.3.2 United States Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 6.3.3 Canada Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 6.3.4 Mexico Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7 Europe by Country, by Type, and by Application 7.1 Europe Panorama Virtual Reality Solutions Revenue by Type (2016-2026) 7.2 Europe Panorama Virtual Reality Solutions Revenue by Application (2016-2026) 7.3 Europe Panorama Virtual Reality Solutions Market Size by Country 7.3.1 Europe Panorama Virtual Reality Solutions Revenue by Country (2016-2026) 7.3.2 Germany Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7.3.3 France Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7.3.4 United Kingdom Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7.3.5 Russia Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7.3.6 Italy Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 8 Asia-Pacific by Region, by Type, and by Application ….. continuedCONTACT DETAILS : [email protected]+44 203 500 2763        +1 62 825 80070       971 0503084105

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Cornell Lopez 2017-05-22
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p The virtual reality industry, such as it is, continues to have a hard time selling itself to much of the world.

/p p According to a new report from Canalys, U.S. consumers accounted for 40 percent of the global VR market in the first quarter of 2017.

Japan moved up to the number two spot with 14 percent.

/p p Perhaps most troubling, however, is that Chinese consumers seem increasingly indifferent to VR.

Canalys said China fell to 11 percent, citing a “different gaming culture combined with the unwillingness to pay for content, including VR.” /p p Not surprisingly, HTC’s Vive is the leader in its hometown Chinese market, with 25 percent of the market share.

That means HTC has the most at stake in that country, and Canalys said the company is trying a number of initiatives to boost adoption.

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Johnny Ament 2016-10-06
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Facebook CEO Mark Zuckerberg said that his company s virtual reality division will ship the Oculus Touch controllers by the end of 2016.

That s on-track for the company s promised but delayed schedule for the essential tools for navigating VR with the Oculus Rift VR headset.

Update: Oculus Touch launches December 6 for $200.Zuckerberg acknowledged that the company has had a bit of a slow start with the Oculus Rift when it debuted in March in limited quantities.

But he said it is on-track now.

And while he did not disclose numbers, he said that more than 1 million people use VR every month which could be a reference to the whole industry, such as the HTC Vive for PC and Samsung Gear for mobile, not just Oculus .

We are here to make VR the next major computing platform, he said.

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kushal 2021-06-10

Aimed to provide most segmented consumption and sales data of different types of Virtual Reality Cardboard, downstream consumption fields and competitive landscape in different regions and countries around the world, this report analyzes the latest market data from the primary and secondary authoritative source.The report also tracks the latest market dynamics, such as driving factors, restraining factors, and industry news like mergers, acquisitions, and investments.

It provides market size (value and volume), market share, growth rate by types, applications, and combines both qualitative and quantitative methods to make micro and macro forecasts in different regions or countries.The report can help to understand the market and strategize for business expansion accordingly.

In the strategy analysis, it gives insights from marketing channel and market positioning to potential growth strategies, providing in-depth analysis for new entrants or exists competitors in the Virtual Reality Cardboard industry.Also Read: http://www.marketwatch.com/story/global-dairy-concentrate-market-statistics-cagr-outlook-and-covid-19-impact-2021---2023-2021-05-14 The report focuses on the top players in terms of profiles, product analysis, sales, price, revenue, and gross margin.Major players covered in this report:Navkar DistributorsSimson InternationalUnofficial CardboardDODOCaseRGB Electronics And Electronics OpticsPowis CustomZaakKnox LabsI AM CARDBOARDNorthern MindTech LLPArahant EximMaxbox VRBy Type:Listed ProductsNon-Listed ProductsBy Application:AerospaceCommercialConsumer ElectronicsIndustrialMedicalGeographically, the regional consumption and value analysis by types, applications, and countries are included in the report.

Furthermore, it also introduces the major competitive players in these regions.Major regions covered in the report:North AmericaEuropeAsia-PacificLatin AmericaMiddle East & AfricaAlso Read: http://www.marketwatch.com/story/global-led-grow-light-industry-market-insights-overview-analysis-and-forecast-2026-2021-05-14 Country-level segmentation in the report:United StatesGermanyUKFranceItalySpainPolandRussiaChinaJapanIndiaIndonesiaThailandPhilippinesMalaysiaSingaporeVietnamBrazilSaudi ArabiaUnited Arab EmiratesQatarBahrainAlso Read: http://www.marketwatch.com/story/global-worldwide-copper-foil-market-outlook-industry-analysis-and-prospect-2021-2026-2021-05-14 Years considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-20271 Market Overview1.1 Virtual Reality Cardboard Introduction1.2 Market Analysis by Type1.2.1 Listed Products1.2.2 Non-Listed Products1.3 Market Analysis by Application1.3.1 Aerospace1.3.2 Commercial1.3.3 Consumer Electronics1.3.4 Industrial1.3.5 Medical1.4 Market Analysis by Region1.4.1 United States Market States and Outlook (2015-2027)1.4.2 Europe Market States and Outlook (2015-2027)1.4.3 China Market States and Outlook (2015-2027)1.4.4 Japan Market States and Outlook (2015-2027)Also Read: http://www.marketwatch.com/story/global-legionella-testing-for-environmental-side-industry-market-size-share-value-and-competitive-landscape-forecast-year-2021-2026-2021-05-131.4.5 Southeast Asia Market States and Outlook (2015-2027)1.4.6 India Market States and Outlook (2015-2027)1.4.7 Brazil Market States and Outlook (2015-2027)1.4.8 GCC Countries Market States and Outlook (2015-2027)1.5 Market Dynamics and Development1.5.1 Merger, Acquisition and New Investment1.5.2 Market SWOT Analysis1.5.3 Drivers1.5.4 Limitations1.5.5 Opportunities and Development Trends1.6 Global Virtual Reality Cardboard Market Size Analysis from 2015 to 20271.6.1 Global Virtual Reality Cardboard Market Size Analysis from 2015 to 2027 by Consumption Volume1.6.2 Global Virtual Reality Cardboard Market Size Analysis from 2015 to 2027 by Value1.6.3 Global Virtual Reality Cardboard Price Trends Analysis from 2015 to 2027Also Read: http://www.marketwatch.com/story/global-smart-augmented-reality-ar-glasses-market-size-share-value-and-competitive-landscape-2021-2026-2021-05-13 2 Global Virtual Reality Cardboard Competition by Types, Applications, and Top Regions and Countries2.1 Global Virtual Reality Cardboard (Volume and Value) by Type2.1.1 Global Virtual Reality Cardboard Consumption and Market Share by Type (2015-2020)2.1.2 Global Virtual Reality Cardboard Revenue and Market Share by Type (2015-2020)2.2 Global Virtual Reality Cardboard (Volume and Value) by Application2.2.1 Global Virtual Reality Cardboard Consumption and Market Share by Application (2015-2020)2.2.2 Global Virtual Reality Cardboard Revenue and Market Share by Application (2015-2020)2.3 Global Virtual Reality Cardboard (Volume and Value) by Region2.3.1 Global Virtual Reality Cardboard Consumption and Market Share by Region (2015-2020)2.3.2 Global Virtual Reality Cardboard Revenue and Market Share by Region (2015-2020)3 United States Virtual Reality Cardboard Market Analysis3.1 United States Virtual Reality Cardboard Consumption and Value Analysis3.2 United States Virtual Reality Cardboard Consumption Volume by Type3.3 United States Virtual Reality Cardboard Consumption Structure by Application4 Europe Virtual Reality Cardboard Market Analysis4.1 Europe Virtual Reality Cardboard Consumption and Value Analysis4.2 Europe Virtual Reality Cardboard Consumption Volume by Type4.3 Europe Virtual Reality Cardboard Consumption Structure by Application4.4 Europe Virtual Reality Cardboard Consumption by Top Countries4.4.1 Germany Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.2 UK Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.3 France Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.4 Italy Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.5 Spain Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.6 Poland Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.7 Russia Virtual Reality Cardboard Consumption Volume from 2015 to 20205 China Virtual Reality Cardboard Market Analysis5.1 China Virtual Reality Cardboard Consumption and Value Analysis5.2 China Virtual Reality Cardboard Consumption Volume by Type5.3 China Virtual Reality Cardboard Consumption Structure by Application6 Japan Virtual Reality Cardboard Market Analysis6.1 Japan Virtual Reality Cardboard Consumption and Value Analysis6.2 Japan Virtual Reality Cardboard Consumption Volume by Type6.3 Japan Virtual Reality Cardboard Consumption Structure by Application7 Southeast Asia Virtual Reality Cardboard Market Analysis7.1 Southeast Asia Virtual Reality Cardboard Consumption and Value Analysis7.2 Southeast Asia Virtual Reality Cardboard Consumption Volume by Type7.3 Southeast Asia Virt  CONTACT DETAILS : [email protected]+44 203 500 2763+1 62 825 80070971 0503084105 

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Luke Hall 2018-02-21
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BELLEVUE, Washington—Virtual reality has been a thing for years, yet for some reason, it has had a lack of real-time strategy (RTS) games.

Stand above a battlefield (or, if your room is cramped, sit without losing the effect).

Unlike other RTS-ish games in VR, this week's Brass Tactics is the first full-blown take on the genre to see a retail release.

It's not perfect—indeed, it has a couple of glaring issues ahead of its Thursday launch—but Brass Tactics is clearly a few steps above "just good enough."

Best of all, thanks to a free, unlimited, works-online demo version, every single VR owner out there (even outside the Oculus ecosystem) can try it for themselves—and try it they should.

Create more powerful units and spend resources on updating your existing ones.

