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制造业—汽车
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2016-2020年全球及中国虚拟现实(VR)和增强现实(AR)行业研究报告 |
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字数:3.8万 |
页数:173 |
图表数:193 |
中文电子版:9000元 |
中文纸版:4500元 |
中文(电子+纸)版:9500元 |
英文电子版:2600美元 |
英文纸版:2800美元 |
英文(电子+纸)版:2900美元 |
编号:SK006
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发布日期:2016-09 |
附件:下载 |
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水清木华研究中心《2016-2020年全球及中国虚拟现实(VR)和增强现实(AR)行业研究报告》着重研究了以下内容:
VR/AR产品分类、组成、工作原理及行业应用;
VR/AR产业链研究,主要分析了输出入硬件设备、元器件(其中包括芯片及厂商研究、显示屏、传感器、微投影器件)、操作系统及软件算法和内容,共4大产业链构成部分;
全球VR/AR市场研究,主要从发展现状、市场规模、出货量、技术专利情况、发展瓶颈、发展趋势等6个方面进行分析;
中国VR/AR市场研究,主要分析了发展现状、竞争格局、市场规模、出货量、消费者环境和发展趋势6个方面;
重点分析了国外5家VR/AR企业和国内6家VR/AR企业的产品及VR/AR业务情况。
VR提供的是沉浸式闭环体验,由于其头戴设备大小及重量的限制,只能在有限的范围内使用,所以在AR技术及硬件价格未达到消费级水平前,VR依然是市场主力;但我们预计2019年AR硬件和技术将完全成熟,由于其在B端市场的广阔适用性,将迅速占领VR市场。因此,我们预测2016年全球VR/AR市场分别能达到9.7亿美元和5亿美元,到2020年将分别达到300亿美元和908亿美元规模。
VR产品可以分为桌面式、沉浸式、分布式三类,可以应用于游戏、事件直播、社交体验、VR商务、医疗保健、健身、社论式广告和赞助内容、娱乐和电影、通信、培训与教学模拟、旅游等各大领域。
AR的硬件表现形式有三种,从离眼睛距离由近到远可分为头戴式、手持式、空间展示,目前常见的是头戴式。AR技术目前主要应用于工业制造、维修领域、医疗、军事、电视转播、游戏娱乐、教育、古迹复原、旅游展览、市政建设规划等领域,重点为商业用途。
VR未来发展趋势:
行业标准逐渐形成,准入门槛太高,竞争实力较小的团队和厂商被淘汰;
大型厂商逐渐建立起完善的VR生态系统;
PC端VR产品将会面向专业玩家和游戏发烧友,以游戏和电影为主要内容;
移动端VR逐步向教育、旅游等商业领域推进;
内容开发团队也逐渐增多,VR内容也将进一步拓宽
AR未来发展趋势:
显示设备将越来越小,任何平面均可以弯曲成屏幕;
AR技术和3D可视化技术、映射技术联合,为导航领域带来颠覆性变化;
数据的可视化与用户的穿戴设备无缝对接;
手势交互更加成熟,人类与科技的关系将被重新定义,人类的肢体语言将于科技产品形成良好的互动;
触控技术将迎来大发展,被用于国防、行政执法及医疗领域;
智慧展厅、智慧旅游、AR主题公园将会在原有的基础上或发展或出现在受众的视野之中;
智能眼镜将会成为AR硬件产品发展的主流趋势,“去手机化”时代即将到来;
AR的软件产品将更加面向消费者群体,在购物、娱乐、教育等方面更加的趋于生活化。
Global and China VR and AR Industry Report, 2016-2020 by ResearchInChina highlights the followings:
Classification, composition, operating principles, and applications of VR/AR products;
VR/AR industry chain, primarily four links (output & input hardware devices, components (chips & vendors, display, sensors, Pico devices), operating systems, software algorithms & contents);
Global VR/AR market (status quo, market size, shipments, technical patent, development bottlenecks, and trends);
Chinese VR/AR market (status quo, competitive landscape, market size, shipments, consumer environment consumer environments, and trends);
Five foreign VR/AR companies and six domestic VR/AR players (products, VR/AR business, etc.)
