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Summary
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer.
Market Segment as follows:
By Region
- Asia-Pacific
- North America
- Europe
- South America
- Middle East & Africa
By Type
- Head Mounted Display
- Head up Display
- Handheld Device
By Application
- Retail
- Consumer Electronics
- Automotive
By Company
- Google Inc. (U.S.)
- Microsoft Corporation (U.S.)
- PTC (U.S.)
- Wikitude GmbH (Austria)
- Daqri (U.S.)
- Zugara Inc. (U.S.)
- Blippar (Austria)
- Upskill (Vienna)
- Magic Leap (U.S.)
- Osterhout Design Group (U.S.)
- Infinity Augmented Reality Inc. (Israel)
- Samsung Electronics Co. Ltd. (South Korea)
- Atheer Inc. (U.S.)
- Apple (U.S.)
- Facebook Inc. (U.S.)
- Scope AR (U.S.)
- Inglobe Technologies (Latina)
- Embitel Technologies (India)
- Seiko Epson Corporation (Japan)
- Marxent Labs LLC (U.S.)
- Catchoom Technologies (Spain)
- HTC corporation (Taiwan)
- Qualcomm (U.S.)
- Rockwell Collins Inc. (U.S.)
The main contents of the report including:
Section 1: Product definition, type and application, global and regional market overview;
Section 2: Global and regional Market competition by company;
Section 3: Global and regional sales revenue, volume and price by type;
Section 4: Global and regional sales revenue, volume and price by application;
Section 5: Regional export and import;
Section 6: Company information, business overview, sales data and product specifications;
Section 7: Industry chain and raw materials;
Section 8: SWOT and Porter's Five Forces;
Section 9: Conclusion.