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Efrain Johnson 2017-05-16
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p /p p ZeniMax, the media company which successfully sued Facebook's

Oculus for $500 million (£387 million), has a new target:

/p p The company has filed a new US lawsuit against Samsung over its

/p p The suit alleges Samsung has profited from intellectual property

accused Oculus of stealing its virtual reality tech by

poaching one of its employees, John Carmack, and five of his

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Wiseguy 2021-06-06

Aimed to provide most segmented consumption and sales data of different types of Virtual Reality In Education Sector, downstream consumption fields and competitive landscape in different regions and countries around the world, this report analyzes the latest market data from the primary and secondary authoritative source.The report also tracks the latest market dynamics, such as driving factors, restraining factors, and industry news like mergers, acquisitions, and investments.

It provides market size (value and volume), market share, growth rate by types, applications, and combines both qualitative and quantitative methods to make micro and macro forecasts in different regions or countries.The report can help to understand the market and strategize for business expansion accordingly.

In the strategy analysis, it gives insights from marketing channel and market positioning to potential growth strategies, providing in-depth analysis for new entrants or exists competitors in the Virtual Reality In Education Sector industry.

ALSO READ:http://www.marketwatch.com/story/global-anise-extracts-market-outlook-industry-analysis-and-prospect-2021-2021-05-03 The report focuses on the top players in terms of profiles, product analysis, sales, price, revenue, and gross margin.Major players covered in this report:Discovery VR Curiscope zSpace Unimersiv Thinglink Google Schell Games Virtalis WEARVR EON Reality Alchemy VR Oculus VR Gamar Nearpod VR Education Holdings Avantis EducationBy Type:VR Hardware VR SoftwareBy Application:K-12 Sector Higher Education SectorGeographically, the regional consumption and value analysis by types, applications, and countries are included in the report.

Furthermore, it also introduces the major competitive players in these regions.Major regions covered in the report:North AmericaALSO READ:http://www.marketwatch.com/story/global-usa-cytidine-market-insights-overview-analysis-and-forecast-2015-2026-2021-05-03 EuropeAsia-PacificLatin AmericaMiddle East & AfricaCountry-level segmentation in the report:United StatesGermanyUKFranceItalyALSO READ:http://www.marketwatch.com/story/global-massive-wood-slabs-industry-market-by-type-by-application-by-segmentation-by-region-and-by-country-2020-2021-05-04 SpainPolandRussiaChinaJapanIndiaALSO READ:http://www.marketwatch.com/story/global-iot-in-smart-city-industry-market-insights-overview-analysis-and-forecast-2021-2027-2021-05-04IndonesiaThailandPhilippinesMalaysiaSingaporeVietnamBrazilSaudi ArabiaUnited Arab EmiratesQatarBahrainYears considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-2027TABLE OF CONTENTS1.1 Virtual Reality In Education Sector Introduction1.2 Market Analysis by Type1.2.1 VR Hardware 1.2.2 VR Software 1.3 Market Analysis by Application1.3.1 K-12 Sector 1.3.2 Higher Education Sector 1.4 Market Analysis by Region1.4.1 United States Market States and Outlook (2015-2027)1.4.2 Europe Market States and Outlook (2015-2027)1.4.3 China Market States and Outlook (2015-2027)1.4.4 Japan Market States and Outlook (2015-2027)1.4.5 Southeast Asia Market States and Outlook (2015-2027)1.4.6 India Market States and Outlook (2015-2027)1.4.7 Brazil Market States and Outlook (2015-2027)1.4.8 GCC Countries Market States and Outlook (2015-2027)1.5 Market Dynamics and Development1.5.1 Merger, Acquisition and New Investment1.5.2 Market SWOT Analysis1.5.3 Drivers1.5.4 Limitations1.5.5 Opportunities and Development Trends1.6 Global Virtual Reality In Education Sector Market Size Analysis from 2015 to 20271.6.1 Global Virtual Reality In Education Sector Market Size Analysis from 2015 to 2027 by Consumption Volume1.6.2 Global Virtual Reality In Education Sector Market Size Analysis from 2015 to 2027 by Value1.6.3 Global Virtual Reality In Education Sector Price Trends Analysis from 2015 to 20272 Global Virtual Reality In Education Sector Competition by Types, Applications, and Top Regions and Countries2.1 Global Virtual Reality In Education Sector (Volume and Value) by Type2.1.1 Global Virtual Reality In Education Sector Consumption and Market Share by Type (2015-2020)2.1.2 Global Virtual Reality In Education Sector Revenue and Market Share by Type (2015-2020)2.2 Global Virtual Reality In Education Sector (Volume and Value) by Application2.2.1 Global Virtual Reality In Education Sector Consumption and Market Share by Application (2015-2020)ALSO READ:http://www.marketwatch.com/story/global-electronic-taximeters-market-statistics-cagr-outlook-and-covid-19-impact-2021---2023-2021-05-03 2.2.2 Global Virtual Reality In Education Sector Revenue and Market Share by Application (2015-2020)2.3 Global Virtual Reality In Education Sector (Volume and Value) by Region2.3.1 Global Virtual Reality In Education Sector Consumption and Market Share by Region (2015-2020)2.3.2 Global Virtual Reality In Education Sector Revenue and Market Share by Region (2015-2020)3 United States Virtual Reality In Education Sector Market Analysis3.1 United States Virtual Reality In Education Sector Consumption and Value Analysis3.2 United States Virtual Reality In Education Sector Consumption Volume by Type3.3 United States Virtual Reality In Education Sector Consumption Structure by Application4 Europe Virtual Reality In Education Sector Market Analysis4.1 Europe Virtual Reality In Education Sector Consumption and Value Analysis4.2 Europe Virtual Reality In Education Sector Consumption Volume by Type4.3 Europe Virtual Reality In Education Sector Consumption Structure by Application4.4 Europe Virtual Reality In Education Sector Consumption by Top Countries4.4.1 Germany Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.2 UK Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.3 France Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.4 Italy Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.5 Spain Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.6 Poland Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.7 Russia Virtual Reality In Education Sector Consumption Volume from 2015 to 20205 China Virtual Reality In Education Sector Market Analysis5.1 China Virtual Reality In Education Sector Consumption and Value Analysis5.2 China Virtual Reality In Education Sector Consumption Volume by Type5.3 China Virtual Reality In Education Sector Consumption Structure by Application6 Japan Virtual Reality In Education Sector Market Analysis6.1 Japan Virtual Reality In Education Sector Consumption and Value Analysis6.2 Japan Virtual Reality In Education Sector Consumption Volume by Type6.3 Japan Virtual Reality In Education Sector Consumption Structure by Application7 Southeast Asia Virtual Reality In Education Sector Market Analysis7.1 Southeast Asia Virtual Reality In Education Sector Consumption and Value Analysis7.2 Southeast Asia Virtual Reality In Education Sector Consumption Volume by Type …continued CONTACT [email protected]+44 203 500 2763+1 62 825 80070971 0503084105 

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Kevin Oconnor 2016-11-27
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Most of the virtual reality headsets on the market are

backed by huge companies: Facebook has its Oculus Rift and Sony

makes the PlayStation VR, for example.

But a tiny Tokyo-based company, founded by former Sony game

designer Yuka Kojima and Lochlainn Wilson, is taking them

all on with its own high-end VR headset, and it even includes a

akshay dalvi 2019-10-21
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The global Virtual Reality Gloves market was valued at million US$ in 2018 and will reach million US$ by the end of 2025, growing at a CAGR of during 2019–2025.This report focuses on Virtual Reality Gloves volume and value at global level, regional level and company level.

From a global perspective, this report represents overall Virtual Reality Gloves market size by analyzing historical data and future prospect.Regionally, this report categorizes the production, apparent consumption, export and import of Virtual Reality Gloves in North America, Europe, China, Japan, Southeast Asia and India.Download FREE Sample of this Report @ https://www.grandresearchstore.com/report-sample/global-virtual-reality-gloves-2019-377For each manufacturer covered, this report analyzes their Virtual Reality Gloves manufacturing sites, capacity, production, ex-factory price, revenue and market share in global market.The following manufacturers are covered:CyberGloveManus VRGloveOneVirtalisDexmoSynertialYost LabsSonySegment by RegionsNorth AmericaEuropeChinaJapanSoutheast AsiaIndiaSegment by TypeWired GlovesWireless GlovesSegment by ApplicationEntertainmentEducationMedicalGet the Complete Report & TOC @ https://www.grandresearchstore.com/semiconductor-and-electronics/global-virtual-reality-gloves-2019-377Table of contentExecutive Summary1 Industry Overview of Virtual Reality Gloves1.1 Definition of Virtual Reality Gloves1.2 Virtual Reality Gloves Segment by Type1.2.1 Global Virtual Reality Gloves Production Growth Rate Comparison by Types (2014–2025)1.2.2 Wired Gloves1.2.3 Wireless Gloves1.3 Virtual Reality Gloves Segment by Applications1.3.1 Global Virtual Reality Gloves Consumption Comparison by Applications (2014–2025)1.3.2 Entertainment1.3.3 Education1.3.4 Medical1.4 Global Virtual Reality Gloves Overall Market1.4.1 Global Virtual Reality Gloves Revenue (2014–2025)1.4.2 Global Virtual Reality Gloves Production (2014–2025)1.4.3 North America Virtual Reality Gloves Status and Prospect (2014–2025)1.4.4 Europe Virtual Reality Gloves Status and Prospect (2014–2025)1.4.5 China Virtual Reality Gloves Status and Prospect (2014–2025)1.4.6 Japan Virtual Reality Gloves Status and Prospect (2014–2025)1.4.7 Southeast Asia Virtual Reality Gloves Status and Prospect (2014–2025)1.4.8 India Virtual Reality Gloves Status and Prospect (2014–2025)2 Manufacturing Cost Structure Analysis2.1 Raw Material and Suppliers2.2 Manufacturing Cost Structure Analysis of Virtual Reality Gloves2.3 Manufacturing Process Analysis of Virtual Reality Gloves2.4 Industry Chain Structure of Virtual RealityCONTACT US:276 5th Avenue, New York , NY 10001,United StatesInternational: (+1) 646 781 7170 / +91 8087042414Email: [email protected] Us On linkedin :- https://www.linkedin.com/company/grand-research-store/

Amit amir hussain 2021-08-18

This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better.