VR, which provides immersive closed-loop experience, can only be used to a limited extent due to the size and weight of head-mounted devices, and will still be the main force of the market before consumer-grade AR products are achieved in the aspects of technology and prices of hardware. However, it is expected AR hardware and technology will be fully mature and quickly capture VR market in 2019 because of its wide applicability in business market. Hence, global VR/AR market will reach USD970 million and USD500 million in 2016 and USD30 billion and USD90.8 billion in 2020, respectively.
VR products can be categorized into three kinds (desktop, immersive, and distributed) and are applied to fields covering game, event live streaming, social experience, VR business, medical & healthcare, bodybuilding, advertorial & sponsored content, entertainment & film, communications, training & teaching simulation, and tourism.
Today’s AR hardware is typically implemented in three ways: head-mounted displays, hand-held displays, and world-fixed displays by the distance away from eyes, with the first the most commonly seen. AR technology now is primarily applied to industrial manufacturing, repair, healthcare, military, television relaying, games entertainment, education, relic restoration, tourism exhibition, and municipal construction planning, chiefly for commercial use.
VR Trends:
- Gradually-formed industrial standards raise access threshold, thus eliminating less competitive teams and companies;
- Large companies gradually build perfect VR ecosystem;
- PC VR products, primarily games and movies, will be targeted at expert players and game enthusiasts;
- Mobile VR products gradually move into business fields like education and tourism;
- The number of content development teams will increase, and the scope of VR contents will broaden.
AR Trends:
- Display devices become smaller, and any plane can be bent into a screen;
Fusion of AR technology and 3D visualization technology and projection technology brings about disruptive changes to navigation;
- Seamless docking between data visualization and users’ wearable devices;
- Gesture interaction becomes more mature; the relationship between human and technology will be redefined; human body language will interact well with technology products;
- Touch technology will usher in great progress and get applied to national defense, administration and law enforcement, and healthcare;
- Smart showroom, smart tourism, and AR theme park will develop or be presented before target audiences on the original basis;
- Intelligent glasses will be the mainstream trend of AR hardware, bracing the upcoming era of “de-cellphone-ization”;
- AR software will be more oriented toward consumer groups, growing daily in the aspects of shopping, entertainment, and education.
Global VR/AR Market Size, 2016-2020  Source: ResearchInChina
第一章 VR、AR概述 1.1 VR 、AR、MR定义 1.2 VR、AR分类和区别 1.2.1 VR分类 1.2.2 AR分类 1.3 VR、AR组成 1.3.1 VR系统构成 1.3.2 AR系统构成 1.4 VR、AR工作原理 1.4.1 VR工作原理 1.4.2 AR 工作原理 1.5 VR/AR的应用
第二章 VR、AR产业链 2.1 输出入硬件设备 2.1.1 VR输出设备 2.1.2 VR输入设备 2.2 元器件 2.2.1 视频处理芯片 2.2.2 芯片厂商 2.2.3 显示屏 2.2.4 传感器 2.2.5 微投器件 2.3 操作系统及软件算法 2.4 内容
