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Dec 09, 2022 (The Expresswire) -- Final Report will add the analysis of the impact of Russia-Ukraine War and COVID-19 on this industry.
"Automotive Augmented Reality and Virtual Reality Market" Insights 2022 - By Applications (Passenger Vehicle, Commercial Vehicle), By Types (AR, VR), By Segmentation analysis, Regions and Forecast to 2028. The Global Automotive Augmented Reality and Virtual Reality market Report provides In-depth analysis on the market status of the Automotive Augmented Reality and Virtual Reality Top manufacturers with best facts and figures, meaning, Definition, SWOT analysis, PESTAL analysis, expert opinions and the latest developments across the globe., the Automotive Augmented Reality and Virtual Reality Market Report contains Full TOC, Tables and Figures, and Chart with Key Analysis, Pre and Post COVID-19 Market Outbreak Impact Analysis and Situation by Regions.
Automotive Augmented Reality and Virtual Reality Market Size is projected to Reach Multimillion USD by 2028, In comparison to 2021, at unexpected CAGR during the forecast Period 2022-2028.
Browse Detailed TOC, Tables and Figures with Charts which is spread across 97 Pages that provides exclusive data, information, vital statistics, trends, and competitive landscape details in this niche sector.
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Automotive Augmented Reality and Virtual Reality Market Report identifies various key players in the market and sheds light on their strategies and collaborations to combat competition. The comprehensive report provides a two-dimensional picture of the market. By knowing the global revenue of manufacturers, the global price of manufacturers, and the production by manufacturers during the forecast period of 2022 to 2028, the reader can identify the footprints of manufacturers in the Automotive Augmented Reality and Virtual Reality industry.
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Automotive Augmented Reality and Virtual Reality Market - Competitive and Segmentation Analysis:
Automotive Augmented Reality and Virtual Reality Market Reportproviding an overview of successful marketing strategies, market contributions, and exact developments of leading companies, the report also offers a dashboard overview of leading companies' past and present performance. Several methodologies and analyses are used in the research report to provide in-depth and accurate information about the Automotive Augmented Reality and Virtual Reality Market.
The Major players covered in the Automotive Augmented Reality and Virtual Reality market report are:
● Continental
● HARMAN International
● Microsoft
● Visteon
● Volkswagen
● HTC
● NVIDIA
● Unity
● AutoVRse
● Bosch
● DENSO
Short Description About Automotive Augmented Reality and Virtual Reality Market:
The Global Automotive Augmented Reality and Virtual Reality market is anticipated to rise at a considerable rate during the forecast period, between 2022 and 2028. In 2021, the market is growing at a steady rate and with the rising adoption of strategies by key players, the market is expected to rise over the projected horizon.
Augmented reality (AR) is a technology that adds on or layers digital media, such as touch feedback, graphics, 3D models, and sound, on a real world environment to enhance user experience and interaction. Virtual reality (VR) is a computer simulated reality that is achieved through replicating an environment into an interactive three-dimensional experience to a user. T
Market Analysis and Insights: Global Automotive Augmented Reality and Virtual Reality Market
The global Automotive Augmented Reality and Virtual Reality market size is projected to reach USD 129070 million by 2026, from USD 1077.7 million in 2019, at a CAGR of 98.1% during 2021-2026.
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Global Automotive Augmented Reality and Virtual Reality Scope and Market Size
Automotive Augmented Reality and Virtual Reality market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Automotive Augmented Reality and Virtual Reality market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2016-2027.
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Automotive Augmented Reality and Virtual Reality Market is further classified on the basis of region as follows:
● North America (United States, Canada and Mexico) ● Europe (Germany, UK, France, Italy, Russia and Turkey etc.) ● Asia-Pacific (China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Malaysia and Vietnam) ● South America (Brazil, Argentina, Columbia etc.) ● Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)This Automotive Augmented Reality and Virtual Reality Market Research/Analysis Report Contains Answers to your following Questions
● What are the global trends in the Automotive Augmented Reality and Virtual Reality market? Would the market witness an increase or decline in the demand in the coming years? ● What is the estimated demand for different types of products in Automotive Augmented Reality and Virtual Reality? What are the upcoming industry applications and trends for Automotive Augmented Reality and Virtual Reality market? ● What Are Projections of Global Automotive Augmented Reality and Virtual Reality Industry Considering Capacity, Production and Production Value? What Will Be the Estimation of Cost and Profit? What Will Be Market Share, Supply and Consumption? What about Import and Export? ● Where will the strategic developments take the industry in the mid to long-term? ● What are the factors contributing to the final price of Automotive Augmented Reality and Virtual Reality? What are the raw materials used for Automotive Augmented Reality and Virtual Reality manufacturing? ● How big is the opportunity for the Automotive Augmented Reality and Virtual Reality market? How will the increasing adoption of Automotive Augmented Reality and Virtual Reality for mining impact the growth rate of the overall market? ● How much is the global Automotive Augmented Reality and Virtual Reality market worth? What was the value of the market In 2020? ● Who are the major players operating in the Automotive Augmented Reality and Virtual Reality market? Which companies are the front runners? ● Which are the exact industry trends that can be implemented to generate additional revenue streams? ● What Should Be Entry Strategies, Countermeasures to Economic Impact, and Marketing Channels for Automotive Augmented Reality and Virtual Reality Industry?Customization of the Report
Our research analysts will help you to get customized details for your report, which can be modified in terms of a specific region, application or any statistical details. In addition, we are always willing to comply with the study, which triangulated with your own data to make the market research more comprehensive in your perspective.
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Detailed TOC of Global Automotive Augmented Reality and Virtual Reality Market Insights and Forecast to 2028
1 Automotive Augmented Reality and Virtual Reality Market Overview
1.1 Product Overview and Scope of Automotive Augmented Reality and Virtual Reality
1.2 Automotive Augmented Reality and Virtual Reality Segment by Type
1.2.1 Global Automotive Augmented Reality and Virtual Reality Market Size Growth Rate Analysis by Type 2022 VS 2028
1.3 Automotive Augmented Reality and Virtual Reality Segment by Application
1.3.1 Global Automotive Augmented Reality and Virtual Reality Consumption Comparison by Application: 2022 VS 2028
1.4 Global Market Growth Prospects
1.4.1 Global Automotive Augmented Reality and Virtual Reality Revenue Estimates and Forecasts (2017-2028)
1.4.2 Global Automotive Augmented Reality and Virtual Reality Production Estimates and Forecasts (2017-2028)
1.5 Global Market Size by Region
1.5.1 Global Automotive Augmented Reality and Virtual Reality Market Size Estimates and Forecasts by Region: 2017 VS 2021 VS 2028
1.5.2 North America Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
1.5.3 Europe Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
1.5.4 China Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
1.5.5 Japan Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
1.5.6 South Korea Automotive Augmented Reality and Virtual Reality Estimates and Forecasts (2017-2028)
2 Market Competition by Manufacturers
2.1 Global Automotive Augmented Reality and Virtual Reality Production Market Share by Manufacturers (2017-2022)
2.2 Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Manufacturers (2017-2022)
2.3 Automotive Augmented Reality and Virtual Reality Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.4 Global Automotive Augmented Reality and Virtual Reality Average Price by Manufacturers (2017-2022)
2.5 Manufacturers Automotive Augmented Reality and Virtual Reality Production Sites, Area Served, Product Types
2.6 Automotive Augmented Reality and Virtual Reality Market Competitive Situation and Trends
2.6.1 Automotive Augmented Reality and Virtual Reality Market Concentration Rate
2.6.2 Global 5 and 10 Largest Automotive Augmented Reality and Virtual Reality Players Market Share by Revenue
2.6.3 Mergers and Acquisitions, Expansion
3 Production by Region
3.1 Global Production of Automotive Augmented Reality and Virtual Reality Market Share by Region (2017-2022)
3.2 Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Region (2017-2022)
3.3 Global Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.4 North America Automotive Augmented Reality and Virtual Reality Production
3.4.1 North America Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.4.2 North America Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.5 Europe Automotive Augmented Reality and Virtual Reality Production
3.5.1 Europe Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.5.2 Europe Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.6 China Automotive Augmented Reality and Virtual Reality Production
3.6.1 China Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.6.2 China Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.7 Japan Automotive Augmented Reality and Virtual Reality Production
3.7.1 Japan Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.7.2 Japan Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
