DUBLIN–(BUSINESS WIRE)–The report “Asia Pacific AR/VR Chips Market Size, Share and Trend Analysis by Device Type, End User, Chip Type, Countries and Growth Forecast , 2022-2028” has been added to the report from ResearchAndMarkets.com offer.
AR/VR Chip Market in Asia Pacific would witness a market growth of 26.0% CAGR during the forecast period (2022-2028).
People can participate in the virtual environment using both an actual video stream and an avatar with virtual reality based on the avatar image. The 3D distributed virtual environment allows participation using a traditional avatar or live video. Depending on the capabilities of the system, users can choose their form of participation.
Many virtual reality applications, such as robot navigation, building modeling, and aircraft simulation, depend 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 increasingly common. Accurate recording of the 3D data that has been collected is crucial to producing realistic models; often a camera is used to image small close objects.
With desktop-based virtual reality, a 3D virtual environment is displayed on a standard desktop screen without the aid of a specialized VR position tracking device. As an illustration, many current first-person video games use a variety of triggers, reactive characters, and other interactive elements to make the player feel like they are in a virtual environment.
Additionally, China, Japan, and India are perhaps the countries with the fastest growing markets for human enhancement products in the region. Additionally, many companies are investing heavily in the esports industry because they are interested in it, which helps the local esports market grow. Moreover, there is a significant demand for advanced gaming breakthroughs in this field, which would motivate industry players to develop better gaming technology to meet consumer demand.
The Chinese market dominated the Asia-Pacific AR/VR chip market by country in 2021 and would continue to be a dominant market till 2028; thus reaching a market value of $833.6 million by 2028. The Japanese market is expected to grow at a CAGR of 25.3% during (2022-2028). Moreover, the Indian market would witness a CAGR of 26.8% during the period 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 display wall
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Head-up display
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Portable device
Per end user
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Games
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Entertainment and media
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Aerospace and Defense
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Health care
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Others
By chip type
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processor IC
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UI ICs
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Power Management ICs
By country
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China
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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
Main market players
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IBM Corporation
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NVIDIA Corporation
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intel company
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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 Micro Devices, Inc.
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Imagination Technologies Limited
Main topics covered:
Chapter 1. Market Scope and Methodology
Chapter 2. Market Overview
Chapter 3. Competitive Analysis – Global
Chapter 4. Asia-Pacific AR/VR Chip Market by Device Type
Chapter 5. Asia Pacific AR/VR Chip Market by End User
Chapter 6. Asia Pacific AR/VR Chip Market by Chip Type
Chapter 7. Asia-Pacific AR/VR Chip Market by Country
Chapter 8. Business Profiles
For more information about this report, visit https://www.researchandmarkets.com/r/m4rcrp
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