第三章 全球VR/AR市场情况 3.1 发展现状 3.2 市场规模 3.3 出货量 3.4 技术专利情况 3.5 发展瓶颈 3.6 发展趋势
第四章 全球主要VR/AR企业分析 4.1 Oculus 4.1.1 公司简介 4.1.2 VR/AR产品介绍 4.1.3 市场份额 4.1.4 用户痛点 4.2 Google 4.2.1 公司简介 4.2.2 VR/AR产品介绍 4.3 HTC 4.3.1 公司简介 4.3.2 VR/AR产品介绍 4.3.3 经营情况 4.3.4 出货量 4.4 SONY 4.4.1 公司简介 4.4.2 VR/AR产品介绍 4.4.3 经营情况 4.5 Meta124 4.5.1 公司简介 4.5.2 VR/AR产品介绍
第五章 中国VR/AR市场情况 5.1 发展现状 5.2 竞争格局 5.3 市场规模 5.4 出货量 5.5 消费者环境 5.6 发展趋势
第六章 中国主要VR/AR企业分析 6.1 北京暴风魔镜科技有限公司 6.1.1 公司介绍 6.1.2 VR/AR产品介绍 6.2 乐视 6.2.1 公司介绍 6.2.2 VR/AR产品介绍 6.2.3 经营情况 6.2.4 VR业务 6.3 深圳市经伟度科技有限公司 6.3.1 公司介绍 6.3.2 VR/AR产品介绍 6.4 联想集团 6.4.1 公司介绍 6.4.2 AR产品 6.4.3 VR/AR业务 6.5 亮风台(上海)信息科技有限公司 6.5.1 公司介绍 6.5.2 AR产品 6.6 北京维阿时代科技有限公司 6.6.1 公司介绍 6.6.2 VR/AR产品介绍
1 Overview of VR/AR 1.1 Definition of VR/AR/MR 1.2 Classification and Difference of VR/AR 1.2.1 Classification of VR 1.2.2 Classification of AR 1.3 Composition of VR/AR 1.3.1 Composition of VR System 1.3.2 Composition of AR System 1.4 Operating Principles of VR/AR 1.4.1 Operating Principle of VR 1.4.2 Operating Principle of AR 1.5 Application of VR/AR
2 VR/AR Industry Chain 2.1 Output/Input Hardware Devices 2.1.1 Output Devices of VR 2.1.2 Input Devices of VR 2.2 Components 2.2.1 Video Processing Chip 2.2.2 Chip Vendors 2.2.3 Display 2.2.4 Sensor 2.2.5 Micro-projection Device 2.3 Operating System and Software Algorithim 2.4 Content
3 Global VR/AR Market 3.1 Status Quo 3.2 Market Size 3.3 Shipments 3.4 Technical Patents 3.5 Development Bottlenecks 3.6 Development Trends
4 Major Global VR/AR Companies 4.1 Oculus 4.1.1 Profile 4.1.2 VR/AR Products 4.1.3 Market Share 4.1.4 Pain Points of Users 4.2 Google 4.2.1 Profile 4.2.2 VR/AR Products 4.3 HTC 4.3.1 Profile 4.3.2 VR/AR Products 4.3.3 Operation 4.3.4 Shipments 4.4 SONY 4.4.1 Profile 4.4.2 VR/AR Products 4.4.3 Operation 4.5 Meta 4.5.1 Profile 4.5.2 VR/AR Products
5 Chinese VR/AR Market 5.1 Status Quo 5.2 Competitive Landscape 5.3 Market Size 5.4 Shipments 5.5 Consumer Environments 5.6 Development Trends
6 Major Chinese VR/AR Enterprises 6.1 Beijing Baofeng Mojing Technology Co., Ltd. 6.1.1 Profile 6.1.2 VR/AR Products 6.2 LeEco 6.2.1 Profile 6.2.2 VR/AR Products 6.2.3 Operation 6.2.4 VR Business 6.3 Jingweidu Technology Co., Ltd. 6.3.1 Profile 6.3.2 VR/AR Products 6.4 Lenovo Group 6.4.1 Profile 6.4.2 AR Products 6.4.3 VR/AR Business 6.5 HiScene (Shanghai) Information Technology Co., Ltd. 6.5.1 Profile 6.5.2 AR Products 6.6 Beijing VR-TIME Technology Co., Ltd. 6.6.1 Profile 6.6.2 VR/AR Products
虚拟现实体验 VR的发展历程 VR设备市场AMC模型 AR的主要特征 增强现实在生活中的应用 AR的发展历程 AR行业AMC模型 桌面VR体系结构 沉浸式VR体系结构 分布式VR发展进程 AR的三种呈现方式(头戴式、手持式、空间展示) Retinal Displays原理图 视频式头戴显示技术 光学式头戴显示技术 在手机、平板上的AR应用 透明手持式AR设备 空间展示AR VR、AR的区别 VR系统组成部分 头显设备组成 VR头戴显示设备组成 AR系统架构 AR系统构成 AR硬件关键技术 虚拟现实技术基本原理 VR双目立体原理 VR眼镜-凸透镜成像原理 AR技术原理 VR的应用领域 VR的应用领域 VR/AR生态系统 VR/AR代表硬件设备 VR/AR硬件设备构成 VR头显设备指标 VR头戴设备分类 VR眼镜盒子 暴风魔镜VR资源库 国内外头戴式VR输出产品 Oculus Rift头戴设备 国内外PC端VR头盔产品 Uranus one 国内VR一体机产品 动作捕捉类VR设备 动作控制类VR设备 主要VR头显设备厂商动作输入设备方案对比 视频处理芯片处理和传输数据路线图 英伟达发布的VR设备要求 AMD LiquidVR 技术包含四大全新功能 高通骁龙820视频处理能力 Adreno 530新特性 全志科技H8芯片方案 RK3288 VR解决方案 VR设备延时因素占比 采用AMOLED屏的主流VR产品 2011-2015年全球AMOLED产能比重 国内主要AMOLED产能情况 