Mobile Augmented Reality | Smartphones, Tablets and Smart Glasses 2013-2018 | Research | Statistics | Market research
RSS
Translate this page

Google translations are offered as a guide only and should not be relied upon to make a purchasing decision.

All published materials from Juniper Research are available in English only.

Skip to content

Mobile Augmented Reality

Mobile Augmented Reality

Smartphones, Tablets and Smart Glasses 2013-2018

Publisher: Juniper Research
Date Published: 07/11/2013
Category: Networks & Technologies
No of Pages: 150
Coverage: Global ~ 8 key regions
 

Overview


•    New Smart Glasses Forecasts
•    New Advertising Spend Forecasts
•    New Country Level Forecasts
•    New Stakeholder Analysis

The fourth edition of Juniper’s expansive Mobile Augmented Reality Report provides a comprehensive perspective on the three key platforms for the future of mobile AR: Smartphone, Smart Glasses and Tablet. This latest industry intelligence report also provides comprehensive app usage details breaking the market down into six app categories each with distinct potential and challenges.  An accompanying IFxl (Interactive Forecast Excel) is also available.

Heralded as the 8th Mass Medium, the Report details the opportunity for AR to become a platform integral to the consumer’s ecosystem and daily life, detailing the future business opportunities and monetisation potential within the medium.

Throughout the Report there is a focus on the difference between the three devices and the different app categories they will nurture. With 65 forecast tables and over 2,750 data points in the Report, it offers unrivalled projections for the size, growth and monetisation opportunities.

Key Features of the Report
New & Expanded Forecast Suite
With over 80 pages and four chapters of forecasts in the report, this fully updated study provides an extensive breakdown for the following areas:
•    Installed Base of all Devices
•    App Downloads Divided Categorically
o    Location-Based
o    Games
o    Multimedia & Entertainment
o    Lifestyle & Healthcare
o    Enterprise
o    Social Networking
•    Pay Per Download Forecasts
•    Post-Download Purchases
•    Total Revenues & Advertising Spend

New Smart Glasses Forecasts
For the first time the AR opportunities for smart glasses have been expertly analysed and forecast, with attention paid to the total market opportunity and future monetisation strategies. The Report forecasts the apps that will find a natural home on the device and details the characteristics of different approaches to the smart glasses concept.

Expert Analysis & Business Model Opportunity
The report uses case studies to highlight the drivers and constraints for this nascent field detailing the direction that different app categories will take once the device becomes established within the consumer consciousness. The Report details which of the major monetisation strategies (download, post-download or advertising supported) will be most effective for each app category on each device.

App Revenue & Advertising Spend Forecasts
The Report provides expansive analysis of the future evolutions of the pay per download and post-download purchase market for AR apps across all six app categories and all three devices. It also includes new forecasts for the in-app advertising spend for the AR market, split between the device and app categories. New forecasts for the average number of advertisement views and the CPM for each app category are also included.

Mobile Augmented Reality IFxl 2013-2018
Customers can also purchase an Interactive Forecast Excel with detailed country level break downs and additional forecasts. This IFxl, with 18 What-if-analyses and over 50,000 Data Points in over 500 tables, provides additional market data and country level breakdowns for the following key markets: Canada, China, Japan, South Korea, UK and US.