This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.ALSO READ  :  http://www.marketwatch.com/story/augmented-reality-and-virtual-reality-apps-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-07-17Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc.

Also cover different industries clients information, which is very important for the manufacturers.

If you need more information, please contact BisReportSection 1: Free——DefinitionSection (2 3): 1200 USD——Manufacturer DetailAugmented PixelsAurasmaBlipparCatchoomDAQRIWikitudeAR CircuitsSkyViewAnatomy 4DBlipparBuildAR.comVirtalsEON Reality Inc.GoogleZapparWikitudeReza MohALSO READ  :  http://www.marketwatch.com/story/june-2021-global-anechoic-chambers-market-cagr-volume-and-value-for-2021-2026-2021-06-15Section 4: 900 USD——Region SegmentationNorth America Country (United States, Canada)South AmericaAsia Country (China, Japan, India, Korea)Europe Country (Germany, UK, France, Italy)Other Country (Middle East, Africa, GCC)Section (5 6 7): 500 USD——Product Type SegmentationFor Non-Immersive SystemsFor Semi-Immersive Projection SystemsFor Fully Immersive Head-Mounted SystemsIndustry SegmentationEducation and trainingVideo GameMediaTourismSocial MediaALSO READ  :  http://www.marketwatch.com/story/june-2021-report-on-global-sulfosuccinate-market-overview-size-share-and-trends-2021-2026-2021-06-15Channel (Direct Sales, Distributor) SegmentationSection 8: 400 USD——Trend (2020-2025)Section 9: 300 USD——Product Type DetailSection 10: 700 USD——Downstream ConsumerSection 11: 200 USD——Cost StructureSection 12: 500 USD——ConclusionALSO READ  :  http://www.marketwatch.com/story/june-2021-report-on-global-beach-sandals-market-size-share-value-and-competitive-landscape-2020-2021-06-16Table of ContentsSection 1 Augmented Reality and Virtual Reality Apps Product DefinitionSection 2 Global Augmented Reality and Virtual Reality Apps Market Manufacturer Share and Market Overview2.1 Global Manufacturer Augmented Reality and Virtual Reality Apps Shipments2.2 Global Manufacturer Augmented Reality and Virtual Reality Apps Business Revenue2.3 Global Augmented Reality and Virtual Reality Apps Market Overview2.4 COVID-19 Impact on Augmented Reality and Virtual Reality Apps IndustrySection 3 Manufacturer Augmented Reality and Virtual Reality Apps Business Introduction3.1 Augmented Pixels Augmented Reality and Virtual Reality Apps Business Introduction3.1.1 Augmented Pixels Augmented Reality and Virtual Reality Apps Shipments, Price, Revenue and Gross profit 2015-20203.1.2 Augmented Pixels Augmented Reality and Virtual Reality Apps Business Distribution by Region3.1.3 Augmented Pixels Interview Record3.1.4 Augmented Pixels Augmented Reality and Virtual Reality Apps Business Profile3.1.5 Augmented Pixels Augmented Reality and Virtual Reality Apps Product Specification3.2 Aurasma Augmented Reality and Virtual Reality Apps Business Introduction3.2.1 Aurasma Augmented Reality and Virtual Reality Apps Shipments, Price, Revenue and Gross profit 2015-20203.2.2 Aurasma Augmented Reality and Virtual Reality Apps Business Distribution by Region3.2.3 Interview Record3.2.4 Aurasma Augmented Reality and Virtual Reality Apps Business Overview3.2.5 Aurasma Augmented Reality and Virtual Reality Apps Product SpecificationALSO READ  :  http://www.marketwatch.com/story/june-2021-report-on-global-polypropylene-alloy-market-size-share-value-and-competitive-landscape-2021---2026-2021-06-163.3 Blippar Augmented Reality and Virtual Reality Apps Business Introduction3.3.1 Blippar Augmented Reality and Virtual Reality Apps Shipments, Price, Revenue and Gross profit 2015-20203.3.2 Blippar Augmented Reality and Virtual Reality Apps Business Distribution by Region3.3.3 Interview Record3.3.4 Blippar Augmented Reality and Virtual Reality Apps Business Overview3.3.5 Blippar Augmented Reality and Virtual Reality Apps Product Specification3.4 Catchoom Augmented Reality and Virtual Reality Apps Business Introduction3.5 DAQRI Augmented Reality and Virtual Reality Apps Business Introduction3.6 Wikitude Augmented Reality and Virtual Reality Apps Business Introduction…Section 4 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Region Level)4.1 North America Country4.1.1 United States Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.1.2 Canada Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.2 South America Country4.2.1 South America Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.3 Asia Country4.3.1 China Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.3.2 Japan Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.3.3 India Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.3.4 Korea Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4 Europe Country4.4.1 Germany Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4.2 UK Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4.3 France Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4.4 Italy Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.4.5 Europe Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.5 Other Country and Region4.5.1 Middle East Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.5.2 Africa Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.5.3 GCC Augmented Reality and Virtual Reality Apps Market Size and Price Analysis 2015-20204.6 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Region Level) Analysis 2015-20204.7 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Region Level) AnalysisSection 5 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Product Type Level)5.1 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Product Type Level) Market Size 2015-20205.2 Different Augmented Reality and Virtual Reality Apps Product Type Price 2015-20205.3 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Product Type Level) AnalysisSection 6 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Industry Level)6.1 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Industry Level) Market Size 2015-20206.2 Different Industry Price 2015-20206.3 Global Augmented Reality and Virtual Reality Apps Market Segmentation (Industry Level) Analysis…continuedCONTACT DETAILS :[email protected]+44 203 500 2763+1 62 825 80070971 0503084105

hema kumbhar 2021-06-29

This report elaborates the market size, market characteristics, and market growth of the Virtual Reality for Consumer industry, and breaks down according to the type, application, and consumption area of Virtual Reality for Consumer.

The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.ALSO READ: http://www.marketwatch.com/story/virtual-reality-for-consumer-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-06-22In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed.

Fully risk assessment and industry recommendations were made for Virtual Reality for Consumer in a special period.

This chapter also compares the markets of Pre COVID-19 and Post COVID-19.In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

Key players in the global Virtual Reality for Consumer market covered in Chapter 13:Sixense EnterprisesEon RealitySonyVuzixSamsung ElectronicsOculusCyberGlove SystemsLeap MotionHTCMicrosoftGoogleALSO READ: http://www.marketwatch.com/story/global-mechanical-dryers-market-overview-size-share-and-trends-2021-2021-05-25In Chapter 6, on the basis of types, the Virtual Reality for Consumer market from 2015 to 2025 is primarily split into:Head-Mounted DisplaysGesture-Tracking DevicesProjectors and Display Walls In Chapter 7, on the basis of applications, the Virtual Reality for Consumer market from 2015 to 2025 covers:GamingEntertainmentOthers Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:United StatesEuropeChinaJapanIndiaALSO READ: http://www.marketwatch.com/story/global-levodopa-market-overview-size-share-and-trends-2021-2021-05-21Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:North America (Covered in Chapter 8)United StatesCanadaMexicoEurope (Covered in Chapter 9)GermanyUKFranceItalySpainOthersAsia-Pacific (Covered in Chapter 10)ChinaJapanIndiaSouth KoreaSoutheast AsiaOthersMiddle East and Africa (Covered in Chapter 11)Saudi ArabiaUAESouth AfricaOthersSouth America (Covered in Chapter 12)BrazilOthers Years considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-2025ALSO READ: http://www.marketwatch.com/story/global-interventional-radiology-products-market-size-share-value-and-competitive-landscape-forecast-year-2021-2026-2021-05-12 Table of Contents1 Virtual Reality for Consumer Market - Research Scope1.1 Study Goals1.2 Market Definition and Scope1.3 Key Market Segments1.4 Study and Forecasting Years 2 Virtual Reality for Consumer Market - Research Methodology2.1 Methodology2.2 Research Data Source2.2.1 Secondary Data2.2.2 Primary Data2.2.3 Market Size Estimation2.2.4 Legal Disclaimer 3 Virtual Reality for Consumer Market Forces3.1 Global Virtual Reality for Consumer Market Size3.2 Top Impacting Factors (PESTEL Analysis)3.2.1 Political Factors3.2.2 Economic Factors3.2.3 Social Factors3.2.4 Technological Factors3.2.5 Environmental Factors3.2.6 Legal Factors3.3 Industry Trend Analysis3.4 Industry Trends Under COVID-193.4.1 Risk Assessment on COVID-193.4.2 Assessment of the Overall Impact of COVID-19 on the Industry3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario3.5 Industry Risk AssessmentALSO READ: http://www.marketwatch.com/story/global-iaas-in-chemical-market-size-2021-by-emerging-trends-industry-share-growth-strategy-developing-technologies-market-potential-traders-regional-overview-and-swot-analysis-till-2027-2021-05-174 Virtual Reality for Consumer Market - By Geography4.1 Global Virtual Reality for Consumer Market Value and Market Share by Regions4.1.1 Global Virtual Reality for Consumer Value ($) by Region (2015-2020)4.1.2 Global Virtual Reality for Consumer Value Market Share by Regions (2015-2020)4.2 Global Virtual Reality for Consumer Market Production and Market Share by Major Countries4.2.1 Global Virtual Reality for Consumer Production by Major Countries (2015-2020)4.2.2 Global Virtual Reality for Consumer Production Market Share by Major Countries (2015-2020)4.3 Global Virtual Reality for Consumer Market Consumption and Market Share by Regions4.3.1 Global Virtual Reality for Consumer Consumption by Regions (2015-2020)4.3.2 Global Virtual Reality for Consumer Consumption Market Share by Regions (2015-2020) 5 Virtual Reality for Consumer Market - By Trade Statistics5.1 Global Virtual Reality for Consumer Export and Import5.2 United States Virtual Reality for Consumer Export and Import (2015-2020)5.3 Europe Virtual Reality for Consumer Export and Import (2015-2020)5.4 China Virtual Reality for Consumer Export and Import (2015-2020)5.5 Japan Virtual Reality for Consumer Export and Import (2015-2020)5.6 India Virtual Reality for Consumer Export and Import (2015-2020)5.7 ... 6 Virtual Reality for Consumer Market - By Type6.1 Global Virtual Reality for Consumer Production and Market Share by Types (2015-2020)6.1.1 Global Virtual Reality for Consumer Production by Types (2015-2020)6.1.2 Global Virtual Reality for Consumer Production Market Share by Types (2015-2020)6.2 Global Virtual Reality for Consumer Value and Market Share by Types (2015-2020)6.2.1 Global Virtual Reality for Consumer Value by Types (2015-2020)6.2.2 Global Virtual Reality for Consumer Value Market Share by Types (2015-2020)6.3 Global Virtual Reality for Consumer Production, Price and Growth Rate of Head-Mounted Displays (2015-2020)6.4 Global Virtual Reality for Consumer Production, Price and Growth Rate of Gesture-Tracking Devices (2015-2020)6.5 Global Virtual Reality for Consumer Production, Price and Growth Rate of Projectors and Display Walls (2015-2020) 7 Virtual Reality for Consumer Market - By Application7.1 Global Virtual Reality for Consumer Consumption and Market Share by Applications (2015-2020)7.1.1 Global Virtual Reality for Consumer Consumption by Applications (2015-2020)7.1.2 Global Virtual Reality for Consumer Consumption Market Share by Applications (2015-2020)7.2 Global Virtual Reality for Consumer Consumption and Growth Rate of Gaming (2015-2020)7.3 Global Virtual Reality for Consumer Consumption and Growth Rate of Entertainment (2015-2020)7.4 Global Virtual Reality for Consumer Consumption and Growth Rate of Others (2015-2020)8 North America Virtual Reality for Consumer Market8.1 North America Virtual Reality for Consumer Market Size8.2 United States Virtual Reality for Consumer Market Size8.3 Canada Virtual Reality for Consumer Market Size8.4 Mexico Virtual Reality for Consumer Market Size8.5 The Influence of COVID-19 on North America Market 9 Europe Virtual Reality for Consumer Market Analysis9.1 Europe Virtual Reality for Consumer Market Size9.2 Germany Virtual Reality for Consumer Market Size9.3 United Kingdom Virtual Reality for Consumer Market Size9.4 France Virtual Reality for Consumer Market Size9.5 Italy Virtual Reality for Consumer Market Size9.6 Spain Virtual Reality for Consumer Market Size9.7 The Influence of COVID-19 on Europe Market  ..…continuedCONTACT DETAILS : [email protected]+44 203 500 2763+1 62 825 80070971 0503084105 