微软Kinect功能架构图 微软Kinect数据采集及建模识别 Lighthouse的激光发射器 Lighthouse系统工作示意图 FOVE眼球追踪系统示意图 FOVE交互步骤 国外IT巨头在VR/AR传感器技术的布局 G-mition工作原理 光学式AR工作原理 视频式AR工作原理 Google Glass原理示意图 LCD和LCOS投影原理 全球主要LCOS芯片厂商LCOS技术发展情况 DLP投影原理 DLP Pico0.47 英寸TRP 全高清1080p 芯片组 LCD、LCOS、DLP性能对比 Google、Microsoft在VR操作系统动态 VR设备主要底层算法 VR游戏制作流程 国内外主要VR游戏开发团队情况 国内外主要VR内容平台 未来内容分发模式 全球VR/AR技术成熟度曲线图 全球各VR/AR厂商头显设备研究进展 全球VR/AR普及速度慢于智能手机和平板电脑 全球VR行业主要参与者分布 涉足VR的主要科技公司 全球主要头戴式AR产品 2016-2020年全球VR/AR市场规模 2020年VR/AR市场份额构成 2016-2020年全球VR/AR硬件出货量 2020年全球VR硬件出货量(分消费群体) 2020年全球AR硬件出货量(分消费群体) 全球VR技术专利分布(分公司) 1995-2015年全球AR专利申请情况 全球AR技术主要产出国家 AR技术目标国分布情况 现阶段VR发展瓶颈 现阶段AR发展瓶颈 VR头显设备技术指标及发展趋势 AR行业发展趋势 Oculus产品发布进程 Oculus Rift DK2参数规格 Oculus Rift DK2主板芯片介绍 Oculus Rift DK2 HDMI线缆芯片介绍 Oculus Rift DK2 显示屏面板芯片介绍 Oculus Rift DK2摄像头主板芯片介绍 Oculus Rift CV1参数规格 Oculus Rift CV1主板芯片介绍 Oculus Rift CV1 AMOLED和屏幕触控 Oculus Rift CV1 光学镜头 Oculus Rift CV1红外摄像头拆解 Oculus Rift CV1 LED驱动器芯片 Gear VR参数规格 Gear VR内部组件芯片介绍 2016年4月-6月Oculus各产品市场份额 Google在VR/AR领域的布局 Google Glass参数规格 Google Glass侧边触摸模组 Google Glass主CPU板 Google Glass电池 Google Cardboard HTC 公司产品发展史 HTC在VR/AR领域的布局 HTC Vive参数规格 HTC Vive传感器 HTC Vive前视摄像头 HTC Vive主板芯片介绍 HTC Vive的显示面板和镜头 HTC Vive手柄 Vive手柄微控制器及电池 Vive手柄主板芯片 Lighthouse 定位基站 Lighthouse主板芯片 HTC 2012-2015年经营情况 2014-2016Q1研发投入情况 Steamspy平台数据 SONY PlayStation VR产品参数 SONY PlayStation VR主要功能概要 PS VR与Oculus Rift、HTC Vive优劣势对比 Sony 2012-2016财年经营情况 Meta发展历程 Meta Pro产品参数 Meta 1产品参数 Meta 2产品参数 Meta企业客户 用户端和技术层缺失严重 国内主要VR产品供应商 国内VR行业盈利模式 国内外VR行业发展现状对比 中国AR产业链图 2014-2016年国内VR行业融资情况 2016年上半年国内VR/AR品牌数量 国内主要VR产品竞争格局 2016年上半年国内VR/AR品牌关注情况(分季度) 2016年上半年国内VR/AR产品关注度排名(TOP 15) 2016-2020年中国VR用户规模 2016-2020年中国VR硬件设备市场规模 2016-2020年中国AR硬件设备市场规模 2016-2020年中国VR硬件设备出货量 2016-2020年中国AR硬件设备出货量 国内VR用户规模 VR重度用户使用频次 VR重度用户每天使用时长分布 国内VR重度用户内容偏好 国内VR重度用户影视内容偏好 国内VR中毒用户偏爱的旅游景区类型 VR重度用户未来1年购买VR设备类型 VR深度/浅度用户感兴趣的VR应用行业 VR深度/浅度用户感兴趣的VR应用场景 2016年上半年国内VR/AR产品关注度(分价格) 定点设备更侧重强交互沉浸体验 移动VR设备发展方向 VR场景分类发展趋势 VR/AR将推动通信系统发展 暴风魔镜股权结构 暴风魔镜公司优势 暴风魔镜产品上市时间 暴风魔镜5产品参数 暴风影音5 MCU芯片 暴风影音5 USB芯片组 乐视超级头盔产品参数 乐视超级头盔主板芯片介绍 乐视超级头盔液晶屏 乐视2011-2016H2经营情况 乐视VR生态布局 3Glasses D1开发者版产品参数 3Glasses D2开拓者版产品参数 3Glasses蓝珀S1产品参数 联想NBD VUZIX M100智能眼镜产品参数 亮风台获投情况 HiAR Glasses产品参数 HiAR SDK部分合作伙伴 公司股东结构 灵镜小白1s产品参数 灵镜手柄 灵镜小黑产品参数
VR Experience Development History of VR AMC Models in VR Device Market Main Features of AR Application of AR in Life Development History of AR AMC Models in AR Industry Desktop VR System Structure Immersive VR System Structure Development History of Distributed VR Three Implementation Ways of AR (Head-mounted, Hand-held, World-fixed) Principle Diagram of Retinal Displays Video Head-mounted Display Technology Optical Head-mounted Display Technology Applications of AR in Cellphones and Tablets Transparent Hand-held AR Devices World-fixed Display AR Differences of VR and AR Components of VR System Composition of Head-mounted Display Device Composition of VR Head-mounted Display Device Architecture of AR System Composition of AR System Key Technologies for AR Hardware Fundamentals of VR Technology Principle of VR Binocular Stereovision Principle of VR Glasses-Covex Lens Imaging Principle of AR Technology Applications of VR