3.8 South Korea Automotive Augmented Reality and Virtual Reality Production
3.8.1 South Korea Automotive Augmented Reality and Virtual Reality Production Growth Rate (2017-2022)
3.8.2 South Korea Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
4 Global Automotive Augmented Reality and Virtual Reality Consumption by Region
4.1 Global Automotive Augmented Reality and Virtual Reality Consumption by Region
4.1.1 Global Automotive Augmented Reality and Virtual Reality Consumption by Region
4.1.2 Global Automotive Augmented Reality and Virtual Reality Consumption Market Share by Region
4.2 North America
4.2.1 North America Automotive Augmented Reality and Virtual Reality Consumption by Country
4.2.2 United States
4.2.3 Canada
4.3 Europe
4.3.1 Europe Automotive Augmented Reality and Virtual Reality Consumption by Country
4.3.2 Germany
4.3.3 France
4.3.4 U.K.
4.3.5 Italy
4.3.6 Russia
4.4 Asia Pacific
4.4.1 Asia Pacific Automotive Augmented Reality and Virtual Reality Consumption by Region
4.4.2 China
4.4.3 Japan
4.4.4 South Korea
4.4.5 China Taiwan
4.4.6 Southeast Asia
4.4.7 India
4.4.8 Australia
4.5 Latin America
4.5.1 Latin America Automotive Augmented Reality and Virtual Reality Consumption by Country
4.5.2 Mexico
4.5.3 Brazil
5 Segment by Type
5.1 Global Automotive Augmented Reality and Virtual Reality Production Market Share by Type (2017-2022)
5.2 Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Type (2017-2022)
5.3 Global Automotive Augmented Reality and Virtual Reality Price by Type (2017-2022)
6 Segment by Application
6.1 Global Automotive Augmented Reality and Virtual Reality Production Market Share by Application (2017-2022)
6.2 Global Automotive Augmented Reality and Virtual Reality Revenue Market Share by Application (2017-2022)
6.3 Global Automotive Augmented Reality and Virtual Reality Price by Application (2017-2022)
7 Key Companies Profiled
7.1 Company 1
7.1.1 Company 1 Automotive Augmented Reality and Virtual Reality Corporation Information
7.1.2 Company 1 Automotive Augmented Reality and Virtual Reality Product Portfolio
7.1.3 Company 1 Automotive Augmented Reality and Virtual Reality Production, Revenue, Price and Gross Margin (2017-2022)
7.1.4 Company 1 Main Business and Markets Served
7.1.5 Company 1 exact Developments/Updates
Continued..
8 Automotive Augmented Reality and Virtual Reality Manufacturing Cost Analysis
8.1 Automotive Augmented Reality and Virtual Reality Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Key Suppliers of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.3 Manufacturing Process Analysis of Automotive Augmented Reality and Virtual Reality
8.4 Automotive Augmented Reality and Virtual Reality Industrial Chain Analysis
9 Marketing Channel, Distributors and Customers
9.1 Marketing Channel
9.2 Automotive Augmented Reality and Virtual Reality Distributors List
9.3 Automotive Augmented Reality and Virtual Reality Customers
10 Market Dynamics
10.1 Automotive Augmented Reality and Virtual Reality Industry Trends
10.2 Automotive Augmented Reality and Virtual Reality Market Drivers
10.3 Automotive Augmented Reality and Virtual Reality Market Challenges
10.4 Automotive Augmented Reality and Virtual Reality Market Restraints
11 Production and Supply Forecast
11.1 Global Forecasted Production of Automotive Augmented Reality and Virtual Reality by Region (2023-2028)
11.2 North America Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
11.3 Europe Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
11.4 China Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
11.5 Japan Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
11.6 South Korea Automotive Augmented Reality and Virtual Reality Production, Revenue Forecast (2023-2028)
12 Consumption and Demand Forecast
12.1 Global Forecasted Demand Analysis of Automotive Augmented Reality and Virtual Reality
12.2 North America Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Country
12.3 Europe Market Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Country
12.4 Asia Pacific Market Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Region
12.5 Latin America Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Country
13 Forecast by Type and by Application (2023-2028)
13.1 Global Production, Revenue and Price Forecast by Type (2023-2028)
13.1.1 Global Forecasted Production of Automotive Augmented Reality and Virtual Reality by Type (2023-2028)
13.1.2 Global Forecasted Revenue of Automotive Augmented Reality and Virtual Reality by Type (2023-2028)
13.1.3 Global Forecasted Price of Automotive Augmented Reality and Virtual Reality by Type (2023-2028)
13.2 Global Forecasted Consumption of Automotive Augmented Reality and Virtual Reality by Application (2023-2028)
13.2.1 Global Forecasted Production of Automotive Augmented Reality and Virtual Reality by Application (2023-2028)
13.2.2 Global Forecasted Revenue of Automotive Augmented Reality and Virtual Reality by Application (2023-2028)
13.2.3 Global Forecasted Price of Automotive Augmented Reality and Virtual Reality by Application (2023-2028)
14 Research Finding and Conclusion
15 Methodology and Data Source
15.1 Methodology/Research Approach
15.1.1 Research Programs/Design
15.1.2 Market Size Estimation
15.1.3 Market Breakdown and Data Triangulation
15.2 Data Source
15.2.1 Secondary Sources
15.2.2 Primary Sources
15.3 Author List
15.4 Disclaimer
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Apple has been integrating augmented reality into its devices for years, but the company looks like it will leap right into the territory of Meta, Microsoft and Magic Leap with a long-expected mixed-reality headset in 2023.
The target date of this AR/VR headset keeps sliding, with the latest report in early December from noted analyst Ming Chi-Kuo suggesting an arrival in the second half of 2023. With an announcement event that could happen as soon as January, we're at the point where every Apple event seems to feel like the one where it could pull the covers off this device at last.
2023 looks like a year full of virtual reality headsets that we originally expected in 2022, including the PlayStation VR 2 and Meta Quest 3. Apple has already laid down plenty of AR clues, hinting at what its mixed-reality future could hold and has been active in AR on its own iPhones and iPads for years.
As far as what its device could be like, odds are strong that the headset could work from a similar playbook as Meta's exact high-end headset, the Quest Pro, with a focus on work, mixed reality and eye tracking onboard.
Here's what we're expecting.
The latest report from noted Apple reporter Mark Gurman at Bloomberg suggests the operating system for this headset could be called "xrOS," but that may not indicate the name of the headset itself. Recent trademark filings reported by Bloomberg showed the name "Reality" showing up a lot: Reality One, Reality Pro and Reality Processor. Apple's existing AR software framework for iOS is named RealityKit, and previous reports suggested that "Reality OS" could be the name for the new headset's ecosystem.
No one really expected the Apple Watch's name (remember iWatch?), so to some degree, names don't matter at this point. But it does indicate that Apple's moving forward on a product and software, for sure.
The headset has been cooking for a long while. Reports have been going around for several years, including a story broken by former CNET Managing Editor Shara Tibken in 2018. Apple's been building more advanced AR tools into its iPhones and iPads for years, setting the stage for something more.
Whatever the headset might become, it's looking a lot more real lately. A detailed report from The Information earlier this year discussed likely specs, which include what Bloomberg's Mark Gurman says is Apple's latest M2 chip. According to another report from Bloomberg earlier this year, Apple's board of directors have already seen a demonstration of the mixed-reality headset.
The expected arrival of this headset has kept sliding for years. Kuo previously predicted that Apple's VR-AR headset would arrive in the fourth quarter of 2022 with Wi-Fi 6 and 6E support. But this VR-type headset could be the start of several lines of products, similar again to how Meta has been targeting future AR glasses. Kuo has previously predicted that Apple smart glasses may arrive in 2025.
Apple could take a dual headset approach, leading the way with a high-end AR-VR headset that may be more like what Meta has done with the Quest Pro, according to Bloomberg's Gurman. Gurman also suggests a focus on gaming, media and communication on this initial first-wave headset. In terms of communication, Gurman believes FaceTime using the rumored headset could rely on Memoji and SharePlay: Instead of seeing the person you're talking to, you'd see a 3D version of their personalized Memoji avatar.
Eventually, Apple's plans for this headset could become larger. The company's "goal is to replace the iPhone with AR in 10 years," Kuo explained in a note to investors, seen by MacRumors. The device could be relatively lightweight, about 300 to 400 grams (roughly 10.5 to 14 ounces), according to Kuo. That's lighter than Meta's Oculus Quest 2. However, it's larger than a normal pair of glasses, with early renders of its possible design looking a lot more like futuristic ski goggles.
