INDEX

Augmented and Virtual Reality

Augmented and virtual reality are garnering much attention after a CES 2015 with many new products in the market. Major companies, such as Samsung and Facebook, are getting involved with their own products, including hardware, software, and content. Standalone, mobile-reliant, and tethered devices will all see major growth over the next 5 to 10 years, with mobile-reliant devices experiencing the most early growth. AR devices will see the most success in enterprise uses, such as logistics and engineering, while VR devices will be centered on consumers and the gaming market.

Table of Contents

  • 1. NEW REALITIES ARE CLOSING IN
  • 2. DIFFERENCES BETWEEN AUGMENTED AND VIRTUAL REALITY
    • 2.1. Use Cases
  • 3. AR AND VR TECHNOLOGY COMPONENTS: HEAD-MOUNTED DISPLAYS
    • 3.1. Head-mounted Displays
      • 3.1.1. Standalone
      • 3.1.2. Mobile Reliant
      • 3.1.3. Tethered
    • 3.2. Displays and Optics
      • 3.2.1. Traditional Displays
      • 3.2.2. Projection
    • 3.3. Audio
      • 3.3.1. Processing
    • 3.4. Sensors
      • 3.4.1. Software Correction
    • 3.5. Open Source Hardware
    • 3.6. Beyond Head-mounted Displays
      • 3.6.1. Heads-up Displays
      • 3.6.2. Cameras / Scanners
  • 4. SOFTWARE AND CONTENT
    • 4.1. Existing Software
    • 4.2. Software Development Kits
    • 4.3. Virtual Reality Video
      • 4.3.1. Samsung Milk VR
      • 4.3.2. Oculus Story Studio
      • 4.3.3. Jaunt VR
      • 4.3.4. Live Events
      • 4.3.5. Social Video
  • 5. FUTURE

Tables

  1. Augmented Reality Use Cases
  2. Virtual Reality Use Cases

Charts

  1. Virtual Reality Devices by Category, World Market, Forecast: 2014 to 2020
  2. Augmented Reality Smart Glasses, World Market, Forecast: 2014 to 2020

Figures

  1. Example of LEGO FUSION Application and Bricks
  2. Augmented Reality Technology Components
  3. Virtual Reality Technology Components
  4. Examples of AR and VR Devices by Category