Download Table of Contents (PDF)
1.0 Report Summary
1.1 Purpose of Report
1.2 Key Questions Addressed by this Research
1.3 Research Approach/Sources
2.0 Augmented Reality Market Overview
2.1 Augmented Reality Use Cases
2.1.1 Business Use Cases
Enterprise Use Cases
Company Highlight: Microsoft
Company Highlight: LogistiVIEW
2.1.2 Consumer Use Cases
Filters: Social Media and Chat
Shopping: Virtual Try-Out
Mobile Gaming: Pokémon Go
Web AR and AR Browsers
2.2 Augmented Reality Ecosystem
3.0 Augmented Reality Devices: Assessment of Leading Players
3.1 Handheld AR
3.1.1 AR on iPhones
Unifying Hardware and Software with ARKit
3.1.2 AR on Android Phones
Designing for Google’s ARCore
3.2 AR Head-Mounted Devices
3.2.1 2D AR HMDs
RealWear
Vuzix
Google Glass
Kopin Corporation
3.2.2 3D AR HMDs
Microsoft HoloLens
Magic Leap
Qualcomm XR Viewer Platform
nReal.ai
3.3 AR Platforms: Comparative Assessment
4.0 Consumer Perceptions of Augmented Reality
4.1 Consumer-Preferred Use Cases
4.2 Preferred Form-Factors
4.3 Rising Consumer Awareness
5.0 Telco’s Augmented Reality Strategies
6.0 Market Forecast
6.1 Assessment of AR Market
6.2 Methodology and Assumptions
6.2.1 Continued Handheld Dominance in the Consumer Space
6.2.2 Enterprise HMD Growth Will Be Slower than Expected
6.2.3 More Players Will Exit the Market
6.3 Augmented Reality Evolution: Projected Timeline
7.0 Implications and Recommendations
8.0 Appendix
8.1 Glossary
8.2 Index
8.3 Image Sources