Read more: The Metaverse is Just Getting Started: Here's What You Need to Know
The headset could be expensive, maybe as much as $2,000 or more, with 8K displays, eye tracking and cameras that can scan the world and blend AR and VR together, according to a report from The Information last year. That's to be expected, considering the Quest Pro costs $1,500 and AR headsets like the Magic Leap 2 and Hololens 2 are around $3,000.
It's expected to feature advanced processors, likely based on Apple's recent M2 chips, and work as a stand-alone device. But it could also connect with Apple's other devices. That's not a surprising move. In fact, most of the reports on Apple's headset seem to line right up with how VR is evolving: lighter-weight, with added mixed-reality features via more advanced pass-through cameras. Much like the Quest Pro, this will likely be a bridge to future AR glasses efforts.
Previous reports on Apple's AR/VR roadmap suggested internal disagreements, or a split strategy that could mean a VR headset first, and more normal-looking augmented reality smart glasses later. But exact reports seem to be settling down to tell the story of a particular type of advanced VR product leading the way. What's increasingly clear is that the rest of the AR and VR landscape is facing a slower-than-expected road to AR glasses, too.
UP NEXT
VR, however, is a more easily reachable goal in the short term.
Apple has been in the wings all this time without any headset at all, although the company's aspirations in AR have been clear and well-telegraphed on iPhones and iPads for years. Each year, Apple's made significant strides on iOS with its AR tools. It's been debated how soon this hardware will emerge: this year, the year after or even further down the road. Or whether Apple proceeds with just glasses, or with a mixed-reality VR and AR headset, too.
I've worn more AR and VR headsets than I can even recall, and have been tracking the whole landscape for years. In a lot of ways, a future Apple AR headset's logical flight path should be clear from just studying the pieces already laid out. Apple acquired VR media-streaming company NextVR in 2020 and it bought AR headset lens-maker Akonia Holographics in 2018.
I've had my own thoughts on what the long-rumored headset might be, and so far, the reports feel well-aligned to be just that. Much like the Apple Watch, which emerged among many other smartwatches and had a lot of features I'd seen in other forms before, Apple's glasses probably won't be a massive surprise if you've been paying attention to the AR and VR landscape lately.
Remember Google Glass? How about Snapchat's Spectacles? Or the HoloLens or Magic Leap? Meta is working on AR glasses too, as well as Snap and also Niantic. The landscape got crowded fast.
Here's where Apple is likely to go based on what's been reported, and how the company could avoid the pitfalls of those earlier platforms.
Apple declined to comment on this story.
New Apple products tend to be announced months before they arrive, maybe even earlier. The iPhone, Apple Watch, HomePod and iPad all followed this path.
The latest reports from Kuo point to possible delays for the release of the headset to the second half of 2023, but an event announcing the headset could happen as soon as January. That timeframe would make a lot of sense, giving time for developers to understand the concept well ahead of the hardware's release, and even possibly allowing for Apple's WWDC developer conference (usually in June) to go over specifics of the software.
Either way, developers would need a long head start to get used to developing for Apple's headset, and making apps work and flow with whatever Apple's design guidance will be. That's going to require Apple giving a heads-up on its hardware well in advance of its genuine arrival.
There's already one well-polished success story in VR, and the Quest 2 looks to be as good a model as any for where future headsets could aim. Gurman's report makes a potential Apple VR headset sound a lot like Facebook's stand-alone device, with controller-free hand tracking and spatial room awareness that could be achieved with Apple's lidar sensor technology, introduced on the iPad Pro and iPhone 12 Pro.
Apple's headset could end up serving a more limited professional or creative crowd. But it could also go for a mainstream focus on gaming or fitness. My experiences with the Oculus Quest's fitness tools feel like a natural direction for Apple to head in, now that the Apple Watch is extending to subscription fitness training, pairing with TVs and other devices.
UP NEXT
The Oculus Quest 2 (now officially the Meta Quest 2) can see through to the real world and extend some level of overlap of virtual objects like room boundaries, but Apple's headset could explore passthrough augmented reality to a greater degree. I've seen impressive examples of this in headsets from companies such as Varjo. It could be a stepping stone for Apple to develop 3D augmented reality tech on smaller glasses designs down the road.
Right now, there aren't any smart glasses manufacturers able to develop normal-looking glasses that can achieve advanced, spatially aware 3D overlays of holographic objects. Some devices like the nReal Light have tried, with mixed success. Meta's first smart glasses, Ray-Ban Stories, weren't AR at all. Meta is working on ways to achieve that tech later on. Apple might take a similar approach with glasses, too.
Most existing reports suggest Apple's VR headset would likely be so expensive -- and powerful -- that it will have to aim for a limited crowd rather than the mainstream. If so, it could target the same business and creative professionals that more advanced VR headsets like the Varjo XR-3 and Meta Quest Pro are already aiming for.
I tried Varjo's hardware. My experience with it could hint at what Apple's headset might also be focusing on. It has a much higher-resolution display (which Apple is apparently going to try to achieve), can blend AR and VR into mixed reality using its passthrough cameras, and is designed for pro-level creative tools. Apple could integrate something similar to its lidar sensors. The Quest Pro does something similar, but in a standalone device without as high-end a display.
Varjo's headset, and most professional VR headsets, are tethered to PCs with a number of cables. Apple's headset could work as a standalone device, like the Quest 2 and Quest Pro, and also work when connected to a Mac or iPad, much like the Quest 2 already does with Windows gaming PCs. Apple's advantage could be making a pro headset that is a lot more lightweight and seamlessly standalone than any other current PC-ready gear. But what remains unknown is how many apps and tools Apple will be able to introduce to make its headset feel like a tool that's truly useful for creators.
The Information's previous reports on Apple's headset suggest a more pared-down control system than the elaborate and large game controller-like peripherals used by many VR headsets right now. Apple's headset should work using hand tracking, much like many VR and AR headsets already enable. But Apple would likely need some sort of controller-type accessory for inputs, too. Cracking the control and input challenge seems to be one of the bigger hurdles Apple could face.
Recent patent filings point to a possible smart ring-type device that could work for air gestures and motion, and maybe even work with accessories. It's also possible that Apple might lean on some of its own existing hardware to act as inputs, too.
Could that controller be an Apple Watch? Possibly, but the Apple Watch's motion-control capabilities and touchscreen may not be enough for the deeper interactions an Apple headset would need. Maybe iPhones could pair and be used as controllers, too. That's how Qualcomm is envisioning its next wave of phone-connected glasses.
Getting people to put on an AR headset is hard. I've found it a struggle to remember to pack smart glasses, and find room to carry them. Most of them don't support my prescription, either. Developer-focused AR glasses made by Snap that I tried at home show what everyday AR glasses could look like someday, but they're still a work in progress.
Qualcomm's plans for AR glasses show a wave of devices arriving between 2023 and 2025, but at this point no one has been able to crack making a perfect pair. Software, battery life and even common cross-platform interfaces remain a big challenge.
Kuo's prediction of AR glasses coming a few years after a VR-AR goggle-type headset would line up with what other companies are promising. The challenges with AR glasses are a lot greater than VR. No one's figured out how wearing them all the time would work, or how you'd interact with virtual objects: Hand tracking? A watch or a ring? Voice? Neural inputs?
Apple always touted the Apple Watch, first and foremost, as a "great watch." I would expect the same from its glasses. If Apple makes prescription glasses and makes them available, Warby Parker-style, in seasonal frames from its Apple Stores, that might be enough for people if the frames look good. Apple's VR headset, according to Gurman, will also offer prescription lenses. That could be a stepping stone to developing glasses later on.
Google acquired smart glasses manufacturer North in 2020, which made a prescription, almost normal set of eyewear. North's concept for glasses might be too similar to Google Glass for Apple's tastes, but the idea of AR glasses doubling as functional glasses sounds extremely Apple-like. More recently, Vuzix's planned smart glasses for 2021 show how far the tech has shrunken down, but even those planned glasses won't have the ability to spatially scan the world and overlay augmented reality: They'll be more like advanced glasses with heads-up displays and 3D audio.
A report from The Information in 2020 said new AR lenses were entering a trial production phase for Apple's AR hardware (9to5Mac also broke the report down). These lenses sound much closer to normal glasses than current AR headsets allow, but when would those be ready?
Could Apple make its first smart glasses something more basic, letting Apple slowly add more AR features over time and let newcomers settle into the experience? Or would Apple try to crack the AR challenge with its first pair of glasses? Augmented reality is a weird concept for eyewear, and potentially off-putting. Maybe Apple will aim for subtlety. The original Apple Watch was designed to be glanced at for just 5 seconds at a time.
