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FirstPartner Wearables Market Map 2014

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A Full PDF version of this Market Map is downloadable at www.firstpartner.net.

This new Market Map provides an essential visual overview of the Wearables market landscape. It includes a review of the technology components, user interaction paths and solution formats. It also describes the influencing trends that will determine the market directions.

The Market Map gives a concise overview of the Wearables value chain and key relationships that will need to be formed to drive volume take up. Key players are named and important trends and figures are highlighted.

FirstPartner is an independent research and proposition development company specialising in areas including Payments, Mobile Advertising, Mobile Value Added Services and M2M. For more information click on the “Get in touch” button or visit www.firstpartner.net

Publié dans : Technologie
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FirstPartner Wearables Market Map 2014

  1. 1. 2014 Wearables Market Map FirstPartner The map includes information compiled from interviews and information available in the public domain. As information sources are outside our control, FirstPartner makes no representation as to its accuracy or completeness. Responsibility for any interpretation or actions based on this map lies solely with the reader. Copyright FirstPartner Ltd 2014 +44 (0) 870 874 8700 find us atcall us on www.firstpartner.net email us at @firstpartner www.firstpartner.net Wearables in Numbers follow us hello@firstpartner.net Influencing Trends Cross Brand alliances Inter- operability Connectivity Innovation Price vs experience delivered Influencing Trends Rich user experience Materials innovation Partnerships UserRelevance&Stimulationsdrivingmarketadoption Brand engagement Fashion Innovative form factors Component price points Sources (1) IHS Technology 11/2013 (2) Strategy Analytics 04/2013 (3) IHS Electronics & Media 09/2013 (4) ABI Research 07/2012 (5) Kzero Worldswide 2013 (6) Consumer Electronics Association (CEA) 01/2014 (7)Next Market Insights 09/2013 210Million Wearable device shipments worldwide by 2018, growing from 96 million in 2012 (1) $2.5Billion Developer investment in AR applications in 2018, rising from $670 million in 2013 (4) $30Billion Wearable device revenue by 2018 growing from $8.5 billion in 2012 (1) $8.4Billion Cumulative value forecast of consumer VR hardware market 2014 to 2018 (5) 373Million Forecast annual shipments of Smartwatches by 2016, rising from 15 million in 2014 (7) 52% Of US consumers use their wearable fitness device as a source of motivation (6) $2.3Billion Worldwide revenue of Sports & Fitness monitors in 2017 with over 250 million devices Introduction The worldwide market for wearables is forecast to grow significantly. This growth will come from a variety of different discrete applications as the technology and user experience is refined. In turn the functional sophistication, interoperability capabilities and price point improvements will result in increasing levels of relevance to end user markets and rates of user adoption. Influencers Medical Device Regulation Industry Associations / Standards Enhanced ExperienceAugmented Reality (AR)Virtual Reality (VR) tellis@firstpartner.net +44 (0)870 874 8700 Tim Ellis www.firstpartner.net Advertising AR is being used for: Mobile, internet and print advertising. Fixed locations: Kiosks, Digital Signage, Window Displays E-commerce Online vendors are using AR to enhance shopping experience, such as Virtual changing room experience to reduce ship back costs Gaming Gaming is a key industry for AR and VR to enhance the experience and drive production volumes to reach consumer price points Computing Potential to revolutionise the computing industry by providing convenient personal interfaces and integrated platforms Military & Industrial The military were early adoptors of wearables in battlefield applications, stimulating Industrial“on the job”training use Education & Training Provide varying levels of immersion experience to enhance teaching material presentation & interaction Infotainment Wearables will provide a range of different media & information presentation and interaction methods to enhance the experience Marker-less AR This type of Augmented Reality is used predominanly for mobile Advanced marker-less AR implementations displaying an image in Augmented Vision Marker Based AR This is Augmented Reality in it’s simplest form. This method involves small printable marker tags that Market Drivers Selection of Market Players Local Connectivity • Bluetooth • NFC • WLAN • GPS • USB • Wireless USB • Firewire • Ethernet Sensors Accelerometers Magnetometers Location Sound Motion Haptics Image Pressure Bio-cells Multiple sensor data combined using sensor fusion to achieve enhanced experience Gyroscopes • Aichi Steel • AKM • Analog Devices • Artificial Muscle • Avago • Bosch Sensortec • Honeywell • Kionix • Memsic • STMicroelectronics Voice command and speech for both control and communication Voice Control Human Interfaces Console Manufacturer Console • Sony • Microsoft • Nintendo • Playstation • Xbox • Wii Computing Power Manufacturer • Intel • ARM • Qualcomm • MicroChip • Altera Embedded • PC • Mac • Windows • OS X Computer Operating System • Linux • Chrome OS• Chromebook Computer Wearable Computing • WearIT@Work • IBM • Glacier Computer • Eurotech Group Zypad • NEC Tele Scouter • ETH Zurich QBIC Platforms Taste Smell Touch Hear See Mobile Smartphone & Tablet • Symbian • Apple iOS • Blackberry • Google Android • Windows Mobile • Fire OS Operating System Immersive Augment Secondary Vision Bracelet Wristwatch Integrated Management Textiles Display Control Clothing Handset Headset Embedded Hearing Pressure Location Energy Generation Shoes Control Feedback Closed loop Haptics Individual DevicesMultiple Devices Solutions Mood Fitness Bio-Monitoring Well Being Gesture Control of functions using face or hand movements Touch Screen Control of apps and settings combined with media & information display Projection Display Information projected onto an external surface or near to eye display Individual wearable devices may form a complete solution, or may be combined to address a number of enhanced experience needs. This will allow the market to address a diverse range of applications, expanding with advances in both component and materials developments. The initial driving application function sectors identified include: • Fitness • Healthcare • Infotainment • Fashion Selection of Market Players interact with software downloaded to a computer equipped with a webcam or a smart phone with camera to create 3D images overlaid on the real-world image displayed on screen. AR applications. It works by using a mobile device that is both GPS and compass equipped to pinpoint the users location and which direction they are facing, to overlay visual information in real time over the visual display. front of or onto a persons eye. This method requires multi sensor capabilities, powerful real time computing and advanced wearable diplays. Selection of Market Players Consumer Professional Adoption of VR in the consumer sector is predominanlty driven by the games sector. Significant development effort is currently underway to provide the necssary convenient low cost wearable peripherals for a true immersive experience. In particular, lightweight immersive headsets with fast response high definition displays. Provides a method of economiclaly training in or evaluating new environments. VR has been adopted to provide training for high risk and capital cost environments such as military and medical. VR has also been adopted to enable evaluation and refinement of designs in high cost projects such as automotive and architecture. Products that are worn on the user’s body for an extended period of time to enhance the user’s experience. They may be independently worn, or incorporated directly into clothing. The products may independently incorporate all the necessary components & software to perform its intended function or interface to an existing product type to enhance its user capabilities. Devices can range from fashion accessories to monitoring of critical personal health conditions. Virtual Reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. The computer generated simulation of a three-dimensional image or environment can be interacted with in a seemingly real or physical way by a person using special electronic equipment to provide immersive display and real time feeback of the virtual environment. An Augmented Reality system generates a composite view for the user that is the combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information. The virtual scene generated by the computer is designed to enhance the user's sensory perception of the virtual world they are seeing or interacting with. Devices use a range of sensors and accessories to capture and present the augmented scene. Personal Data & Information protection Privacy Infringement Multiple function access through a single device such as a joystick or rotary control Mechanical Prepared by Use Location Restrictions Potential Applications Senses FirstPartner EVALUATION COPY