Steven Kopicko 2017-05-07
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On may 23, Microsoft will hold a new event in Shanghai.

Dragplåstret is believed to be new Surface products including the Surface Pro 5 and an upgraded model of the Surface Book with Kaby Lake-processor.

According to the latest data, we can also get to see a bet on the ”mixed reality”, that is to say a mixture of ”virtual reality” (virtual reality) and the ”augmented reality” (augmented reality).

Mixed reality would be one of the new features in Creator's Update, but for unknown reason it is handled in the future.

Possibly it will now become the big news in the next update of Windows 10, known under the code name Redstone 3.

the use of mixed reality required Hololens or similar devices that are compatible with Microsoft's platform.

Cornell Lopez 2017-05-22
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p The virtual reality industry, such as it is, continues to have a hard time selling itself to much of the world.

/p p According to a new report from Canalys, U.S. consumers accounted for 40 percent of the global VR market in the first quarter of 2017.

Japan moved up to the number two spot with 14 percent.

/p p Perhaps most troubling, however, is that Chinese consumers seem increasingly indifferent to VR.

Canalys said China fell to 11 percent, citing a “different gaming culture combined with the unwillingness to pay for content, including VR.” /p p Not surprisingly, HTC’s Vive is the leader in its hometown Chinese market, with 25 percent of the market share.

That means HTC has the most at stake in that country, and Canalys said the company is trying a number of initiatives to boost adoption.

kushal 2021-06-10

Aimed to provide most segmented consumption and sales data of different types of Virtual Reality Cardboard, downstream consumption fields and competitive landscape in different regions and countries around the world, this report analyzes the latest market data from the primary and secondary authoritative source.The report also tracks the latest market dynamics, such as driving factors, restraining factors, and industry news like mergers, acquisitions, and investments.

It provides market size (value and volume), market share, growth rate by types, applications, and combines both qualitative and quantitative methods to make micro and macro forecasts in different regions or countries.The report can help to understand the market and strategize for business expansion accordingly.

In the strategy analysis, it gives insights from marketing channel and market positioning to potential growth strategies, providing in-depth analysis for new entrants or exists competitors in the Virtual Reality Cardboard industry.Also Read: http://www.marketwatch.com/story/global-dairy-concentrate-market-statistics-cagr-outlook-and-covid-19-impact-2021---2023-2021-05-14 The report focuses on the top players in terms of profiles, product analysis, sales, price, revenue, and gross margin.Major players covered in this report:Navkar DistributorsSimson InternationalUnofficial CardboardDODOCaseRGB Electronics And Electronics OpticsPowis CustomZaakKnox LabsI AM CARDBOARDNorthern MindTech LLPArahant EximMaxbox VRBy Type:Listed ProductsNon-Listed ProductsBy Application:AerospaceCommercialConsumer ElectronicsIndustrialMedicalGeographically, the regional consumption and value analysis by types, applications, and countries are included in the report.

Furthermore, it also introduces the major competitive players in these regions.Major regions covered in the report:North AmericaEuropeAsia-PacificLatin AmericaMiddle East & AfricaAlso Read: http://www.marketwatch.com/story/global-led-grow-light-industry-market-insights-overview-analysis-and-forecast-2026-2021-05-14 Country-level segmentation in the report:United StatesGermanyUKFranceItalySpainPolandRussiaChinaJapanIndiaIndonesiaThailandPhilippinesMalaysiaSingaporeVietnamBrazilSaudi ArabiaUnited Arab EmiratesQatarBahrainAlso Read: http://www.marketwatch.com/story/global-worldwide-copper-foil-market-outlook-industry-analysis-and-prospect-2021-2026-2021-05-14 Years considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-20271 Market Overview1.1 Virtual Reality Cardboard Introduction1.2 Market Analysis by Type1.2.1 Listed Products1.2.2 Non-Listed Products1.3 Market Analysis by Application1.3.1 Aerospace1.3.2 Commercial1.3.3 Consumer Electronics1.3.4 Industrial1.3.5 Medical1.4 Market Analysis by Region1.4.1 United States Market States and Outlook (2015-2027)1.4.2 Europe Market States and Outlook (2015-2027)1.4.3 China Market States and Outlook (2015-2027)1.4.4 Japan Market States and Outlook (2015-2027)Also Read: http://www.marketwatch.com/story/global-legionella-testing-for-environmental-side-industry-market-size-share-value-and-competitive-landscape-forecast-year-2021-2026-2021-05-131.4.5 Southeast Asia Market States and Outlook (2015-2027)1.4.6 India Market States and Outlook (2015-2027)1.4.7 Brazil Market States and Outlook (2015-2027)1.4.8 GCC Countries Market States and Outlook (2015-2027)1.5 Market Dynamics and Development1.5.1 Merger, Acquisition and New Investment1.5.2 Market SWOT Analysis1.5.3 Drivers1.5.4 Limitations1.5.5 Opportunities and Development Trends1.6 Global Virtual Reality Cardboard Market Size Analysis from 2015 to 20271.6.1 Global Virtual Reality Cardboard Market Size Analysis from 2015 to 2027 by Consumption Volume1.6.2 Global Virtual Reality Cardboard Market Size Analysis from 2015 to 2027 by Value1.6.3 Global Virtual Reality Cardboard Price Trends Analysis from 2015 to 2027Also Read: http://www.marketwatch.com/story/global-smart-augmented-reality-ar-glasses-market-size-share-value-and-competitive-landscape-2021-2026-2021-05-13 2 Global Virtual Reality Cardboard Competition by Types, Applications, and Top Regions and Countries2.1 Global Virtual Reality Cardboard (Volume and Value) by Type2.1.1 Global Virtual Reality Cardboard Consumption and Market Share by Type (2015-2020)2.1.2 Global Virtual Reality Cardboard Revenue and Market Share by Type (2015-2020)2.2 Global Virtual Reality Cardboard (Volume and Value) by Application2.2.1 Global Virtual Reality Cardboard Consumption and Market Share by Application (2015-2020)2.2.2 Global Virtual Reality Cardboard Revenue and Market Share by Application (2015-2020)2.3 Global Virtual Reality Cardboard (Volume and Value) by Region2.3.1 Global Virtual Reality Cardboard Consumption and Market Share by Region (2015-2020)2.3.2 Global Virtual Reality Cardboard Revenue and Market Share by Region (2015-2020)3 United States Virtual Reality Cardboard Market Analysis3.1 United States Virtual Reality Cardboard Consumption and Value Analysis3.2 United States Virtual Reality Cardboard Consumption Volume by Type3.3 United States Virtual Reality Cardboard Consumption Structure by Application4 Europe Virtual Reality Cardboard Market Analysis4.1 Europe Virtual Reality Cardboard Consumption and Value Analysis4.2 Europe Virtual Reality Cardboard Consumption Volume by Type4.3 Europe Virtual Reality Cardboard Consumption Structure by Application4.4 Europe Virtual Reality Cardboard Consumption by Top Countries4.4.1 Germany Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.2 UK Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.3 France Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.4 Italy Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.5 Spain Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.6 Poland Virtual Reality Cardboard Consumption Volume from 2015 to 20204.4.7 Russia Virtual Reality Cardboard Consumption Volume from 2015 to 20205 China Virtual Reality Cardboard Market Analysis5.1 China Virtual Reality Cardboard Consumption and Value Analysis5.2 China Virtual Reality Cardboard Consumption Volume by Type5.3 China Virtual Reality Cardboard Consumption Structure by Application6 Japan Virtual Reality Cardboard Market Analysis6.1 Japan Virtual Reality Cardboard Consumption and Value Analysis6.2 Japan Virtual Reality Cardboard Consumption Volume by Type6.3 Japan Virtual Reality Cardboard Consumption Structure by Application7 Southeast Asia Virtual Reality Cardboard Market Analysis7.1 Southeast Asia Virtual Reality Cardboard Consumption and Value Analysis7.2 Southeast Asia Virtual Reality Cardboard Consumption Volume by Type7.3 Southeast Asia Virt  CONTACT DETAILS : [email protected]+44 203 500 2763+1 62 825 80070971 0503084105 

