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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
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 发布日期:2016-09 附件:下载

        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:
20120114.gifVR/AR产品分类、组成、工作原理及行业应用;
20120114.gifVR/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;
20120114.gif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;
20120114.gif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;
20120114.gif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
20120114.gif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;
20120114.gif大型厂商逐渐建立起完善的VR生态系统;
20120114.gifPC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;
20120114.gif移动端VR逐步向教育、旅游等商业领域推进;
20120114.gif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
20120114.gif显示设备将越来越小,任何平面均可以弯曲成屏幕;
20120114.gifAR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;
20120114.gif数据的可视化与用户的穿戴设备无缝对接;
20120114.gif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;
20120114.gif触控技术将迎来大发展,被用于国防、行政执法及医疗领域;
20120114.gif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;
20120114.gif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;
20120114.gifAR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。

 虚拟现实和增强现实行业4_副本.png


Global and China VR and AR Industry Report, 2016-2020 by ResearchInChina highlights the followings:
20120114.gifClassification, composition, operating principles, and applications of VR/AR products;
20120114.gifVR/AR industry chain, primarily four links (output & input hardware devices, components (chips & vendors, display, sensors, Pico devices), operating systems, software algorithms & contents);
20120114.gifGlobal VR/AR market (status quo, market size, shipments, technical patent, development bottlenecks, and trends);
20120114.gifChinese VR/AR market (status quo, competitive landscape, market size, shipments, consumer environment consumer environments, and trends);
20120114.gifFive 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 
 VR AR 英文_副本.png
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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