A exact patent filing also showed Apple looking to solve vision conditions with adaptive lenses. If true, this could be the biggest killer app of Apple's intelligent eyewear.
The business-focused HoloLens and Magic Leap cost thousands of dollars. Current VR headsets have trended towards $500 or more.
The latest price reports suggest something between $2,000 and $3000, which is in the territory of business-focused AR headsets like the HoloLens 2, or business-creative VR headsets like those from Varjo. An analysis from TrendForce published in February also estimates that an Apple headset's hardware would cost in the thousands, and it predicts that Apple would employ a "monthly subscription-based software solution."
Apple's headphones, the AirPods Max, indicate that the pricing could climb high. At $549, they cost more than a PlayStation 5. And those are just headphones. A pair of smart glasses, or an advanced VR headset, would be a lot more advanced.
Qualcomm's AR and VR plans telegraph the next wave of headsets: Many of them will be driven by phones. Phone-powered glasses can be lighter and just have key onboard cameras and sensors to measure movement and capture information. Meanwhile the phone does the heavy lifting and doesn't drain headset battery life.
Apple's star device is the iPhone, and it's already loaded with advanced chipsets that can do tons of AR and computer vision computation. It could already power an AR headset right now; imagine what could happen in another year or two.
Apple could also have its own high-end dedicated chip in its first wave of VR and AR headsets, as reports suggest, but they'll also undoubtedly dovetail with more advanced processors in Apple's phones, tablets and Macs. Over time, this could mean smaller glasses that lean on connecting to other Apple devices, or the cloud.
Apple already dabbles with AR overlays with real world locations: QR code and NFC-enabled App Clips can launch experiences from real-world locations with a tap or scan. These micro apps are made to work with AR, too: With glasses or an AR headset, they could eventually launch interactions at a glance.
Maybe QR codes can help accelerate AR working in the "dumb" world. Apple's iPhones also have a U1 chip that can be used to Boost accuracy in AR object placement, and also to more quickly locate other Apple devices that have the U1 chip, too.
Apple's AirTags arrived in 2021 with features similar to Samsung's SmartTags Plus that use similar ultrawideband technology. These tags could be seen via an iPhone app using AR, which could possibly extend into Apple's future VR or AR headsets. If all Apple's objects recognize each other, they could act as beacons in a home. The U1 chips could also be indoor navigation tools for added precision.
Microsoft's collaborative mixed-reality platform, Mesh, shows how meetings with people in virtual spaces could happen instantly and in work-like environments. Apple already enables multiperson AR in real places, but a necessary next step would be to allow a platform for collaboration in AR and VR like Microsoft is developing.
Apple is already deeply invested in camera arrays that can sense the world from short and long distances. The front-facing TrueDepth camera, which Apple has used on every Face ID iPhone since the X, is like a shrunken-down Microsoft Kinect and can scan a few feet out, sensing 3D information with high enough accuracy to be used for a secure face scan. Apple's lidar technology on its exact iPhones and iPads can scan out much further, several meters away. That's the range that glasses would need.
Apple's existing lidar technology, combined with cameras, is already good enough to scan environments and 3D objects. Add to this the wider-scale lidar scanning Apple is doing in Maps to enable overlays of real-world locations with virtual objects via a technology called Location Anchors, and suddenly it seems like the depth-scanning Apple is introducing could expand to worldwide ambitions.
Apple's M1-enabled Macs and those since are technically a lot more capable of the power needed to run AR and VR, and they share similarities to how iPhone and iPads handle graphics. Developing a common groundwork across devices could allow a headset to feasibly run on an iPhone, iPad or Mac, making it a universal Apple device accessory.
That would be essential if Apple intends on its VR or AR headsets to have any role in creative workflows, or be used for games or apps. It's one of the limitations of existing VR headsets, which need to run off particular Windows gaming PCs and still don't play that well with iOS or Android phones.
I've thought about how the AirPods' comfort -- and weird design -- was an early experiment in wearing Apple's hardware directly on our faces -- and it was a success. It proved that doing so could be accepted and become normal. AirPods are expensive compared to in-box wired buds, but they're also utilitarian. They're relaxed. If Apple's working on AR or VR headsets, they'll need to feel the same way.
The AirPod Pros' spatial audio, which AirPods Max and AirPods 3 also have, points to where future ideas could head. Immersive audio is casual, and we do it all the time. Immersive video is hard and not always needed. I could see AR working as an audio-first approach, like a ping. Apple glasses could potentially do the world-scanning spatial awareness that would allow the spatial audio to work. In the meantime, Apple's already developing the spatial audio tech that its VR headset would need.
Apple's already got a collection of wearable devices that connect with the iPhone, and both make sense with glasses. Its AirPods can pair for audio (although maybe the glasses have their own Bose Frames-like audio, too), while the Watch could be a helpful remote control. The Apple Watch already acts as a remote at times, for the Apple TV or for linking up with the iPhone camera. Apple's future headsets could also look to the Watch and expand its display virtually, offering enhanced extras that show up discreetly, like a halo. Or they could use the Watch as some sort of controller.
The Apple Watch could also provide something that it'll be hard to get from hand gestures or touch-sensitive frames on a pair of glasses: haptics. The rumbling feedback on the Watch could lend some tactile response to virtual things, possibly.
There's already a low-cost pair of phone goggles, the HoloKit X, that explores these ideas. It uses an iPhone for the headset's display and cameras and can channel spatial audio to AirPods, and use an Apple Watch for gesture controls. Apple could do the same.
Qualcomm and Apple are working together again on future iPhones, and I don't think it's just about modems. 5G is a key feature for phones, no doubt. But it's also a killer element for next-gen AR and VR. Qualcomm has already been exploring how remote rendering could allow 5G-enabled phones and connected glasses to link up to streaming content and cloud-connected location data. Glasses could eventually stand on their own and use 5G to do advanced computing, in a way like the Apple Watch eventually working over cellular.
Qualcomm's chipsets are in almost every self-contained AR and VR headset I can think of (Meta Quest, HoloLens 2, a wave of new smart glasses, the latest version of Google Glass, Vive Focus). Will Apple's tech dovetail at all with Qualcomm's cross-device platforms?
Augmented reality isn’t really a thing yet. But you know what is? Face lenses. Millions of users across Snapchat, Instagram, Zoom, TikTok, and countless other apps are already used to tapping a button and having dog ears suddenly attached to their skull, rainbows fired out of their mouth, or their makeup subtly — or not so subtly — transformed into a new style. Most users don’t think of this as AR or view these features as evidence of some revolutionary new technology. But whether you call it lenses, filters, or something else, it’s all augmented reality.
At its Lensfest developer event this week, Snap announced that it now has more than 300,000 developers building AR products for its platform and that together, they’ve built more than 3 million lenses that have been viewed a staggering 5 trillion times. All those numbers are up over a year ago, and for Snap, they’re proof that AR is already finding some product-market fit.
Snap’s big news at this year’s Lensfest is all about monetization. Snap is working with some creators to build lenses that include buyable digital goods — think in-game items, upgraded lens control, that sort of thing — that users can purchase with Snap Tokens. The plan borrows ideas from the in-game economies of platforms like Roblox and Fortnite, with just a dash of the NFT craze. Either way, Snap’s hoping it helps developers make money now and incentivizes them to keep building going forward. “We’re very optimistic that this will create more opportunities for Snapchatters to pay for the value that they’re getting in our experience,” Snap CTO Bobby Murphy says, “and then also motivate even more investment and time and effort and increase the level of quality around use cases.”
Translation: AR is good. It’s going to get better. But it’ll only get big if it’s also a big business.
A new money-making tool may sound like small-stakes stuff in the evolution of AR, but it’s a key bet for Snap. Nobody knows the power of an ecosystem better: from disappearing messages to Stories to Bitmoji to lenses, Snap has a well-earned reputation as the R&D department for other tech giants, which then copy Snap’s ideas and deliver them to a larger audience and a more lucrative developer ecosystem. With AR, Snap is determined not to let the cycle repeat itself. That means building the product and the business before someone else does.
Building an AR business is crucial for Snap’s long-term prospects, too. The company knows that face lenses on a smartphone are not the final form of AR — the long-term vision for augmented reality involves dedicated glasses, always-on experiences, and software that understands exactly what you’re looking at and what you might want to do with it. “If I do choose to put a piece of hardware on my face,” says Qi Pan, Snap’s director of computer vision engineering, “it has to be adding value to my life almost every minute that I’m wearing it; otherwise, I will choose not to do it.”