Efrain Johnson 2017-05-16
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p /p p ZeniMax, the media company which successfully sued Facebook's

Oculus for $500 million (£387 million), has a new target:

/p p The company has filed a new US lawsuit against Samsung over its

/p p The suit alleges Samsung has profited from intellectual property

accused Oculus of stealing its virtual reality tech by

poaching one of its employees, John Carmack, and five of his

hema kumbhar 2021-06-30

In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed.

Fully risk assessment and industry recommendations were made for Virtual Reality (Vr) in a special period.

This chapter also compares the markets of Pre COVID-19 and Post COVID-19.In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.ALSO READ: http://www.marketwatch.com/story/location-based-virtual-reality-vr-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-forecast-2020-2025-2021-06-23Key players in the global Virtual Reality (Vr) market covered in Chapter 13:Leap Motion, IncOculus VR, Inc.Microsoft CorporationEON Reality, IncSensics, IncSixense International, IncSony CorporationBarco N.VVuzix CorporationSamsung Electronics, Co., Ltd.ALSO READ: http://www.marketwatch.com/story/global-heavy-truck-wash-shampoo-market-size-share-value-and-competitive-landscape-2021-2026-2021-05-08In Chapter 6, on the basis of types, the Virtual Reality (Vr) market from 2015 to 2025 is primarily split into:MobilePersonal Computer (PC)Console In Chapter 7, on the basis of applications, the Virtual Reality (Vr) market from 2015 to 2025 covers:GamingEntertainmentRetail and AdvertisingEngineering and DesignHealthcareOther Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:United StatesEuropeChinaJapanIndiaALSO READ: http://www.marketwatch.com/story/global-gas-to-liquid-gtl-sales-market-size-share-value-and-competitive-landscape-forecast-year-2021-2026-2021-05-05 Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:North America (Covered in Chapter 8)United StatesCanadaMexicoEurope (Covered in Chapter 9)GermanyUKFranceItalySpainOthersAsia-Pacific (Covered in Chapter 10)ChinaJapanIndiaSouth KoreaSoutheast AsiaOthersMiddle East and Africa (Covered in Chapter 11)Saudi ArabiaUAESouth AfricaOthersSouth America (Covered in Chapter 12)BrazilOthers Years considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-2025ALSO READ: http://www.marketwatch.com/story/global-field-inspection-testing-kit-market-insights-overview-analysis-and-forecast-2015-2026-2021-05-06 Table of Contents1 Virtual Reality (Vr) Market - Research Scope1.1 Study Goals1.2 Market Definition and Scope1.3 Key Market Segments1.4 Study and Forecasting Years 2 Virtual Reality (Vr) Market - Research Methodology2.1 Methodology2.2 Research Data Source2.2.1 Secondary Data2.2.2 Primary Data2.2.3 Market Size Estimation2.2.4 Legal DisclaimerALSO READ: http://www.marketwatch.com/story/global-elliptical-trainers-market-size-share-value-and-competitive-landscape-2024-2021-05-09 3 Virtual Reality (Vr) Market Forces3.1 Global Virtual Reality (Vr) Market Size3.2 Top Impacting Factors (PESTEL Analysis)3.2.1 Political Factors3.2.2 Economic Factors3.2.3 Social Factors3.2.4 Technological Factors3.2.5 Environmental Factors3.2.6 Legal Factors3.3 Industry Trend Analysis3.4 Industry Trends Under COVID-193.4.1 Risk Assessment on COVID-193.4.2 Assessment of the Overall Impact of COVID-19 on the Industry3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario3.5 Industry Risk Assessment 4 Virtual Reality (Vr) Market - By Geography4.1 Global Virtual Reality (Vr) Market Value and Market Share by Regions4.1.1 Global Virtual Reality (Vr) Value ($) by Region (2015-2020)4.1.2 Global Virtual Reality (Vr) Value Market Share by Regions (2015-2020)4.2 Global Virtual Reality (Vr) Market Production and Market Share by Major Countries4.2.1 Global Virtual Reality (Vr) Production by Major Countries (2015-2020)4.2.2 Global Virtual Reality (Vr) Production Market Share by Major Countries (2015-2020)4.3 Global Virtual Reality (Vr) Market Consumption and Market Share by Regions4.3.1 Global Virtual Reality (Vr) Consumption by Regions (2015-2020)4.3.2 Global Virtual Reality (Vr) Consumption Market Share by Regions (2015-2020) 5 Virtual Reality (Vr) Market - By Trade Statistics5.1 Global Virtual Reality (Vr) Export and Import5.2 United States Virtual Reality (Vr) Export and Import (2015-2020)5.3 Europe Virtual Reality (Vr) Export and Import (2015-2020)5.4 China Virtual Reality (Vr) Export and Import (2015-2020)5.5 Japan Virtual Reality (Vr) Export and Import (2015-2020)5.6 India Virtual Reality (Vr) Export and Import (2015-2020)5.7 ... 6 Virtual Reality (Vr) Market - By Type6.1 Global Virtual Reality (Vr) Production and Market Share by Types (2015-2020)6.1.1 Global Virtual Reality (Vr) Production by Types (2015-2020)6.1.2 Global Virtual Reality (Vr) Production Market Share by Types (2015-2020)6.2 Global Virtual Reality (Vr) Value and Market Share by Types (2015-2020)6.2.1 Global Virtual Reality (Vr) Value by Types (2015-2020)6.2.2 Global Virtual Reality (Vr) Value Market Share by Types (2015-2020)6.3 Global Virtual Reality (Vr) Production, Price and Growth Rate of Mobile (2015-2020)6.4 Global Virtual Reality (Vr) Production, Price and Growth Rate of Personal Computer (PC) (2015-2020)6.5 Global Virtual Reality (Vr) Production, Price and Growth Rate of Console (2015-2020) 7 Virtual Reality (Vr) Market - By Application7.1 Global Virtual Reality (Vr) Consumption and Market Share by Applications (2015-2020)7.1.1 Global Virtual Reality (Vr) Consumption by Applications (2015-2020)7.1.2 Global Virtual Reality (Vr) Consumption Market Share by Applications (2015-2020)7.2 Global Virtual Reality (Vr) Consumption and Growth Rate of Gaming (2015-2020)7.3 Global Virtual Reality (Vr) Consumption and Growth Rate of Entertainment (2015-2020)7.4 Global Virtual Reality (Vr) Consumption and Growth Rate of Retail and Advertising (2015-2020)7.5 Global Virtual Reality (Vr) Consumption and Growth Rate of Engineering and Design (2015-2020)7.6 Global Virtual Reality (Vr) Consumption and Growth Rate of Healthcare (2015-2020)7.7 Global Virtual Reality (Vr) Consumption and Growth Rate of Other (2015-2020) 8 North America Virtual Reality (Vr) Market8.1 North America Virtual Reality (Vr) Market Size8.2 United States Virtual Reality (Vr) Market Size8.3 Canada Virtual Reality (Vr) Market Size8.4 Mexico Virtual Reality (Vr) Market Size8.5 The Influence of COVID-19 on North America Market 9 Europe Virtual Reality (Vr) Market Analysis9.1 Europe Virtual Reality (Vr) Market Size9.2 Germany Virtual Reality (Vr) Market Size9.3 United Kingdom Virtual Reality (Vr) Market Size9.4 France Virtual Reality (Vr) Market Size9.5 Italy Virtual Reality (Vr) Market Size9.6 Spain Virtual Reality (Vr) Market Size9.7 The Influence of COVID-19 on Europe Market 10 Asia-Pacific Virtual Reality (Vr) Market Analysis10.1 Asia-Pacific Virtual Reality (Vr) Market Size10.2 China Virtual Reality (Vr) Market Size10.3 Japan Virtual Reality (Vr) Market Size10.4 South Korea Virtual Reality (Vr) Market Size10.5 Southeast Asia Virtual Reality (Vr) Market Size10.6 India Virtual Reality (Vr) Market Size10.7 The Influence of COVID-19 on Asia Pacific Market 11 Middle East and Africa Virtual Reality (Vr) Market Analysis11.1 Middle East and Africa Virtual Reality (Vr) Market Size11.2 Saudi Arabia Virtual Reality (Vr) Market Size11.3 UAE Virtual Reality (Vr) Market Size11.4 South Africa Virtual Reality (Vr) Market Size11.5 The Influence of COVID-19 on Middle East and Africa Market 12 South America Virtual Reality (Vr) Market Analysis12.1 South America Virtual Reality (Vr) Market Size12.2 Brazil Virtual Reality (Vr) Market Size12.3 The Influence of COVID-19 on South America Market 13 Company Profiles13.1 Leap Motion, Inc13.1.1 Leap Motion, Inc Basic Information13.1.2 Leap Motion, Inc Product Profiles, Application and Specification13.1.3 Leap Motion, Inc Virtual Reality (Vr) Market Performance (2015-2020)13.2 Oculus VR, Inc.13.2.1 Oculus VR, Inc.

