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Mobile Augmented Reality: Social Media, Games & Entertainment, E-Commerce, Mapping/Indoor Navigation, Visual Search, Toys, Education, Plant Maintenance, Field Service, and B2B Sales Tools: Global Market Analysis and Forecasts
[May 18, 2017]

Mobile Augmented Reality: Social Media, Games & Entertainment, E-Commerce, Mapping/Indoor Navigation, Visual Search, Toys, Education, Plant Maintenance, Field Service, and B2B Sales Tools: Global Market Analysis and Forecasts


LONDON, May 18, 2017 /PRNewswire/ -- Between 2008 and 2015, augmented reality (AR) was a technology gimmick looking for a market. Innovators struggled with technical limitations, hype for smart
glasses, and weak use cases. Starting in mid-2015, the market began a period of recalibration. For mobile AR, the most significant developments since 2015 have been solid thinking around how to leverage AR to produce meaningful end user benefits, the advancement of computer vision, and the integration of artificial intelligence (AI).

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Where it was once imagined that mobile AR, using smartphones and tablets, would be the strict purview of consumer use cases, the slow development of smart
glasses married with the practicality and the ubiquity of mobile devices has opened legitimate, sustainable markets for enterprise use cases as well. As we move through 2017, AR will start to become an increasingly embedded mobile capability through software development kits (SDKs) and other platformization strategies, and AR will live within social media platforms, e-commerce apps, maps, and business applications. Mobile AR capabilities will increasingly be made available in "point and click" means to non-developers. Mobile AR will power one of the next great user interface applications – visual search – and will, therefore, play a central role in determining the future success of internet giants.

This Tractica report provides global market forecasts from 2014 to 2022 for active users, embedde capability/downloads, and revenue for mobile AR. This data is segmented by five major world regions (North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa), six consumer use cases (social media, gaming and entertainment, e-commerce, mapping/indoor navigation, visual search, and toys) and four enterprise use cases (education, plant maintenance, field service, and B2B sales tools). The report also includes in-depth profiles of 30 key industry participants.




Key Market Forecasts
- Consumer Mobile AR Users, Downloads, and
Revenue, World Markets: 2016-2022
- Enterprise Mobile AR Users, Downloads, and
Revenue, World Markets: 2016-2022
- Consumer Mobile AR Users and Revenue by
Use Case, World Markets: 2016-2022
- Enterprise Mobile AR Users and Revenue by
Use Case, World Markets: 2016-2022
- Consumer Mobile AR Users and Revenue by
Region, World Markets: 2016-2022
- Enterprise Mobile AR Users and Revenue by
Region, World Markets: 2016-2022

Application Markets
- Branding
- Education
- Field Service Management
- Gaming and Entertainment
- Logistics
- Maintenance
- Mapping & Navigation
- Repair and Operations
- Retail
- Sales Management
- Toys


Technologies
- 3D Depth Sensors
- Hardware Accelerators
- Image Recognition
- Simultaneous Location
and Mapping (SLAM)
- Stereo Vision
- Time of Flight

Geographies
- North America
- Europe
- Asia Pacific
- Latin America
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To view the original version on PR Newswire, visit:http://www.prnewswire.com/news-releases/mobile-augmented-reality-social-media-games--entertainment-e-commerce-mappingindoor-navigation-visual-search-toys-education-plant-maintenance-field-service-and-b2b-sales-tools-global-market-analysis-and-forecasts-300460244.html

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