That’s a high bar, and nobody’s close to clearing it. Murphy says he’s confident the company will get there, though. “This future that has felt super far away for many years actually feels closer than I would have even guessed several years ago,” he says. Snap’s latest version of Spectacles has been in developers’ hands for more than a year now, and while it’s still a primitive gadget — with big battery life and overheating issues and a relatively low resolution and small field of view — Murphy says he’s seen enough to convince him that Snap is on the right track.
If Snap wants to see its vision through, though, it has to be right both about the 10-year plan and how to get from here to there without killing the company in the process. Long-term bets take time, and the current economic moment, in particular, doesn’t really allow that: Amazon has had to make cuts to Alexa because it can’t figure out how to monetize its voice assistant, Meta’s decade-long metaverse bet has played a role in tanking the company’s stock price, and even Snap has had to cut back on some of its more exploratory projects like the flying Pixy drone. Inventing the future is expensive and risky, even in the best of times, and these are not the best of times.
How is AR supposed to, you know, work?
Figuring out how developers can make money goes hand in hand with another big question facing Snap and the whole AR industry: how is AR supposed to, you know, work? So far, there are only a few things the industry seems to know for sure. Face lenses are a winner. So is virtual try-on, which lets you see how everything from sunglasses to couches will look before you buy them. People are starting to use AR to get more information on a monument or statue or painting in a gallery. But ultimately, just as the smartphone spawned entire new industries and human behaviors, AR will eventually change in ways nobody expects.
In the near term, real-world interactions seem to be at the top of Snap’s list. Snap has made no secret of its disdain for the metaverse and its belief that improving rather than replacing the real world is the way forward. “Part of the reason we’re so excited about the future of AR is because it opens up to the camera,” says Sophia Dominguez, Snap’s director of AR platform partnerships. “It’s leveraging the camera to enhance the world around you, not take you somewhere else.”
Murphy also says he thinks Snapchat’s Scan feature has huge potential as a visual, real-world search engine along the lines of Google Lens and that as Snap gets better at understanding users and the world, it can learn to offer that information more proactively (and, presumably, ads and shopping opportunities, too).
The company is working on building maps of the world so users can interact with practically any object anywhere through their smartphone camera. The company has detailed, interactive maps of some landmarks and cities already, and Pan says that as more people share photos and livestreams, things will get better fast. “If a car moves from one place to another, you’ll be able to update and generate the model so you can really have these live experiences that are interacting with the whole world,” he says. Snap is working on ways to make it easier for users to scan spaces, too, so you can map your own world on the fly.
AR is, for now, almost entirely a phone-based experience, but a wearable revolution could change both what works and how. Murphy says obviously glasses will change things, both in frequency of use and in the UI — how should things work when you have both hands free, for instance? But he says he’s confident people will want the same things from AR no matter the hardware. “People are opening up Snapchat and the camera like 10-plus times a day,” he says. “That’s about as close an approximation of a wearable camera that you can get to.”
At the same time, Murphy acknowledges that nobody knows everything about how AR is going to work. He says the company is trying to build on what it knows works while also experimenting with new ideas about the future. The key, at least for Snap, is to nail the basics — like the carousel of lenses that users are used to swiping through to find fun stuff or the press-and-hold way of accessing Scan. “It’s important that we really get that right,” Murphy says, “but what each of those has allowed us to do is then create a much more flexible framework to then learn with many different types of AR use cases.”
“When platforms succeed and fail, it’s whether the developers ... are able to monetize.”
That’ll be the trick for the next few years, for Snap and for everybody else. The industry increasingly agrees on the 10-year plan for AR, a world in which everyone’s wearing glasses and projecting everything from computer screens to video chat holograms to high-quality video games onto the real world. Charting the course from the present to that future will require getting a lot of hardware roadmaps and AI systems right and will require a huge amount of experimentation in everything from use cases to user interfaces.
But where will all that experimentation happen? That’s the first fight Snap knows it needs to win. If AR is going to be as big as everyone imagines, if it is truly to be the successor to the smartphone, it’ll only work with an entire industry building for it. The prize for Snap, or whoever beats it to the punch, will be to run the operating system of the future — and the ultra-lucrative app store inside.
“At the end of the day,” Dominguez says, “when platforms succeed and fail, it’s whether the developers and those who are building on the platform are able to monetize.” So far, rainbow mouths and sunglass try-ons have given Snap an edge. If it can help developers stick around and make it worth the investment for others to jump in as well, it might keep that edge. If someone else beats Snap to the punch, the company won’t be saved by face lenses.
When you live through a time of great change, you cannot help but notice how that change comes about. You notice the building blocks – who does the innovating and what tools they use. Technology is never far from the innovation stage. Fire, the wheel, steam, electricity, and the Internet have all pushed the boundaries of the human experience. And when crises arrive, we turn to these technologies to steer us through.
During the pandemic, technologies – most of them native to the intelligent cloud – empowered governments to keep citizens informed, allowed drug companies to roll out vaccines with phenomenal speed, helped businesses to continue operations, and kept citizens safe and connected.
But for now, let’s consider what technology did for education. During the pandemic it paved the way to distance learning. Microsoft was a witness to the deployment of collaborative tools on a massive scale in the UAE and throughout the region as schools, education authorities and colleges grappled with the moment and came out on top. Hundreds of thousands of students and professors remained connected. And in a region where future skills are a hot policy topic, learning continued unabated.
The pandemic, while an accelerator of digital transformation in education, was not a one-shot source of inspiration. In 2021, as part of a post-pandemic strategy, GEMS Education invested heavily in its cloud capabilities. Right now, across the GCC and beyond, higher-education institutions are looking to the next generation of classroom experiences. And mixed reality – a technology that overlays digital constructs on real-world environments in real time – has become the ultimate teacher’s assistant.
Imagine being able to look at, and manipulate, an internal-combustion engine or a human chest cavity while learning about them for the first time. Imagine being able to take a stroll along Orion’s Belt or through a lower intestine. Imagine watching historical events unfold around you, instead
of in the dusty pages of a book. All of these, and more, are potential use cases for mixed reality in the education sector.
Imagine the leaps forward we can make in student engagement and knowledge retention. On second thought, there is no need to imagine. We have data. Studies have shown a 22 per cent improvement in test scores when students are given access to immersive technology. And this can be attributed to the 35 per cent increase we see in student engagement and knowledge retention when using these technologies.
Mixed reality has the potential to break down emotional barriers by giving new angles on subject matter. While studying textbooks and listening to face-to-face lectures have always been enjoyable for some, legacy classroom experiences have famously left many others behind.
For engagement in the classrooms of old, schools and colleges had to rely too much on the personality of the professor, too many of whom were understandably unable to meet the criteria of “stage magician/stand-up comic”. With mixed reality, the material itself comes alive, and the lecturer becomes a steward of the experience, and yet empowered by it. Engaged students ask more questions, so the teacher has a more rewarding work experience and goes further in challenging students to learn more and ask yet more questions.
This is a circle of improvement that is reflected in the figures. Microsoft recently launched HoloLens 2 in the UAE. When we develop our mixed-reality headset, we look for ways to Boost on it and so we turn to our own research.
In our study, we found that mixed-reality experiences mean educators can reduce training time by 30 per cent and instruction hours by 15 per cent. Educators’ annual hours also fall by 15 per cent. Education providers see their average operating costs drop by 10 per cent, resulting in savings of $15,000 (Dh55,000) per educator.
Microsoft recently attended GESS 2022 in Dubai. We saw the excitement around mixed-reality use cases. We are living through something of a talent crisis in the region, where quality jobs exist but employers cannot find the skillsets to fit. We can draw a line to the lack of interest, at college age or earlier, in STEM subjects. Mixed reality makes classrooms come alive and lays the groundwork for voluntary commitments to STEM careers. The tools are there and can be supplemented with other immersive devices and a range of innovative cloud-native solutions from Edutech providers.
No matter at what scale you view the issue – UAE, GCC, Middle East, or global – society needs talent. We cannot rest on this issue. If our communities are going to close capability gaps and live up to their potential, we must empower our young people so they can live up to theirs. Modern classroom experiences fuelled by mixed reality can prepare them for ambition, innovation, and achievement.
- The writer is Education Director, Microsoft UAE
The MarketWatch News Department was not involved in the creation of this content.
Nov 28, 2022 (The Expresswire) -- Final Report will add the analysis of the impact of Russia-Ukraine War and COVID-19 on this industry.