Table of Contents

Executive Summary
1. The Evolution of Mobile Augmented Reality

1.1 Introduction
1.2 Defining Mobile Augmented Reality
1.2.1 AR and Camera Filters
1.2.2 Augmented Reality and Virtual Reality
a. Case Study: Microsoft Patent 20130196757 and AR
1.2.3 Augmented Reality Definition
Figure 1.1: Example of AR
1.3 How Does it Work?
1.3.1 Requirements for Mobile Augmented Reality
1.4 Enabling Technologies
1.4.1 QR Codes/AR Markers
Figure 1.2: QR Code Example
i. Case Study: ScanLife
a. Starbucks
Figure 1.3: ScanLife’s Starbucks Campaign
b. Coca-Cola
Figure 1.4: ScanLife’s Coca-Cola Campaign
1.4.2 Image Recognition/Markerless Tracking
i. Uses of Image Recognition
a. Case Study: Total Immersion
D’Fusion
Figure 1.5: Sample of the D’Fusion Technology in Action
-- TryLive
Figure 1.6: TryLive Watches
1.5 Key Drivers for Mobile Augmented Reality
1.5.1 Increasing AR-Capable smartphone Adoption
i. Contract Subsidies Push High-End Device Sales
ii. Budget Smartphones Are Increasingly Capable
iii. The New Cheaper End
Figure 1.7: QR Code to Juniper’s Smartphone Futures Report
1.5.2 The App Store Revolution
i. Xiaomi as a Service Portal
1.5.3 Rising Consumer Mobile Internet Adoption
Figure 1.8: Forecast Number of Smartphone Users who Browse the Mobile Internet, Year End (m) vs 4G LTE Subscribers (m) 2012-2017
Table 1.1: Forecast Global Consumer 4G LTE Subscribers (m) Split by Region 2012–2017
Table 1.2: Forecast Number of Smartphone Users who Browse the Mobile Internet, Year End (m) 2012-2017
i. Case Study: PanOULU
1.5.4 Potential of Mobile Distribution
1.6 Mobile Augmented Reality on Tablets
1.6.1 Comparing Tablets to Smartphones
Table 1.3: Proportion of Tablet Installed Base (%) with Cellular Connections 2012–2017
i. Cameras and the Processing Cap
a. Case study: Mollejuo
Figure 1.9: Mollejuo’s Stockholm Icons App, Displaying Information for Drottningholm Palace
1.6.2 Augmented Reality Implementations on Tablets
Figure 1.10: Vuforia by Qualcomm and Guinness Book of World Records
1.7 The Future of Mobile Augmented Reality
1.7.1 Wearables
i. Case Study: Google Glass
a. Case Study:
Figure 1.11: Google Glass
ii. Google Glass and AR
1.7.2 Other Smart glasses Developers
i. Case study: Atheer Labs
a. Atheer Labs Smart Glasses
ii. Diversity and Glasses
1.7.3 Consolidation on the Horizon
1.7.4 Combining Location and Image Recognition
1.7.5 The End of AR as a Gimmick
1.7.6 AR and Consumer Engagement
i. Case Study: Blippar
Figure 1.12: Marmite Blipp

2. Barriers to Deployment

2.1 Introduction
Figure 2.1: Barriers to Mobile Augmented Reality Deployment
2.2 Consumer Awareness
Figure 2.2: Representation of Consumer Awareness Flow
2.2.1 The Content-Awareness Discrepancy
2.2.2 Potential Major Industries as Market Drivers
i. Case study: Mind Pirate
a. Case Study:
2.3 Meeting Expectations
Figure 2.3: Screenshots from Project Glass: One Day…
2.3.1 Expectation Horizon
2.4 User Interface
2.5 Addressable Market
Figure 2.4: Smartphone Installed Base (m) Split by 8 Key Regions 2013–2018
2.5.1 Tablets
2.5.2 Country Level Opportunities
2.5.3 The Reach of Mobile AR
2.6 Offering Value to the Consumer
2.7 Legal Barriers to Deployment
2.7.1 Safety
i. AR and Driving
2.7.2 Privacy
i. Case Study: Google Street View
2.7.3 Libel and Obscenity
i. The Defamation Act 2013 and AR Platforms
2.8 Technological Limitations
2.8.1 Battery Life
Figure 2.5: Relationship between Screen Size and Battery Size with Trend Line
2.8.2 GPS Limitations
i. Not All Devices Have GPS Receivers
2.8.3 Digital Compass and Accelerometer
i. Gravity and the Mobile Device
2.8.4 Differing Camera Qualities
i. Seed Markets and Cameras
2.8.5 Tracking Limitations
Figure 2.6: The Complexities of identifying 3D Objects
i. Case Study: Structure 3D Scanner
Figure 2.7 A Screenshot of the Structure Scanner’s Promotional Video
2.8.6 Mobile Internet Connectivity
2.8.7 Fragmentation
Figure 2.8: Active Android Versions
i. Silver Lining
ii. Case Study: Sailfish
2.8.8 AR Chips
2.9 Proprietary Code Locks Content In

