360 Degree Interactive and Immersive Video

3Q 2017 | Transformative Horizon Report | PT-1981 | 38 pages | PDF | Powerpoint

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360 degree video has started to be syndicated on multiple platforms, initially driven by mobile reliant VR headsets such as Samsung Gear VR.  Recently HTC Vive has increased the availability of 360 degree video and made it a core element of the platform, increasing the relevance in the tethered space in addition to gaming.  360 degree video will give way to other forms of interactive content, in which consumers can control the experience and viewing perspective of the experience.  In the longer term, immersive content, which uses spatially mapped sets, holographic images, and game engines to deliver unique forms of content which represent a hybrid between movies and gaming.  360 degree video, interactive video and immersive video will open up a $6B subset of the video and gaming markets tied specifically to VR devices and experiences.

Table of Contents:

  • 2016 Full-Year Introduction Summary
  • SIM Card and IC Shipments Update
  • Americas
  • Europe
  • APAC
  • MEA
  • SIM Card and Secure IC Vendor Market Shares
  • Related Research


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