"Augmented Reality (AR) Training Simulator Software Market" Insights 2022 - By Applications (Large Enterprises, SMEs), By Types (Cloud Based, On Premises), By Segmentation analysis, Regions and Forecast to 2028. The Global Augmented Reality (AR) Training Simulator Software market Report provides In-depth analysis on the market status of the Augmented Reality (AR) Training Simulator Software Top manufacturers with best facts and figures, meaning, Definition, SWOT analysis, PESTAL analysis, expert opinions and the latest developments across the globe., the Augmented Reality (AR) Training Simulator Software Market Report contains Full TOC, Tables and Figures, and Chart with Key Analysis, Pre and Post COVID-19 Market Outbreak Impact Analysis and Situation by Regions.
Augmented Reality (AR) Training Simulator Software Market Size is projected to Reach Multimillion USD by 2028, In comparison to 2021, at unexpected CAGR during the forecast Period 2022-2028.
Browse Detailed TOC, Tables and Figures with Charts that provides exclusive data, information, vital statistics, trends, and competitive landscape details in this niche sector.
Considering the economic change due to COVID-19 and Russia-Ukraine War Influence, Augmented Reality (AR) Training Simulator Software, which accounted for % of the global market of Augmented Reality (AR) Training Simulator Software in 2021
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Augmented Reality (AR) Training Simulator Software Market Report identifies various key players in the market and sheds light on their strategies and collaborations to combat competition. The comprehensive report provides a two-dimensional picture of the market. By knowing the global revenue of manufacturers, the global price of manufacturers, and the production by manufacturers during the forecast period of 2022 to 2028, the reader can identify the footprints of manufacturers in the Augmented Reality (AR) Training Simulator Software industry.
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Augmented Reality (AR) Training Simulator Software Market - Competitive and Segmentation Analysis:
Augmented Reality (AR) Training Simulator Software Market Reportproviding an overview of successful marketing strategies, market contributions, and exact developments of leading companies, the report also offers a dashboard overview of leading companies' past and present performance. Several methodologies and analyses are used in the research report to provide in-depth and accurate information about the Augmented Reality (AR) Training Simulator Software Market.
The Major players covered in the Augmented Reality (AR) Training Simulator Software market report are:
● Help Lightning
● AWS
● Microsoft
● BUNDLAR
● Inglobe Technologies
● Mimic Technologies
● Partium
● IMAGINATE TECHNOLOGIES
● proximie
● Reflekt One
● SimX
● Upskill
● The-Parallel
● Yeppar
Short Description About Augmented Reality (AR) Training Simulator Software Market:
The Global Augmented Reality (AR) Training Simulator Software market is anticipated to rise at a considerable rate during the forecast period, between 2022 and 2028. In 2021, the market is growing at a steady rate and with the rising adoption of strategies by key players, the market is expected to rise over the projected horizon.
Highlights
The global Augmented Reality (AR) Training Simulator Software market is projected to reach USD million by 2028 from an estimated USD million in 2022, at a CAGR of % during 2023 and 2028.
North American market for Augmented Reality (AR) Training Simulator Software is estimated to increase from USD million in 2022 to reach USD million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.
Asia-Pacific market for Augmented Reality (AR) Training Simulator Software is estimated to increase from USD million in 2022 to reach USD million by 2028, at a CAGR of % during the forecast period of 2022 through 2028.
The major global companies of Augmented Reality (AR) Training Simulator Software include Help Lightning, AWS, Microsoft, BUNDLAR, Inglobe Technologies, Mimic Technologies, Partium, IMAGINATE TECHNOLOGIES, proximie, Reflekt One, SimX, Upskill, The-Parallel, Yepparetc. In 2021, the world's top three vendors accounted for approximately % of the revenue.
The global market for Augmented Reality (AR) Training Simulator Software is estimated to increase from USD million in 2022 to USD million by 2028, at a CAGR of % during the forecast period of 2022 through 2028.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Augmented Reality (AR) Training Simulator Software, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Augmented Reality (AR) Training Simulator Software.
The Augmented Reality (AR) Training Simulator Software market size, estimations, and forecasts are provided in terms of output/shipments (K PCs) and revenue (USD millions), considering 2021 as the base year, with history and forecast data for the period from 2017 to 2028. This report segments the global Augmented Reality (AR) Training Simulator Software market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Augmented Reality (AR) Training Simulator Software manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, product type, application, and regions.
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Augmented Reality (AR) Training Simulator Software Market is further classified on the basis of region as follows:
● North America (United States, Canada and Mexico) ● Europe (Germany, UK, France, Italy, Russia and Turkey etc.) ● Asia-Pacific (China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Malaysia and Vietnam) ● South America (Brazil, Argentina, Columbia etc.) ● Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)This Augmented Reality (AR) Training Simulator Software Market Research/Analysis Report Contains Answers to your following Questions
● What are the global trends in the Augmented Reality (AR) Training Simulator Software market? Would the market witness an increase or decline in the demand in the coming years? ● What is the estimated demand for different types of products in Augmented Reality (AR) Training Simulator Software? What are the upcoming industry applications and trends for Augmented Reality (AR) Training Simulator Software market? ● What Are Projections of Global Augmented Reality (AR) Training Simulator Software Industry Considering Capacity, Production and Production Value? What Will Be the Estimation of Cost and Profit? What Will Be Market Share, Supply and Consumption? What about Import and Export? ● Where will the strategic developments take the industry in the mid to long-term? ● What are the factors contributing to the final price of Augmented Reality (AR) Training Simulator Software? What are the raw materials used for Augmented Reality (AR) Training Simulator Software manufacturing? ● How big is the opportunity for the Augmented Reality (AR) Training Simulator Software market? How will the increasing adoption of Augmented Reality (AR) Training Simulator Software for mining impact the growth rate of the overall market? ● How much is the global Augmented Reality (AR) Training Simulator Software market worth? What was the value of the market In 2020? ● Who are the major players operating in the Augmented Reality (AR) Training Simulator Software market? Which companies are the front runners? ● Which are the exact industry trends that can be implemented to generate additional revenue streams? ● What Should Be Entry Strategies, Countermeasures to Economic Impact, and Marketing Channels for Augmented Reality (AR) Training Simulator Software Industry?Customization of the Report
Our research analysts will help you to get customized details for your report, which can be modified in terms of a specific region, application or any statistical details. In addition, we are always willing to comply with the study, which triangulated with your own data to make the market research more comprehensive in your perspective.