3. The Mobile Augmented Reality Opportunity

3.1 Introduction
3.2 Monetising Mobile Augmented Reality
3.2.1 Traditional App Business Models
i. Pay Per Download
ii. Freemium: AR Lite
iii. Free to Download/Ad-funded
a. Case Study: Google Patent 8510166 B2
iv. Preinstalled AR apps
3.2.2 Regional Variance and Monetisation Strategies
3.2.3 Evolution of Mobile Augmented Reality Business Models
i. Increased Focus on Sectors
a. Case Study: Layar
Figure 3.1: Layar Creator
Figure 3.2. Layar’s Shopping Insider App for Seventeen Magazine
b. Case Study: Argon Augmented Reality
Figure 3.3: Screenshot from Argon’s Promotional Video
ii. From App to SDK
a. Case Study: Wikitude
Table 3.1: Wikitude’s SDK Pricing
iii. Extending Existing Products
a. Case Study: Qualcomm
Figure 3.4: Vuforia by Qualcomm
3.3 Key Areas for Mobile Augmented Reality Development
3.3.1 Location-Based Augmented Reality
i. Definition
ii. AR Market Status 2013
iii. AR Opportunity
iv. Case Study: Fast Food Reality
Figure 3.5: Screenshot of Fast Food Reality
3.3.2 Social Networking Augmented Reality
i. Definition
ii. AR Market Status 2013
iii. AR Opportunity
iv. Case Study: Sekai Camera
Figure 3.6: Sekai Camera Screenshots
3.3.3 Games
i. Definition
ii. AR Market Status 2013
iii. AR Opportunity
a. Case Study: Ingress
Figure 3.7: Screen Shots from Google’s Ingress Game
b. Case Study: War Bot
Figure 3.8: Screen Caps from Augmented Pixels War Bot promotional Video
3.3.4 Lifestyle & Healthcare
i. Definition
ii. AR Market Status 2013
iii. AR Opportunity
a. Case Study: metaio and junaio
Figure 3.8: junaio AR Browser
a. Case Study: Car Finder AR
Figure 3.10: Car Finder
3.3.5 Multimedia & Entertainment
i. Definition
ii. AR Market Status 2013
iii. AR Opportunity
a. Case Study: Puppy Dog Fingers
Figure 3.11: Puppy Dog Fingers
3.3.6 Enterprise
i. Definition
ii. AR Market Status 2013
iii. AR Opportunity
3.3.7 Comparing AR Genres
Figure 3.12: AR App Downloads (243 million) Split by Category 2013
Figure 3.13: Average Price ($) per AR Download Split by Category 2013

4. Total Market Forecasts for Mobile Augmented Reality

4.1 Introduction
4.2 Methodology
4.2.1 Pay Per Download Revenue Methodology
Figure 4.1: Download Revenue Methodology for Each Device
4.2.2 Post-Download Methodology
Figure 4.2: Post-Download Revenue Methodology
4.2.3 Mobile Augmented Reality Advertising Spend Methodology
Figure 4.3: Mobile Augmented Reality Advertising Spend Methodology
4.3 The Growth of Device Ownership
4.3.1 Global Smartphone Installed Base Forecasts
Figure 4.4 & Table 4.1: Smartphone Installed Base (m) Split by 8 Key Regions 2013–2018
4.3.2 Global Tablet Installed Base Forecasts
Figure 4.5 & Table 4.2: Tablet Installed Base (m) Split by 8 Key Regions 2013–2018
4.3.3 Global Smart Glasses Installed Base Forecasts
Figure 4.6 & Table 4.3: Smart Glasses Installed Base (m) Split by 8 Key Regions 2013–2018
4.4 Total Market for Mobile Augmented Reality
4.4.1 Forecasts by Category
Figure 4.7: Total Mobile AR Revenues ($m) on Smartphones, Tablets and Smart Glasses Split by Category 2013–2018
4.4.2 Distribution of Revenue
Table 4.4: Total AR App Revenue (%) from Smartphones, Tablets and Smart Glasses Spilt by Category 2013-2018
Table 4.5: Total Mobile AR Revenues ($m) on Smartphones, Tablets and Smart Glasses Split by Category 2013–2018
Figure 4.8: Total Mobile AR Revenues ($m) on Smartphones, Tablets and Smart Glasses Split by Category and Revenue Stream 2013
Figure 4.9: Total Mobile AR Revenues ($m) on Smartphones, Tablets and Smart Glasses Split by Category and Revenue Stream 2018
4.4.3 Forecasts by Region
Figure 4.10 & Table 4.6: Total Mobile AR Revenues ($m) on Smartphones, Tablets and Smart Glasses Split by 8 Key Regions 2013–2018
4.4.4 Market Concentration
4.4.5 Comparison with Previous Edition
Figure 4.11 & Table 4.7: Total Mobile AR Revenues ($m) on Smartphones, Tablets and Smart Glasses Split Report Edition 2012 and 2018

