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DUBLIN–(COMMERCIAL WIRE)–The “Asia Pacific AR/VR Chip Market Size, Share & Industry Trends Analysis Report by Device Type, End-user, Chip Type, Country and Growth Forecast, 2022-2028” report was added to researchandmarkets.com offering.
The Asia Pacific AR/VR Chips Market would witness a market growth of 26.0% CAGR during the forecast period (2022-2028).
People can participate in the virtual environment using both a real video stream and an avatar with virtual reality based on avatar images. The 3D distributed virtual environment allows participation using a traditional avatar or real video. Depending on the capabilities of the system, users can choose their form of participation.
Many virtual reality applications, such as robotic navigation, building modeling, and aircraft simulation, rely on accurate representations of the real world in projector-based virtual reality. In the computer graphics and computer vision communities, image-based virtual reality systems are becoming more common. Accurate recording of the 3D data that has been collected is crucial to producing realistic models; often a camera is used to represent small objects up close.
With desktop-based virtual reality, a 3D virtual environment is displayed on a standard desktop screen without the aid of any specialized VR positional tracking apparatus. By way of illustration, many current first-person video games use a variety of triggers, responsive characters, and other interactive elements to give the player the impression that they are in a virtual environment.
Furthermore, China, Japan and India are perhaps the countries with the fastest growing markets for human enhancement products in the region. Also, many companies are investing heavily in the esports sector as they are interested in it, which is helping to expand the local esports market. In addition, there is significant demand for advanced gaming advancements in this area, which would motivate industry players to develop better gaming technology to meet consumer demand.
The China market dominated the Asia Pacific AR/VR chip market by country in 2021 and would continue to be a dominant market until 2028; thus, achieving a market value of $833.6 million by 2028. The Japan market is estimated to grow at a CAGR of 25.3% during (2022-2028). Additionally, the India market would experience a CAGR of 26.8% during 2022-2028.
Scope of the study
Market segments covered in the report:
By device type
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head mounted display
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Gesture tracking device
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projector and screen wall
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head screen
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Portable device
By end user
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Gaming
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entertainment and media
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Aerospace
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Health care
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Others
By chip type
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Processor ICs
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User Interface ICs
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power management IC
For country
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Porcelain
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Japan
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India
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South Korea
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Singapore
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Malaysia
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Rest of Asia Pacific
Key Market Players
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IBM Corporation
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NVIDIA Corporation
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intel corporation
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Samsung Electronics Co., Ltd. (Samsung Group)
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QUALCOMM Incorporated (Qualcomm Technologies, Inc.)
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Spectra7 Microsystems Inc.
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MediaTek, Inc.
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Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
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Advanced Microdevices, Inc.
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Imagination Technologies Limited
Key topics covered:
Chapter 1. Market Scope and Methodology
Chapter 2. Market Overview
Chapter 3. Competitor Analysis – Global
Chapter 4. Asia Pacific AR/VR Chip Market by Device Type
Chapter 5. Asia Pacific AR/VR Chips Market by End User
Chapter 6 Asia Pacific AR/VR Chip Market by Chip Type
Chapter 7. Asia Pacific AR/VR Chips Market by Country
Chapter 8. Company profiles
For more information on this report, please visit https://www.researchandmarkets.com/r/m4rcrp
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