Applications of VR VR/AR Ecosystem Representative VR/AR Hardware Devices Composition of VR/AR Hardware Device Indicators of VR Head-mounted Display Device Classification of VR Head-mounted Devices VR Glasses Box VR Resource Library of BaofengMojing Head-mounted VR Output Products at Home and Abroad Oculus Rift Head-mounted Device Foreign and Domestic PC VR Helmets Uranus One Domestic VR AIO Products Motion-capture VR Devices Motion-control VR Devices Comparison of Major VR Head-mounted Display Device Companies’ Solutions for Motion Input Devices Roadmap for Data Processing and Transmission of Video-processing Chip Requirements on VR Device Released by NVIDIA Four New Functions of AMD LiquidVR™ Technology Video Processing Capacity of Qualcomm Snapdragon 820 New Features of Adreno 530 H8 Chip Solution of Allwinner Technology RK3288 VR Solution VR Device Time-lapse Factors (%) Mainstream VR Products Adopting AMOLED Display Global AMOLED Capacity Structure, 2011-2015 AMOLED Capacity of Major Enterprises in China Diagram of Functional Architecture of Microsoft Kinect Data Acquisition and Modeling Recognition of Microsoft Kinect Laser Transmitters of Lighthouse Operation Diagram of Lighthouse System Diagram of FOVE Eye-tracking System Interaction Steps of FOVE Foreign IT Giants’ Footprint in VR/AR Sensor Technology Operating Principle of G-mition Operating Principle of Optical AR Operating Principle of Video AR Principle Diagram of Google Glass Projection Principles of LCD and LCOS Development of Major Global LCOS Chip Makers’ LCOS Technology Projection Principles of DLP DLP Pico0.47-inch TRP Full-HD 1080p Chipset Performance of LCD, LCOS, and DLP Google’s and Microsoft’s Moves on VR Operating System Main Underlying Algorithms for VR Devices Production Process of VR Game Major VR Game Development Teams at Home and Abroad Major VR Content Platforms at Home and Abroad Future Content Distribution Models Global VR/AR Technology Maturity Curve Global VR/AR Companies’ Progress in Research into Head-mounted Display Device Slower Penetration of VR/AR than Smartphone and Tablet Worldwide Major Participants in VR Industry Worldwide Key Technology Firms Involved in VR Main Head-mounted AR Products Worldwide Global VR/AR Market Size, 2016-2020E VR/AR Market Share Structure, 2020E Global VR/AR Hardware Shipments, 2016-2020E Global VR Hardware Shipments by Consumer Group, 2020E Global AR Hardware Shipments by Consumer Group, 2020E Global VR Technology Patents by Company Global AR Patent Application, 1995-2015 Major Generators of AR Technologies Worldwide Target Nations of AR Technologies Current Development Bottlenecks of VR Current Development Bottlenecks of AR Indicators and Development Trends of VR Head-mounted Device Development Trends of AR Industry Product Releases of Oculus Specifications of Oculus Rift DK2 Oculus Rift DK2- Motherboard Chip Oculus Rift DK2- HDMI Cable Chip Oculus Rift DK2- Display Panel Chip Oculus Rift DK2- Camera Motherboard Chip Specifications of Oculus Rift CV1 Oculus Rift CV1- Motherboard Chip Oculus Rift CV1- AMOLED and On-screen Touch Oculus Rift CV1- Optical Lens Oculus Rift CV1- Infrared