9.6 million virtual reality units sold in 2016 and a total turnover of 2.3 billion dollars. These are the figures that emerge from the last IDC report, according to which these VR devices only represent the beginning of a new category of products which then will result in RA and that will be the foundation for growth in the sale of hardware solutions. International Data Corporation forecasts sales to 110 million units by 2020 with regard to the sectors VR and AR considered together.
IDC identifies three market segments: Screenless, viewers that use the screens of existing devices such as smartphones (in the case of Samsung Gear VR); Tethered Head Mounted Displays, that exploit the computing power of separate systems such as a console or a PC (in the case of Oculus Rift and HTC Lives); Standalone and HMD, which dispose autonomously the necessary calculations to reproduce the experience (such as Microsoft HoloLens). IDC does not enter, however, in any class devices that do not offer electronic components such as Google Cardboard.
"As for the category of Tethered Head Mounted Displays, and then Sony PlayStation VR, HTC Lives and Oculus Rift, we should reach 2 million units shipped in 2016," said Tom Mainelli, vice president for Devices & Displays, IDC. "If you cross this figure to that on the sales of those viewers with no screen, such as those provided by Samsung and other manufacturers, are beginning to see how we are forming an interesting installed base for" content creators.
"Video games first will drive sales this year," added Lewis Ward, research director of Gaming. "Although there have been some problems in hardware deliveries, I'm sure it will be resolved before the Christmas season. The addition of exciting new titles will lead to a new wave of hardware VR HMD, increasing the interest of those who buy these solutions for themselves, family members or friends. "
The hardware of augmented reality, however, will come on the market at a later time. "Even if some development kit like those of Microsoft and Meta are already interesting, these hardware are much more difficult to produce than products of VR," said Mainelli. "Assembly of fully functional devices is more important to arrive quickly, so we hope that the various players in the sector continue with their slow and precise approach in this area, since the AR will have a profound impact on the way we interact with the technologies and also on our way to work. in the meantime, we expect software developers begin to experiment using the devices already in use such as smartphones and tablets. "
Between 2016 and 2020, IDC predicts an increase in sales of VR solutions equal to 183.8%, while the growth for AR hardware stood at 189.8%.
IDC therefore identifies AR / VR as one of six acceleration factors of the digital transformation in the coming years with new business opportunities and changes to lifestyle in the way of working. Analysts are also working on a guide to the expenditure related to the technologies associated with VR and AR, which will be published in the month of June.
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