Basic Information …..…continuedCONTACT DETAILS : [email protected]+44 203 500 2763+1 62 825 80070971 0503084105 

wiseguywg 2021-07-20

At the beginning of 2020, COVID-19 disease began to spread around the world, millions of people worldwide were infected with COVID-19 disease, and major countries around the world have implemented foot prohibitions and work stoppage orders.

Except for the medical supplies and life support products industries, most industries have been greatly impacted, and Virtual Reality in Education Sector industries have also been greatly affected.Also Read: http://www.marketwatch.com/story/virtual-reality-in-education-sector-market-size-share-value-and-competitive-landscape-2021-2026-2021-07-06This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better.

This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc.

cover different segment market size, both volume and value.

Also cover different industries clients information, which is very important for the manufacturers.

If you need more information, please contact BisReportSection 1: Free——DefinitionAlso Read: http://www.marketwatch.com/story/mobile-phone-fingerprint-identification-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-forecast-to-forecast-to-2026-2021-07-13Section (2 3): 1200 USD——Manufacturer DetailAlchemy VRAvantis EducationEON RealityGoogleOculus VRVirtalisSection 4: 900 USD——Region SegmentationNorth America Country (United States, Canada)South AmericaAsia Country (China, Japan, India, Korea)Europe Country (Germany, UK, France, Italy)Other Country (Middle East, Africa, GCC)Section (5 6 7): 500 USD——Product Type SegmentationVR hardwareVR contentAlso Read: http://www.marketwatch.com/story/lawn-mower-machine-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-07-12Industry SegmentationHigher education sectorK-12 sectorChannel (Direct Sales, Distributor) SegmentationSection 8: 400 USD——Trend (2020-2025)Section 9: 300 USD——Product Type DetailSection 10: 700 USD——Downstream ConsumerSection 11: 200 USD——Cost StructureSection 12: 500 USD——ConclusionAlso Read: http://www.marketwatch.com/story/frozen-bakery-products-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-07-12Table of ContentsSection 1 Virtual Reality in Education Sector Product DefinitionSection 2 Global Virtual Reality in Education Sector Market Manufacturer Share and Market Overview2.1 Global Manufacturer Virtual Reality in Education Sector Shipments2.2 Global Manufacturer Virtual Reality in Education Sector Business Revenue2.3 Global Virtual Reality in Education Sector Market Overview2.4 COVID-19 Impact on Virtual Reality in Education Sector IndustrySection 3 Manufacturer Virtual Reality in Education Sector Business Introduction3.1 Alchemy VR Virtual Reality in Education Sector Business Introduction3.1.1 Alchemy VR Virtual Reality in Education Sector Shipments, Price, Revenue and Gross profit 2015-20203.1.2 Alchemy VR Virtual Reality in Education Sector Business Distribution by Region3.1.3 Alchemy VR Interview Record3.1.4 Alchemy VR Virtual Reality in Education Sector Business Profile3.1.5 Alchemy VR Virtual Reality in Education Sector Product Specification3.2 Avantis Education Virtual Reality in Education Sector Business Introduction3.2.1 Avantis Education Virtual Reality in Education Sector Shipments, Price, Revenue and Gross profit 2015-20203.2.2 Avantis Education Virtual Reality in Education Sector Business Distribution by Region3.2.3 Interview Record3.2.4 Avantis Education Virtual Reality in Education Sector Business Overview3.2.5 Avantis Education Virtual Reality in Education Sector Product SpecificationAlso Read: http://www.marketwatch.com/story/protein-crystallization-and-crystallography-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2021-2028-2021-07-113.3 EON Reality Virtual Reality in Education Sector Business Introduction3.3.1 EON Reality Virtual Reality in Education Sector Shipments, Price, Revenue and Gross profit 2015-20203.3.2 EON Reality Virtual Reality in Education Sector Business Distribution by Region3.3.3 Interview Record3.3.4 EON Reality Virtual Reality in Education Sector Business Overview3.3.5 EON Reality Virtual Reality in Education Sector Product Specification3.4 Google Virtual Reality in Education Sector Business Introduction3.5 Oculus VR Virtual Reality in Education Sector Business Introduction3.6 Virtalis Virtual Reality in Education Sector Business Introduction…Section 4 Global Virtual Reality in Education Sector Market Segmentation (Region Level)4.1 North America Country4.1.1 United States Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.1.2 Canada Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.2 South America Country4.2.1 South America Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.3 Asia Country4.3.1 China Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.3.2 Japan Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.3.3 India Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.3.4 Korea Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4 Europe Country4.4.1 Germany Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4.2 UK Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4.3 France Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4.4 Italy Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.4.5 Europe Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.5 Other Country and Region4.5.1 Middle East Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.5.2 Africa Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.5.3 GCC Virtual Reality in Education Sector Market Size and Price Analysis 2015-20204.6 Global Virtual Reality in Education Sector Market Segmentation (Region Level) Analysis 2015-20204.7 Global Virtual Reality in Education Sector Market Segmentation (Region Level) AnalysisSection 5 Global Virtual Reality in Education Sector Market Segmentation (Product Type Level)5.1 Global Virtual Reality in Education Sector Market Segmentation (Product Type Level) Market Size 2015-20205.2 Different Virtual Reality in Education Sector Product Type Price 2015-20205.3 Global Virtual Reality in Education Sector Market Segmentation (Product Type Level) AnalysisSection 6 Global Virtual Reality in Education Sector Market Segmentation (Industry Level)6.1 Global Virtual Reality in Education Sector Market Segmentation (Industry Level) Market Size 2015-20206.2 Different Industry Price 2015-20206.3 Global Virtual Reality in Education Sector Market Segmentation (Industry Level) AnalysisSection 7 Global Virtual Reality in Education Sector Market Segmentation (Channel Level)7.1 Global Virtual Reality in Education Sector Market Segmentation (Channel Level) Sales Volume and Share 2015-20207.2 Global Virtual Reality in Education Sector Market Segmentation (Channel Level) AnalysisSection 8 Virtual Reality in Education Sector Market Forecast 2020-20258.1 Virtual Reality in Education Sector Segmentation Market Forecast (Region Level)8.2 Virtual Reality in Education Sector Segmentation Market Forecast (Product Type Level)8.3 Virtual Reality in Education Sector Segmentation Market Forecast (Industry Level)8.4 Virtual Reality in Education Sector Segmentation Market Forecast (Channel Level)Section 9 Virtual Reality in Education Sector Segmentation Product Type9.1 VR hardware Product Introduction9.2 VR content Product IntroductionSection 10 Virtual Reality in Education Sector Segmentation Industry10.1 Higher education sector Clients10.2 K-12 sector ClientsSection 11 Virtual Reality in Education Sector Cost of Production Analysis11.1 Raw Material Cost Analysis11.2 Technology Cost Analysis11.3 Labor Cost Analysis11.4 Cost OverviewSection 12 ConclusionChart and FigureFigure Virtual Reality in Education Sector Product Picture from Alchemy VRChart 2015-2020 Global Manufacturer Virtual Reality in Education Sector Shipments (Units)Chart 2015-2020 Global Manufacturer Virtual Reality in Education Sector Shipments ShareChart 2015-2020 Global Manufacturer Virtual Reality in Education Sector Business Revenue (Million USD)Chart 2015-2020 Global Manufacturer Virtual Reality in Education Sector Business Revenue ShareChart Alchemy VR Virtual Reality in Education Sector Shipments, Price, Revenue and Gross profit 2015-2020Chart Alchemy VR Virtual Reality in Education Sector Business DistributionChart Alchemy VR Interview Record (Partly)Figure Alchemy VR Virtual Reality in Education Sector Product Picture.…….ContinuedCONTACT DETAILS :[email protected]+44 203 500 2763+1 62 825 80070971 0503084105

Amit Patil 2019-05-08
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Latest market research report published on Virtual Reality and Augmented Reality provides detailed industry analysis and in-depth market data for the period from 2012 to 2024.

Virtual Reality and Augmented Reality market has been broken down by major regions, with complete market estimates on the basis of products/applications on a regional basis.The Virtual Reality and Augmented Reality report also includes comprehensive information on Virtual Reality and Augmented Reality industry scenario, providing major market drivers, restraints, challenges and opportunities over the forecast period.The study takes a closer look at Virtual Reality and Augmented Reality regulatory scenario, industry trends and Virtual Reality and Augmented Reality market growth opportunities.

The report includes a comprehensive competitive landscape for Virtual Reality and Augmented Reality business.Competitive analysis includes detailed profiles of key Virtual Reality and Augmented Reality players, along with product bench-marking and company market share analysis.Enquire about Report at - https://franknraf.com/reports/global-virtual-reality-and-augmented-reality-market-size-regional-outlook-application-analysis-competitive-insights-and-forecasts-2014-2020/Table of Content1.

Executive Summary & Virtual Reality and Augmented Reality industry critical success factors2.

Industry OutlookA) Industry Dynamics·         Market drivers - Virtual Reality and Augmented RealityB) Market restraints - Virtual Reality and Augmented Reality·         Key Market Opportunities - Virtual Reality and Augmented Reality·         Porter's Analysis - Virtual Reality and Augmented Reality·         PESTEL Analysis - Virtual Reality and Augmented Reality·         Company Market Share Analysis - Virtual Reality and Augmented Reality3.