Camera Disassembly Oculus Rift CV1- LED Driver Chip Specifications of Gear VR Internal Component Chips of Gear VR Market Share of Oculus’s Products, Apr-Jun 2016 Google’s Presence in VR/AR Specifications of Google Glass Google Glass- Side Touch Module Google Glass- Master CPU Board Google Glass- Battery Google Cardboard Product Development History of HTC HTC’s Presence in VR/AR Specifications of HTC Vive HTC Vive- Sensor HTC Vive- Front Camera HTC Vive- Motherboard Chip HTC Vive- Display Panel and Lens HTC Vive- Handle HTC Vive- Handle Microcontroller and Battery HTC Vive- Handle Motherboard Chip Lighthouse- Positioning Base Station Lighthouse- Motherboard Chip Revenue of HTC, 2012-2015 R&D Expenditure of HTC, 2014-2016Q1 Data on Steamspy Platform Parameters of SONY PlayStation VR Outline of Main Functions of SONY PlayStation VR Advantages and Disadvantages of PS VR and Oculus Rift and HTC Vive Operation of Sony, FY2012-FY2016 Development History of Meta Parameters of Meta Pro Parameters of Meta 1 Parameters of Meta 2 Corporate Customers of Meta Serious Lack of Clients and Technologies Major Domestic Suppliers of VR Products Profit Models of VR Industry in China Status Quo of VR Industry at Home and Abroad AR Industry Chain in China Financing in VR Industry in China, 2014-2016 Number of VR/AR Brands in China, 2016H1 Competitive Landscape of Main VR Products in China VR/AR Brand Awareness in China by Quarter, 2016H1 VR/AR Product Awareness in China (TOP 15), 2016H1 VR User Scale in China, 2016-2020E Chinese VR Hardware Device Market Size, 2016-2020E Chinese AR Hardware Device Market Size, 2016-2020E VR Hardware Device Shipments in China, 2016-2020E AR Hardware Device Shipments in China, 2016-2020E VR User Scale in China Use Frequency of VR Heavy User Daily Use Duration of VR Heavy User Content Preference of VR Heavy Users in China Video Content Preference of VR Heavy Users in China Type of Tourist Areas Preferred by VR Heavy Users in China Type of VR Devices to Be Purchased by VR Heavy Users Next Year VR Application Sectors Interesting VR Heavy/Light Users VR Application Scenarios Interesting VR Heavy/Light Users VR/AR Product Awareness in China by Product, 2016H1 Fixed-point Devices Focusing More on Strong Interactive & Immersive Experience Development Direction of Mobile VR Device Trends of Classification of VR Scenarios VR/AR Will Promote Development of Communication System Equity Structure of BaofengMojing Advantages of BaofengMojing Product Releases of BaofengMojing Parameters of BaofengMojing 5 STORM 5- MCU Chip STORM 5- USB Chipset Parameters of LeEco Super Helmet LeEco Super Helmet- Motherboard Chip LeEco Super Helmet- LCD Operation of LeEco, 2011-2016H2 LeEco’s Presence in VR Ecosystem Parameters of 3Glasses D1 Developer Version Parameters of 3Glasses D2 Pioneer Version Parameters of 3Glasses Blubur S1 Parameters of Lenovo NBD VUZIX M100 Intelligent Glasses Investments in HiScene Parameters of HiAR Glasses Some Partners of HiAR SDK Ownership Structure of LING VR Parameters of LING VR BAI 1S LING VR Handle Parameters of LING VR HEI
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