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Detailed TOC of Global Augmented Reality (AR) Training Simulator Software Market Insights and Forecast to 2028
1 Augmented Reality (AR) Training Simulator Software Market Overview
1.1 Product Overview and Scope of Augmented Reality (AR) Training Simulator Software
1.2 Augmented Reality (AR) Training Simulator Software Segment by Type
1.2.1 Global Augmented Reality (AR) Training Simulator Software Market Size Growth Rate Analysis by Type 2022 VS 2028
1.3 Augmented Reality (AR) Training Simulator Software Segment by Application
1.3.1 Global Augmented Reality (AR) Training Simulator Software Consumption Comparison by Application: 2022 VS 2028
1.4 Global Market Growth Prospects
1.4.1 Global Augmented Reality (AR) Training Simulator Software Revenue Estimates and Forecasts (2017-2028)
1.4.2 Global Augmented Reality (AR) Training Simulator Software Production Estimates and Forecasts (2017-2028)
1.5 Global Market Size by Region
1.5.1 Global Augmented Reality (AR) Training Simulator Software Market Size Estimates and Forecasts by Region: 2017 VS 2021 VS 2028
1.5.2 North America Augmented Reality (AR) Training Simulator Software Estimates and Forecasts (2017-2028)
1.5.3 Europe Augmented Reality (AR) Training Simulator Software Estimates and Forecasts (2017-2028)
1.5.4 China Augmented Reality (AR) Training Simulator Software Estimates and Forecasts (2017-2028)
1.5.5 Japan Augmented Reality (AR) Training Simulator Software Estimates and Forecasts (2017-2028)
1.5.6 South Korea Augmented Reality (AR) Training Simulator Software Estimates and Forecasts (2017-2028)
2 Market Competition by Manufacturers
2.1 Global Augmented Reality (AR) Training Simulator Software Production Market Share by Manufacturers (2017-2022)
2.2 Global Augmented Reality (AR) Training Simulator Software Revenue Market Share by Manufacturers (2017-2022)
2.3 Augmented Reality (AR) Training Simulator Software Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.4 Global Augmented Reality (AR) Training Simulator Software Average Price by Manufacturers (2017-2022)
2.5 Manufacturers Augmented Reality (AR) Training Simulator Software Production Sites, Area Served, Product Types
2.6 Augmented Reality (AR) Training Simulator Software Market Competitive Situation and Trends
2.6.1 Augmented Reality (AR) Training Simulator Software Market Concentration Rate
2.6.2 Global 5 and 10 Largest Augmented Reality (AR) Training Simulator Software Players Market Share by Revenue
2.6.3 Mergers and Acquisitions, Expansion
3 Production by Region
3.1 Global Production of Augmented Reality (AR) Training Simulator Software Market Share by Region (2017-2022)
3.2 Global Augmented Reality (AR) Training Simulator Software Revenue Market Share by Region (2017-2022)
3.3 Global Augmented Reality (AR) Training Simulator Software Production, Revenue, Price and Gross Margin (2017-2022)
3.4 North America Augmented Reality (AR) Training Simulator Software Production
3.4.1 North America Augmented Reality (AR) Training Simulator Software Production Growth Rate (2017-2022)
3.4.2 North America Augmented Reality (AR) Training Simulator Software Production, Revenue, Price and Gross Margin (2017-2022)
3.5 Europe Augmented Reality (AR) Training Simulator Software Production
3.5.1 Europe Augmented Reality (AR) Training Simulator Software Production Growth Rate (2017-2022)
3.5.2 Europe Augmented Reality (AR) Training Simulator Software Production, Revenue, Price and Gross Margin (2017-2022)
3.6 China Augmented Reality (AR) Training Simulator Software Production
3.6.1 China Augmented Reality (AR) Training Simulator Software Production Growth Rate (2017-2022)
3.6.2 China Augmented Reality (AR) Training Simulator Software Production, Revenue, Price and Gross Margin (2017-2022)
3.7 Japan Augmented Reality (AR) Training Simulator Software Production
3.7.1 Japan Augmented Reality (AR) Training Simulator Software Production Growth Rate (2017-2022)
3.7.2 Japan Augmented Reality (AR) Training Simulator Software Production, Revenue, Price and Gross Margin (2017-2022)
3.8 South Korea Augmented Reality (AR) Training Simulator Software Production
3.8.1 South Korea Augmented Reality (AR) Training Simulator Software Production Growth Rate (2017-2022)
3.8.2 South Korea Augmented Reality (AR) Training Simulator Software Production, Revenue, Price and Gross Margin (2017-2022)
4 Global Augmented Reality (AR) Training Simulator Software Consumption by Region
4.1 Global Augmented Reality (AR) Training Simulator Software Consumption by Region
4.1.1 Global Augmented Reality (AR) Training Simulator Software Consumption by Region
4.1.2 Global Augmented Reality (AR) Training Simulator Software Consumption Market Share by Region
4.2 North America
4.2.1 North America Augmented Reality (AR) Training Simulator Software Consumption by Country
4.2.2 United States
4.2.3 Canada
4.3 Europe
4.3.1 Europe Augmented Reality (AR) Training Simulator Software Consumption by Country
4.3.2 Germany
4.3.3 France
4.3.4 U.K.
4.3.5 Italy
4.3.6 Russia
4.4 Asia Pacific
4.4.1 Asia Pacific Augmented Reality (AR) Training Simulator Software Consumption by Region
4.4.2 China
4.4.3 Japan
4.4.4 South Korea
4.4.5 China Taiwan
4.4.6 Southeast Asia
4.4.7 India
4.4.8 Australia
4.5 Latin America
4.5.1 Latin America Augmented Reality (AR) Training Simulator Software Consumption by Country
4.5.2 Mexico
4.5.3 Brazil
5 Segment by Type
5.1 Global Augmented Reality (AR) Training Simulator Software Production Market Share by Type (2017-2022)
5.2 Global Augmented Reality (AR) Training Simulator Software Revenue Market Share by Type (2017-2022)
5.3 Global Augmented Reality (AR) Training Simulator Software Price by Type (2017-2022)
6 Segment by Application
6.1 Global Augmented Reality (AR) Training Simulator Software Production Market Share by Application (2017-2022)
6.2 Global Augmented Reality (AR) Training Simulator Software Revenue Market Share by Application (2017-2022)
6.3 Global Augmented Reality (AR) Training Simulator Software Price by Application (2017-2022)
7 Key Companies Profiled
7.1 Company 1
7.1.1 Company 1 Augmented Reality (AR) Training Simulator Software Corporation Information
7.1.2 Company 1 Augmented Reality (AR) Training Simulator Software Product Portfolio
7.1.3 Company 1 Augmented Reality (AR) Training Simulator Software Production, Revenue, Price and Gross Margin (2017-2022)
7.1.4 Company 1 Main Business and Markets Served
7.1.5 Company 1 exact Developments/Updates
Continued..
8 Augmented Reality (AR) Training Simulator Software Manufacturing Cost Analysis
8.1 Augmented Reality (AR) Training Simulator Software Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Key Suppliers of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.3 Manufacturing Process Analysis of Augmented Reality (AR) Training Simulator Software
8.4 Augmented Reality (AR) Training Simulator Software Industrial Chain Analysis
9 Marketing Channel, Distributors and Customers
9.1 Marketing Channel
9.2 Augmented Reality (AR) Training Simulator Software Distributors List
9.3 Augmented Reality (AR) Training Simulator Software Customers
10 Market Dynamics
10.1 Augmented Reality (AR) Training Simulator Software Industry Trends
10.2 Augmented Reality (AR) Training Simulator Software Market Drivers
10.3 Augmented Reality (AR) Training Simulator Software Market Challenges
10.4 Augmented Reality (AR) Training Simulator Software Market Restraints
11 Production and Supply Forecast
11.1 Global Forecasted Production of Augmented Reality (AR) Training Simulator Software by Region (2023-2028)
11.2 North America Augmented Reality (AR) Training Simulator Software Production, Revenue Forecast (2023-2028)
11.3 Europe Augmented Reality (AR) Training Simulator Software Production, Revenue Forecast (2023-2028)
11.4 China Augmented Reality (AR) Training Simulator Software Production, Revenue Forecast (2023-2028)
11.5 Japan Augmented Reality (AR) Training Simulator Software Production, Revenue Forecast (2023-2028)
11.6 South Korea Augmented Reality (AR) Training Simulator Software Production, Revenue Forecast (2023-2028)
12 Consumption and Demand Forecast
12.1 Global Forecasted Demand Analysis of Augmented Reality (AR) Training Simulator Software
12.2 North America Forecasted Consumption of Augmented Reality (AR) Training Simulator Software by Country
12.3 Europe Market Forecasted Consumption of Augmented Reality (AR) Training Simulator Software by Country
12.4 Asia Pacific Market Forecasted Consumption of Augmented Reality (AR) Training Simulator Software by Region
12.5 Latin America Forecasted Consumption of Augmented Reality (AR) Training Simulator Software by Country
13 Forecast by Type and by Application (2023-2028)
13.1 Global Production, Revenue and Price Forecast by Type (2023-2028)
13.1.1 Global Forecasted Production of Augmented Reality (AR) Training Simulator Software by Type (2023-2028)
13.1.2 Global Forecasted Revenue of Augmented Reality (AR) Training Simulator Software by Type (2023-2028)
13.1.3 Global Forecasted Price of Augmented Reality (AR) Training Simulator Software by Type (2023-2028)
13.2 Global Forecasted Consumption of Augmented Reality (AR) Training Simulator Software by Application (2023-2028)
13.2.1 Global Forecasted Production of Augmented Reality (AR) Training Simulator Software by Application (2023-2028)
13.2.2 Global Forecasted Revenue of Augmented Reality (AR) Training Simulator Software by Application (2023-2028)
13.2.3 Global Forecasted Price of Augmented Reality (AR) Training Simulator Software by Application (2023-2028)
14 Research Finding and Conclusion
15 Methodology and Data Source
15.1 Methodology/Research Approach
15.1.1 Research Programs/Design
15.1.2 Market Size Estimation
15.1.3 Market Breakdown and Data Triangulation
15.2 Data Source
15.2.1 Secondary Sources
15.2.2 Primary Sources
15.3 Author List
15.4 Disclaimer
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In addressing members of The First Church of Christ, Scientist, its founder, Mary Baker Eddy, once said, “Earth’s actors change earth’s scenes;...” (“Message to The Mother Church for 1902,” p. 17).
“Indeed they do!” I thought, when recently pondering decisions of world leaders that have had harsh knock-on effects for the whole human family.
