Virtual Reality for Enterprise and Industrial Markets 2017-2021: Focus on Training and Simulation, Education, Virtual Prototyping/3D Modeling, Attractions, and Medical Therapy


Dublin, March 24, 2017 (GLOBE NEWSWIRE) -- Research and Markets has announced the addition of the "Virtual Reality for Enterprise and Industrial Markets " report to their offering.

The report forecasts that the market for enterprise VR hardware and content will grow from $592.3 million in 2016 to $9.2 billion by 2021, representing a compound annual growth rate (CAGR) of 59.6%.

Leveraging highly customized and expensive equipment, enterprise use of virtual reality (VR) has existed and improved for a number of years, particularly for military training, civil flight training and simulation, and some industrial 3D modeling. But now, thanks primarily to recent exponential advances in graphics component technology, cheaper, mass-produced consumer-grade VR is coming to market, with ramifications for both consumer and enterprise markets. Most of the world's leading technology companies, including Facebook, Google, and Microsoft, are staking out positions to become key players in what many see as the next significant computing platform.

This cheaper, more readily accessible consumer-grade VR equipment is opening up new enterprise use cases, some of which have vast addressable markets. This report estimates that the addressable market for the five largest areas where enterprise VR will grow will be worth over $1 trillion in 2017. A broad range of players, both new and established, are aggressively working to develop applications leveraging this new consumer-grade VR ecosystem, aiming squarely at the enterprise market.

This report provides global market forecasts for the period from 2014 through 2021 for annual unit shipments and associated revenues for VR hardware and content in the enterprise and industrial sectors. The analysis covers HMDs, along with other VR equipment such as motion capture cameras, displays and projectors, and hand tracking devices, as well as software applications and content creation tools. Data is segmented by five major world regions and five different application markets including training and simulation, education, virtual prototyping/3D modelling, attractions, and medical therapy. The report also includes in-depth profiles of 22 key industry players in the enterprise VR market.

Key Questions Addressed:

- How large is the market for enterprise and industrial VR hardware and content?
- How will the market be segmented by product type, application/use case, and world region?
- How will this market grow in the coming years and what factors will drive this growth?
- Which factors could inhibit growth during the forecast period?
- What are the main technology trends and issues in the enterprise and industrial VR market?
- Who are the leading providers of enterprise and industrial VR technology and how do their go-to-market strategies differ?

2.6. Market Drivers
2.6.1. Virtual Reality Awareness from Consumer Virtual Reality
2.6.2. Low-Cost Consumer-Grade Virtual Reality for Enterprise
2.6.3. Increased Productivity, Greater Results, Efficiency
2.6.4. Large Market Potential for Simpler Virtual Reality Experiences
2.6.5. Virtual Reality Video
2.6.6. Three-Dimensional User Interface
2.7. Market Barriers
2.7.1. Consumer-Grade Cost and Requisite Equipment
2.7.2. Consumer-Grade Quality of Experience Virtual Reality Sickness Restricted Field of View Tethering Lack of Natural User Input Streaming Challenges Corrective Eyewear
2.7.3. Trial and Error for Early Virtual Reality Applications
2.8. Use Cases
2.8.1. Education
2.8.2. Virtual Prototyping/Three-Dimensional Modeling
2.8.3. Attractions
2.8.4. Training and Simulation
2.8.5. Medical Therapy

3. Technology Issues
3.1. Introduction
3.2. Tracking
3.2.1. Inside-Out and Outside-In Simultaneous Location and Mapping and Computer Vision
3.2.2. Eye Tracking
3.2.3. Hand Tracking Solutions
3.2.4. Gesture Control
3.3. Field of View
3.4. Latency Technologies and Virtual Reality Sickness Prevention
3.4.1. Galvanic Vestibular Stimulation
3.4.2. Frame Tearing Oculus Asynchronous Timewarp and Spacewarp VIVE Asynchronous Reprojection
3.4.3. Field of View Restrictors
3.5. Display Technology
3.6. Graphics Processing Units
3.7. Cameras
3.8. Vests and Suits
3.9. Three-Dimensional Audio
3.10. Adaptive Streaming
3.10.1. Bitmovin
3.10.2. Pixvana
3.11. Seated versus Moving Experiences
3.11.1. Wireless Connectivity Technologies
3.11.2. Local Rendering

4. Key Industry Players
4.1. Introduction
4.2. Key Head-Mounted Display and Platform Players
4.2.1. NVIS
4.2.2. Cinoptics
4.2.3. Sensics
4.2.4. TRIVISIO Prototyping
4.2.5. Facebook (Oculus) Evolving Head-Mounted Displays and Virtual Reality Experience
4.2.6. HTC
4.2.7. Sulon Technologies
4.3. Key Enabling Technology Players
4.3.1. Vicon Motion Systems
4.3.2. Leap Motion
4.3.3. uSens
4.3.4. Xilinx
4.3.5. Intel
4.4. Enterprise Applications
4.4.1. MindMaze
4.4.2. Firsthand Technology/DeepStream VR
4.4.3. Psious
4.4.4. Agora VR
4.4.5. Autodesk
4.4.6. Virtalis
4.4.7. VRStudios
4.4.8. The Void
4.4.9. IMAX
4.4.10. WorldViz

5. Market Forecasts

6. Company Directory

7. Acronym and Abbreviation List

8. Table of Contents

9. Table of Charts and Figures

10. Scope of Study, Sources and Methodology, Notes

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