Orbis Research has added Latest Research Report on "Global AR (Augmented Reality) in Education Market 2017-2021" to its Database.
DALLAS, TEXAS, UNITED STATES, July 25, 2017 /EINPresswire.com/ — The study of "Global AR (Augmented Reality) in Education Market 2017-2021" industry is very important to enhance business productivity and for the study of market forecast. This New Report presented by Orbis Reseach contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Companies Mentioned: EON Reality, Magic Leap, DAQRI, QuiverVision, GAMOOZ, Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, and InGage, Meta Company, Google, Curiscope, Chromville, Aug That, Popar, Blippar, InGage.
About AR (Augmented Reality) in Education, Virtual Reality (VR), Augmented Reality (AR), and mixed reality (MR) is enabling the 4th wave of computing power. These technologies involve the integration of other technologies, such as sensors, Big Data, artificial intelligence (AI), and wearable devices, leading to enhanced spatial computing. The eventual convergence of AR and VR will become mainstream for next generation computing and act as a smart and intuitive interface for the Internet of Things (IoT).
The advent of AR is expected to impact every sector and company, leading to the transformation of the way they communicate, design, manufacture, and sell their products. The AR technology is expected to be mainstream in the forecast period and grow from there on. The adoption of AR in various sectors is expected to increase with the millennials (born 1981-1997) and Gen Z (born 1998-present) increasingly showing interest in the deployment of AR in various sectors, especially in the field of education. Students learn more efficiently with the inclusion of modern technologies in the school and college curriculum.
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Analysts forecast the Global AR in Education Market to Grow at a CAGR Of 82.25% During the Period 2017-2021.
Covered in this report
The report covers the present scenario and the growth prospects of the global AR in education market for 2017-2021. To calculate the market size, the report considers the revenue generated by the vendors providing AR solutions for education across the globe.
The market is divided into the following segments based on geography:
• North America
Browse Full Report with TOC: http://www.orbisresearch.com/reports/index/global-ar-in-education-market-2017-2021
Global AR in Education Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
• EON Reality
• Magic Leap
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Other prominent vendors
• Meta Company
• Aug That
• Increased developer interest in AR applications
• High AR hardware prices
• Blended learning through AR textbooks
Key questions answered in this report
What will the market size be in 2021 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market overview
Five forces analysis
PART 06: Market segmentation by product
Global AR in education market by product
Global AR hardware in education market
Global AR content in education market
PART 07: Market segmentation by end-user
Global AR in education by end-user
Global AR in education in K-12 segment
Global AR in education in higher education segment
PART 08: Geographical segmentation
Global AR in education market by geography
AR in education market in North America
AR in Education market in Europe
AR in education market in APAC
AR in education market in ROW
PART 09: Decision framework
PART 10: Drivers and challenges
PART 11: Market trends
Blended learning through AR textbooks
Learning through AR gaming
Student-centric learning environment
PART 12: Vendor landscape
PART 13: Key vendor analysis
PART 14: Other prominent vendors
PART 15: Appendix
List of abbreviations
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Source: EIN Presswire