But it also came to me to read those words in the context of Mrs. Eddy’s message. What a wake-up call! Her words don’t point a finger at what others do but at what spiritual thinkers could and should do. The entire passage says: “Many sleep who should keep themselves awake and waken the world. Earth’s actors change earth’s scenes; and the curtain of human life should be lifted on reality, on that which outweighs time; on duty done and life perfected, wherein joy is real and fadeless.”
It’s heartening to realize that we each contribute to changing earth’s scenes for the better if we are willing to awaken to what’s spiritually real. When that curtain is lifted, what is revealed is truly wondrous – an endlessly good God governing all creation equitably, and God’s creation, man, including each one of us, being the glorification and expression of that divine all-goodness.
Where the limits of our human life seem so defining, the unlimited reality of Spirit, God, is there, uplifting the human experience. Spirit’s presence is evidenced wherever kindness, justice, and so on shine through individual and collective thinking and action. This is especially true where the physical senses’ report of what’s real is yielding to a recognition of what Christian Science reveals as our purely spiritual reality.
This yielding to reality occurs when we hear the Christ message voicing divine Truth, God, which Christ Jesus so clearly heard, and with such healing impact. While the consistency with which Jesus perceived and proved Truth was unique, the idea of Truth is universally and ceaselessly conveyed by Christ. Heeding the Christ message uplifts us to behold life in Spirit, God, in whom we “live, and move, and have our being” (Acts 17:28).
The awakening to this reality is a shift in thought, but not an abstract mental activity. Jesus proved the power of anchoring conviction and action in God’s unbounded goodness, healing physical and mental ills and transforming sinners.
In several instances, including his own resurrection, Jesus also lifted the “curtain” of mortal belief – the belief that we live in matter, subject to mortality – to reveal that Life is God, immortal spiritual good. We catch glorious glimpses of this immortality of God’s nature as we focus on what is true. Then the recognition of our higher nature as God’s reflection dawns in thought. This increasingly undermines a false, mortal sense of existence through each healing that results from awakening to the divine reality of our lives.
This truth of Life also exposes as a lie any lethargy that would keep us from seeing how divinity embraces and uplifts, elevating thinking and action. A lackluster life has neither existence nor the authority to stop us exercising our God-given ability to see the higher view of reality that Christ reveals. It’s God alone who truly exists and asserts authority.
Thinking and acting from this spiritually elevated view of what’s true is also what’s needed in regard to issues that feel far removed from our perceived personal sphere of influence. From her proven grasp of the boundless scope of divine Truth and Christ-healing, Mrs. Eddy concluded, “Right thoughts and deeds are the sovereign remedies for all earth’s woe” (“The First Church of Christ, Scientist, and Miscellany,” p. 283).
In particular, when those “right thoughts and deeds” result in restoration of physical and mental health, we recognize the universal applicability of the spiritual truths we have grasped and demonstrated.
Many of earth’s scenes require a healing response to secure humanity’s progress Spiritward, which in turn sheds light on practical solutions. Lives that lift the curtain on divine reality are key to that response. And in increasingly living such lives, we progress toward “duty done and life perfected” with its reward: unfading spiritual joy.
Adapted from an editorial published in the Nov. 21, 2022, issue of the Christian Science Sentinel.
Sylvester Stallone admitted that he was worried filming his new Paramount+ reality show would be embarrassing "every day."
The 76-year-old actor is starring in an upcoming family reality series alongside his wife Jennifer Flavin, 54, and daughters Sophia, 26, Sistine, 24, and Scarlet, 20, that was created by the producers of "Keeping Up With the Kardashians."
"I’d think, ‘Why do I need to do this crap, seriously?'" Stallone told ET Canada in an interview published on Thursday.
Sylvester Stallone worried "every day" that he would be embarrassed while filming his new reality show. (Reuters)
He continued, "So you had to set parameters. No one’s coming into the bathroom and watching you brush your teeth."
SYLVESTER STALLONE FILMS ‘TULSA KING’ PARAMOUNT SERIES IN NEW YORK
"You have to stay in this room," the "Rocky" star added. "And it worked out."
Stallone went on to say that "99 percent" of the show was for "my daughters to explore their lives, to see it, chronicle it and I'll manifest myself here and there."
"I want to get real with my daughters," he noted. "I actually want to have footage of that."
The "Tulsa King" actor explained that though filming the series was "uncharted waters" for him, he found it "interesting" to deliver fans a look at his home life.
"I would love to have seen stars, growing up, seeing stars like, ‘Oh, here’s Brando at home making eggs and goofing around.' That’s interesting," he said.
The 76-year-old actor is starring in an upcoming family reality series alongside his wife Jennifer Flavin, 54, and daughters Sophia, 26, Sistine, 24, and Scarlet, 20. (Matt Winkelmeyer)
"They’re actually human. They don’t walk around with sunglasses and people putting makeup on all day and learning lines. They really do silly, repetitive, goofy things that we all do in life. That kind of thing."
Stallone praised "The Osbournes", the MTV reality show that followed the family life of Black Sabbath founder Ozzy Osbourne, for its authenticity.
"I think the first one that really hit it right was Ozzy Osbourne," he said. "He just didn’t care. ‘My dog craps on the floor, I’m not some superstar’."
Last month, Stallone announced the reality show in a video that he shared on his brother Frank's Instagram page. In the clip, he said, "It's done by Bunim-Murray, who were the force behind the Kardashians and it's a very, very strong line-up."
"This is going to be incredible," he added. "I am in a reality show, I'm popping in and out."
Stallone said that he was motivated to participate in the show because he wanted to spend time with his family. "And what's better?" he said. "When you have to deal with each other all day long and it's going to be on film. I'll be there forever in one form or another with the family."
Earlier this month, Stallone told The Hollywood Reporter that his biggest regret was not spending more time with his family due to his busy career. "That’s one of the reasons I wanted to do the reality show that I’ve been taking a lot of s**t for," he explained.
The actor told the outlet that the unscripted series was going to be "the ultimate home movie."
Stallone said that his brief split with Flavin will be included in the show. (Jason LaVeris/FilmMagic)
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Stallone also revealed that his brief split from Flavin will be included in the show. In August, the former model filed for divorce from the actor after 25 years of marriage. However, the pair announced that they had reconciled at the end of September.
"Of course it’s part of the show," he said. "It’s the John Lennon thing: ‘Life is what happens when you’re making other plans.’ Hopefully, you’re involved with people who understand the foibles of life and the fragility of it and how rare a real good relationship is."
"Sometimes I put the work ahead of [my family], and that is a tragic mistake which won’t happen again."
If you were looking forward to Craig Federighi walking up on stage at WWDC 2023 and introducing realityOS, you may be in for a disappointing moment.
As reported by Bloomberg, the company could introduce its long-rumored mixed-reality headset as soon as next year, but it has apparently changed the name of the operating system that will power it. According to Mark Gurman, Apple has replaced realityOS with…xrOS.
The company plans to introduce the headset as early as next year, along with a dedicated operating system and app store for third-party software, according to people with knowledge of the matter. Internally, the company recently changed the name of the operating system to “xrOS” from “realityOS,” said the people, who asked not to be identified because the project is still under wraps.
According to the report, the mixed-reality headset will take apps like Messages and Maps, which are featured across most of Apple’s other products, and create new experiences in mixed-reality for users to enjoy.
The mixed-reality operating system will offer new versions of core apps — like Messages and Maps — and will work with a software development kit that third parties can use to create their own apps and games, Bloomberg News has reported. The headset and its accompanying operating system and apps are developed within what the company calls its Technology Development Group, or TDG, a secretive unit led by executive Mike Rockwell. The operating system has been overseen by Geoff Stahl, a senior engineering manager and nearly 24-year Apple veteran who has led work on gaming and graphics software.
The headset could even feature a VR version of FaceTime, taking on similar experiences to Meta’s Workrooms app that lets users attend a virtual meeting together.
Recent job listings revealed that Apple is looking to create its own 3D-based “mixed-reality world.” People with knowledge of the company’s plans have said the device will offer virtual collaboration tools and a VR version of FaceTime, rivaling services like Zoom and Meta’s Horizon Workrooms. Apple recently enlisted the head of engineering for its iWork productivity apps, Notes app and Apple News to work on the headset.
Meta recently launched the Meta Quest Pro to lukewarm reviews. While the hardware was impressive, the experience seemingly fell apart when it came to the software. With Apple potentially only months away from launching its own headset, which could cost as high as $3000, Meta is surely trying to get in the game as much as possible before the bigger tech giant unveils its headset to the world.