Research Methodology·         Research scope & assumptions·         List of data sourcesReasons to Buy This Report·         Complete access to Virtual Reality and Augmented Reality market size, growth rate and forecast to 2020·         In-depth quantitative information on key regional Virtual Reality and Augmented Reality markets including North America, Europe, Asia Pacific·         Virtual Reality and Augmented Reality Market estimates and forecasts for key products/applications on a regional basis·         Facility to obtain country level information for complete Virtual Reality and Augmented Reality market segmentation·         Key trends, drivers and restraints for global Virtual Reality and Augmented Reality market·         Challenges to market growth for Virtual Reality and Augmented Reality manufacturers·         Key market opportunities of Virtual Reality and Augmented Reality IndustryGet a Sample copy of this Report at - https://franknraf.com/sample-report/?rpt_id=6047Related Report:Global Hair Color Industry 2018 Market Research ReportThis report studies the global Hair Color market status and forecast, categorizes the global Hair Color market size (value & volume) by manufacturers, type, application, and region.

Ralph Vandermeer 2016-05-26
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See larger image In our dreams

Google s Daydream platform was announced at I/O 2016, and it promises to level up mobile VR for Android users.

Since it s powered by Android N, we ll likely see major existing Android games make the leap into virtual reality, while games from Samsung s Gear VR could also find their way to the Play Store—but probably not high-end PC games like those on the Oculus Rift and HTC Vive.

Granted, it might be a real stomach-churner in virtual reality—Fotonica might just be too frantic when strapped to your face.

See larger image

Not every VR experience has to focus on first-person gameplay: The ability to view external action from a more personal, subtly-controlled camera angle also adds immersion to games.

Even after three years, nothing comes close to Real Racing 3 on Android for simulation-style racing, and the game packs in a load of licensed cars and real-life tracks, not to mention both single-player and online multiplayer content.

This speedy and stylish action game is the best mobile take on the Devil May Cry-esque hack-and-slash/shooter approach, and its flashy combat and sleek mech fighters would look great in VR.

lorrein hardy 2021-06-28

The Panorama Virtual Reality Solutions market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.Market segmentation Panorama Virtual Reality Solutions market is split by Type and by Application.

For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application.

This analysis can help you expand your business by targeting qualified niche markets.

ALSO READ http://www.marketwatch.com/story/specialty-grade-dwp-market-research-report-with-size-share-value-cagr-outlook-analysis-latest-updates-data-and-news-2020-2026-2021-06-21Market segment by Type, covers On-Premises Cloud Based ALSO READ : http://www.marketwatch.com/story/global-patient-monitoring-devices-market-outlook-industry-analysis-and-prospect-2019-2030-2021-05-13Market segment by Application, can be divided into Large Enterprised SMEsMarket segment by players, this report covers TrendKite Meltwater AirPR Ubermetrics Agility PR Solutions Cision CoverageBookALSO READ : http://www.marketwatch.com/story/global-oil-gas-epc-market-overview-size-share-and-trends-2021-2021-05-07Prowly Prgloo Zignal Universal Information Services Commetric Muck Rack BurrellesLuce.ALSO READ : http://www.marketwatch.com/story/global-mounting-nut-market-insights-overview-analysis-and-forecast-2026-2021-05-18Market segment by regions, regional analysis covers North America (United States, Canada, and Mexico) Europe (Germany, France, UK, Russia, Italy, and Rest of Europe) Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific) South America (Brazil, Argentina, Rest of South America) Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa) Table of Content1 Market Overview 1.1 Product Overview and Scope of Panorama Virtual Reality Solutions 1.2 Classification of Panorama Virtual Reality Solutions by Type 1.2.1 Overview: Global Panorama Virtual Reality Solutions Market Size by Type: 2020 Versus 2021 Versus 2026 1.2.2 Global Panorama Virtual Reality Solutions Revenue Market Share by Type in 2020 1.2.3 On-Premises 1.2.4 Cloud Based 1.3 Global Panorama Virtual Reality Solutions Market by Application 1.3.1 Overview: Global Panorama Virtual Reality Solutions Market Size by Application: 2020 Versus 2021 Versus 2026 1.3.2 Large Enterprised 1.3.3 SMEs 1.4 Global Panorama Virtual Reality Solutions Market Size & Forecast 1.5 Global Panorama Virtual Reality Solutions Market Size and Forecast by Region 1.5.1 Global Panorama Virtual Reality Solutions Market Size by Region: 2016 VS 2021 VS 2026 1.5.2 Global Panorama Virtual Reality Solutions Market Size by Region, (2016-2021) 1.5.3 North America Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.5.4 Europe Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.5.5 Asia-Pacific Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.5.6 South America Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.5.7 Middle East and Africa Panorama Virtual Reality Solutions Market Size and Prospect (2016-2026) 1.6 Market Drivers, Restraints and Trends 1.6.1 Panorama Virtual Reality Solutions Market Drivers 1.6.2 Panorama Virtual Reality Solutions Market Restraints 1.6.3 Panorama Virtual Reality Solutions Trends Analysis 2 Company Profiles 2.1 TrendKite 2.1.1 TrendKite Details 2.1.2 TrendKite Major Business 2.1.3 TrendKite Panorama Virtual Reality Solutions Product and Solutions 2.1.4 TrendKite Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.1.5 TrendKite Recent Developments and Future Plans 2.2 Meltwater 2.2.1 Meltwater Details 2.2.2 Meltwater Major Business 2.2.3 Meltwater Panorama Virtual Reality Solutions Product and Solutions 2.2.4 Meltwater Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.2.5 Meltwater Recent Developments and Future Plans 2.3 AirPR 2.3.1 AirPR Details 2.3.2 AirPR Major Business 2.3.3 AirPR Panorama Virtual Reality Solutions Product and Solutions 2.3.4 AirPR Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.3.5 AirPR Recent Developments and Future Plans 2.4 Ubermetrics 2.4.1 Ubermetrics Details 2.4.2 Ubermetrics Major Business 2.4.3 Ubermetrics Panorama Virtual Reality Solutions Product and Solutions 2.4.4 Ubermetrics Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.4.5 Ubermetrics Recent Developments and Future Plans 2.5 Agility PR Solutions 2.5.1 Agility PR Solutions Details 2.5.2 Agility PR Solutions Major Business 2.5.3 Agility PR Solutions Panorama Virtual Reality Solutions Product and Solutions 2.5.4 Agility PR Solutions Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.5.5 Agility PR Solutions Recent Developments and Future Plans 2.6 Cision 2.6.1 Cision Details 2.6.2 Cision Major Business 2.6.3 Cision Panorama Virtual Reality Solutions Product and Solutions 2.6.4 Cision Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.6.5 Cision Recent Developments and Future Plans 2.7 CoverageBook 2.7.1 CoverageBook Details 2.7.2 CoverageBook Major Business 2.7.3 CoverageBook Panorama Virtual Reality Solutions Product and Solutions 2.7.4 CoverageBook Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.7.5 CoverageBook Recent Developments and Future Plans 2.8 Prowly 2.8.1 Prowly Details 2.8.2 Prowly Major Business 2.8.3 Prowly Panorama Virtual Reality Solutions Product and Solutions 2.8.4 Prowly Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.8.5 Prowly Recent Developments and Future Plans 2.9 Prgloo 2.9.1 Prgloo Details 2.9.2 Prgloo Major Business 2.9.3 Prgloo Panorama Virtual Reality Solutions Product and Solutions 2.9.4 Prgloo Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.9.5 Prgloo Recent Developments and Future Plans 2.10 Zignal 2.10.1 Zignal Details 2.10.2 Zignal Major Business 2.10.3 Zignal Panorama Virtual Reality Solutions Product and Solutions 2.10.4 Zignal Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.10.5 Zignal Recent Developments and Future Plans 2.11 Universal Information Services 2.11.1 Universal Information Services Details 2.11.2 Universal Information Services Major Business 2.11.3 Universal Information Services Panorama Virtual Reality Solutions Product and Solutions 2.11.4 Universal Information Services Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.11.5 Universal Information Services Recent Developments and Future Plans 2.12 Commetric 2.12.1 Commetric Details 2.12.2 Commetric Major Business 2.12.3 Commetric Panorama Virtual Reality Solutions Product and Solutions 2.12.4 Commetric Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.12.5 Commetric Recent Developments and Future Plans 2.13 Muck Rack 2.13.1 Muck Rack Details 2.13.2 Muck Rack Major Business 2.13.3 Muck Rack Panorama Virtual Reality Solutions Product and Solutions 2.13.4 Muck Rack Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.13.5 Muck Rack Recent Developments and Future Plans 2.14 BurrellesLuce 2.14.1 BurrellesLuce Details 2.14.2 BurrellesLuce Major Business 2.14.3 BurrellesLuce Panorama Virtual Reality Solutions Product and Solutions 2.14.4 BurrellesLuce Panorama Virtual Reality Solutions Revenue, Gross Margin and Market Share (2019-2021) 2.14.5 BurrellesLuce Recent Developments and Future Plans 3 Market Competition, by Players 3.1 Global Panorama Virtual Reality Solutions Revenue and Share by Players (2019-2021) 3.2 Market Concentration Rate 3.2.1 Top 3 Panorama Virtual Reality Solutions Players Market Share 3.2.2 Top 10 Panorama Virtual Reality Solutions Players Market Share 3.2.3 Market Competition Trend 3.3 Panorama Virtual Reality Solutions Players Head Office, Products and Services Provided 3.4 Mergers & Acquisitions 3.5 New Entrants and Expansion PlansALSO READ : http://www.marketwatch.com/story/global-meningioma-drug-market-size-share-value-and-competitive-landscape-2024-2021-05-134 Market Size Segment by Type 4.1 Global Panorama Virtual Reality Solutions Revenue and Market Share by Type (2016-2021) 4.2 Global Panorama Virtual Reality Solutions Market Forecast by Type (2021-2026) 5 Market Size Segment by Application 5.1 Global Panorama Virtual Reality Solutions Revenue Market Share by Application (2016-2021) 5.2 Panorama Virtual Reality Solutions Market Forecast by Application (2021-2026) 6 North America by Country, by Type, and by Application 6.1 North America Panorama Virtual Reality Solutions Revenue by Type (2016-2026) 6.2 North America Panorama Virtual Reality Solutions Revenue by Application (2016-2026) 6.3 North America Panorama Virtual Reality Solutions Market Size by Country 6.3.1 North America Panorama Virtual Reality Solutions Revenue by Country (2016-2026) 6.3.2 United States Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 6.3.3 Canada Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 6.3.4 Mexico Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7 Europe by Country, by Type, and by Application 7.1 Europe Panorama Virtual Reality Solutions Revenue by Type (2016-2026) 7.2 Europe Panorama Virtual Reality Solutions Revenue by Application (2016-2026) 7.3 Europe Panorama Virtual Reality Solutions Market Size by Country 7.3.1 Europe Panorama Virtual Reality Solutions Revenue by Country (2016-2026) 7.3.2 Germany Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7.3.3 France Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7.3.4 United Kingdom Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7.3.5 Russia Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 7.3.6 Italy Panorama Virtual Reality Solutions Market Size and Forecast (2016-2026) 8 Asia-Pacific by Region, by Type, and by Application ….. continuedCONTACT DETAILS : [email protected]+44 203 500 2763        +1 62 825 80070       971 0503084105

Johnny Ament 2016-10-06
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Facebook CEO Mark Zuckerberg said that his company s virtual reality division will ship the Oculus Touch controllers by the end of 2016.

That s on-track for the company s promised but delayed schedule for the essential tools for navigating VR with the Oculus Rift VR headset.

Update: Oculus Touch launches December 6 for $200.Zuckerberg acknowledged that the company has had a bit of a slow start with the Oculus Rift when it debuted in March in limited quantities.

But he said it is on-track now.

And while he did not disclose numbers, he said that more than 1 million people use VR every month which could be a reference to the whole industry, such as the HTC Vive for PC and Samsung Gear for mobile, not just Oculus .

We are here to make VR the next major computing platform, he said.

Luke Hall 2018-02-21
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BELLEVUE, Washington—Virtual reality has been a thing for years, yet for some reason, it has had a lack of real-time strategy (RTS) games.

Stand above a battlefield (or, if your room is cramped, sit without losing the effect).

Unlike other RTS-ish games in VR, this week's Brass Tactics is the first full-blown take on the genre to see a retail release.

It's not perfect—indeed, it has a couple of glaring issues ahead of its Thursday launch—but Brass Tactics is clearly a few steps above "just good enough."

Best of all, thanks to a free, unlimited, works-online demo version, every single VR owner out there (even outside the Oculus ecosystem) can try it for themselves—and try it they should.

Create more powerful units and spend resources on updating your existing ones.

Wiseguy 2021-06-06

Aimed to provide most segmented consumption and sales data of different types of Virtual Reality In Education Sector, downstream consumption fields and competitive landscape in different regions and countries around the world, this report analyzes the latest market data from the primary and secondary authoritative source.The report also tracks the latest market dynamics, such as driving factors, restraining factors, and industry news like mergers, acquisitions, and investments.

It provides market size (value and volume), market share, growth rate by types, applications, and combines both qualitative and quantitative methods to make micro and macro forecasts in different regions or countries.The report can help to understand the market and strategize for business expansion accordingly.

In the strategy analysis, it gives insights from marketing channel and market positioning to potential growth strategies, providing in-depth analysis for new entrants or exists competitors in the Virtual Reality In Education Sector industry.

ALSO READ:http://www.marketwatch.com/story/global-anise-extracts-market-outlook-industry-analysis-and-prospect-2021-2021-05-03 The report focuses on the top players in terms of profiles, product analysis, sales, price, revenue, and gross margin.Major players covered in this report:Discovery VR Curiscope zSpace Unimersiv Thinglink Google Schell Games Virtalis WEARVR EON Reality Alchemy VR Oculus VR Gamar Nearpod VR Education Holdings Avantis EducationBy Type:VR Hardware VR SoftwareBy Application:K-12 Sector Higher Education SectorGeographically, the regional consumption and value analysis by types, applications, and countries are included in the report.

Furthermore, it also introduces the major competitive players in these regions.Major regions covered in the report:North AmericaALSO READ:http://www.marketwatch.com/story/global-usa-cytidine-market-insights-overview-analysis-and-forecast-2015-2026-2021-05-03 EuropeAsia-PacificLatin AmericaMiddle East & AfricaCountry-level segmentation in the report:United StatesGermanyUKFranceItalyALSO READ:http://www.marketwatch.com/story/global-massive-wood-slabs-industry-market-by-type-by-application-by-segmentation-by-region-and-by-country-2020-2021-05-04 SpainPolandRussiaChinaJapanIndiaALSO READ:http://www.marketwatch.com/story/global-iot-in-smart-city-industry-market-insights-overview-analysis-and-forecast-2021-2027-2021-05-04IndonesiaThailandPhilippinesMalaysiaSingaporeVietnamBrazilSaudi ArabiaUnited Arab EmiratesQatarBahrainYears considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-2027TABLE OF CONTENTS1.1 Virtual Reality In Education Sector Introduction1.2 Market Analysis by Type1.2.1 VR Hardware 1.2.2 VR Software 1.3 Market Analysis by Application1.3.1 K-12 Sector 1.3.2 Higher Education Sector 1.4 Market Analysis by Region1.4.1 United States Market States and Outlook (2015-2027)1.4.2 Europe Market States and Outlook (2015-2027)1.4.3 China Market States and Outlook (2015-2027)1.4.4 Japan Market States and Outlook (2015-2027)1.4.5 Southeast Asia Market States and Outlook (2015-2027)1.4.6 India Market States and Outlook (2015-2027)1.4.7 Brazil Market States and Outlook (2015-2027)1.4.8 GCC Countries Market States and Outlook (2015-2027)1.5 Market Dynamics and Development1.5.1 Merger, Acquisition and New Investment1.5.2 Market SWOT Analysis1.5.3 Drivers1.5.4 Limitations1.5.5 Opportunities and Development Trends1.6 Global Virtual Reality In Education Sector Market Size Analysis from 2015 to 20271.6.1 Global Virtual Reality In Education Sector Market Size Analysis from 2015 to 2027 by Consumption Volume1.6.2 Global Virtual Reality In Education Sector Market Size Analysis from 2015 to 2027 by Value1.6.3 Global Virtual Reality In Education Sector Price Trends Analysis from 2015 to 20272 Global Virtual Reality In Education Sector Competition by Types, Applications, and Top Regions and Countries2.1 Global Virtual Reality In Education Sector (Volume and Value) by Type2.1.1 Global Virtual Reality In Education Sector Consumption and Market Share by Type (2015-2020)2.1.2 Global Virtual Reality In Education Sector Revenue and Market Share by Type (2015-2020)2.2 Global Virtual Reality In Education Sector (Volume and Value) by Application2.2.1 Global Virtual Reality In Education Sector Consumption and Market Share by Application (2015-2020)ALSO READ:http://www.marketwatch.com/story/global-electronic-taximeters-market-statistics-cagr-outlook-and-covid-19-impact-2021---2023-2021-05-03 2.2.2 Global Virtual Reality In Education Sector Revenue and Market Share by Application (2015-2020)2.3 Global Virtual Reality In Education Sector (Volume and Value) by Region2.3.1 Global Virtual Reality In Education Sector Consumption and Market Share by Region (2015-2020)2.3.2 Global Virtual Reality In Education Sector Revenue and Market Share by Region (2015-2020)3 United States Virtual Reality In Education Sector Market Analysis3.1 United States Virtual Reality In Education Sector Consumption and Value Analysis3.2 United States Virtual Reality In Education Sector Consumption Volume by Type3.3 United States Virtual Reality In Education Sector Consumption Structure by Application4 Europe Virtual Reality In Education Sector Market Analysis4.1 Europe Virtual Reality In Education Sector Consumption and Value Analysis4.2 Europe Virtual Reality In Education Sector Consumption Volume by Type4.3 Europe Virtual Reality In Education Sector Consumption Structure by Application4.4 Europe Virtual Reality In Education Sector Consumption by Top Countries4.4.1 Germany Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.2 UK Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.3 France Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.4 Italy Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.5 Spain Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.6 Poland Virtual Reality In Education Sector Consumption Volume from 2015 to 20204.4.7 Russia Virtual Reality In Education Sector Consumption Volume from 2015 to 20205 China Virtual Reality In Education Sector Market Analysis5.1 China Virtual Reality In Education Sector Consumption and Value Analysis5.2 China Virtual Reality In Education Sector Consumption Volume by Type5.3 China Virtual Reality In Education Sector Consumption Structure by Application6 Japan Virtual Reality In Education Sector Market Analysis6.1 Japan Virtual Reality In Education Sector Consumption and Value Analysis6.2 Japan Virtual Reality In Education Sector Consumption Volume by Type6.3 Japan Virtual Reality In Education Sector Consumption Structure by Application7 Southeast Asia Virtual Reality In Education Sector Market Analysis7.1 Southeast Asia Virtual Reality In Education Sector Consumption and Value Analysis7.2 Southeast Asia Virtual Reality In Education Sector Consumption Volume by Type …continued CONTACT [email protected]+44 203 500 2763+1 62 825 80070971 0503084105