5. Download Revenue Forecasts for Mobile Augmented Reality Apps

5.1 Introduction
5.1.1 App User Overlap
Figure 5.1: Representation of the Overlap Between App Categories
5.2 Current Usage of AR Apps
5.2.1 Downloads of AR Apps to Smartphones, Tablets and Smart Glasses
Figure 5.2 & Table 5.1: Total Number of AR Apps Downloaded (m) to Smartphones, Tablets and Smart Glasses Spilt by Category 2013–2018
Table 5.2: Total Number of AR Apps Downloaded (%) to Smartphones, Tablets and Smart Glasses Spilt by Category 2013–2018
5.2.2 Usage of AR Apps on Smartphones
i. Smartphone User Engagement
Table 5.3: Percentage of Smartphone Users (%) who Download AR Apps Split by Category 2013–2018
Figure 5.3 & Table 5.4: Number of Unique Smartphone Users (m) who Download AR Apps Split by Category 2013–2018
ii. Average Downloads to Smartphones
Table 5.5: Average Number of AR Apps Downloaded to Smartphones Split by Category 2013-2018
iii. Total App Downloads to Smartphones
Figure 5.4 & Table 5.6: Total Number of AR Apps Downloaded (m) to Smartphones Split by Category 2013–2018
5.2.3 Usage of AR Apps on Tablets
i. Tablet User Engagement
Table 5.7: Percentage of Tablet Users (%) who Download AR Apps Split by Category  2013–2018
Figure 5.5 & Table 5.8: Unique Users (m) of AR Apps on Tablets 2013-2018
ii. Average Downloads to Tablets
Table 5.9: Average Number of AR Apps Downloaded to Tablets Split by Category  2013–2018
iii. Total App Downloads on Tablets
Figure 5.6 & Table 5.10: Total Number of AR Apps Downloaded (m) to Tablets Split by Category 2013–2018
5.2.4 Usage of AR Apps on Smart Glasses
i. Preface to Forecasts
ii. Smart Glasses User Engagement
Table 5.11: Percentage of Smart Glasses Users (%) who Download AR Apps Split by Category 2013–2018
Figure 5.7 & Table 5.12: Number of Smart Glasses Users (m) who Download AR Apps Split by Category  2013–2018
iii. Average Downloads to Smart Glasses
Table 5.13: Average Number of AR Apps Downloaded to Smart Glasses Split by Category  2013–2018
iv. Total App Downloads on Smart Glasses
Figure 5.8 & Table 5.14: Total Number of AR Apps Downloaded (m) to Smart Glasses Split by Category 2013–2018
5.3 Pricing and Pay Per Download
5.3.1 Pay Per Download on Smartphones
i. Proportion of Pay Per Download on Smartphones
Table 5.15: Percentage of AR App Downloads (%) Which Are Paid For on Smartphones Split by Category 2013–2018
ii. Total AR App Pay Per Download on Smartphones Per Category
Figure 5.9 & Table 5.16: Number of AR App Downloads (m) Which Are Paid For on Smartphones Split by Category 2013–2018
5.3.2 Pay Per Download on Tablets
Table 5.17: Percentage of AR App Downloads (%) Which Are Paid For on Tablets Split by Category 2013–2018
Figure 5.10 & Table 5.18: Number of AR App Downloads (m) Which Are Paid For on Tablets Split  by Category 2013–2018
5.3.3 Pay Per Download on Smart Glasses
Table 5.19: Percentage of AR App Downloads (%) Which Are Paid For on Smart Glasses Split by Category 2013–2018
Figure 5.11 & Table 5.20: Number of AR App Downloads (m) Which Are Paid For on Smart Glasses Split by Category 2013–2018
5.4 Total Pay Per Download Revenues
5.4.1 Total Pay Per Download Revenues
i. Revenues Split by Genre
Figure 5.12 & Table 5.21: Total AR Download Revenues ($m) on Smartphones, Tablets and Smart Glasses Spilt by Category 2013–2018
ii. Revenues Split by Region
Figure 5.13 & Table 5.22: Total AR Download Revenues ($m) on Smartphones, Tablets and Smart Glasses Spilt by 8 Key Regions 2013–2018
5.4.2 Pay Per Download Revenues on Smartphones
i. Average Pricing for AR Apps on Smartphones
Table 5.23: Average Pricing for Paid AR Apps ($) on Smartphones Split by Category 2013–2018
ii. Download Revenues on Smartphones
Figure 5.14 & Table 5.24: Total AR Download Revenues ($m) on Smartphone Split by Category 2013–2018
5.4.3 Pay Per Download Revenues on Tablets
i. Average Pricing for AR Apps on Tablets
Table 5.25: Average Pricing for AR Apps ($) on Tablets Split by Category 2013–2018
ii. Download Revenues on Tablets
Figure 5.15 & Table 5.26: Total AR Download Revenues ($m) on Tablet Split by Category 2013‑2018
5.4.4 Pay Per Download Revenues on Smart Glasses
i. Average Pricing for AR Apps on Smart Glasses
Table 5.27: Average Pricing for AR Apps ($) on Smart Glasses Split by Category 2013–2018
ii. Download Revenues on Smart Glasses
Figure 5.16 & Table 5.28: Total AR Download Revenues ($m) on Smart Glasses Split by Category 2013–2018
5.4.5 High Value Segments and the Market Average
Table 5.29: Average Price ($) for AR Apps With and Without the Enterprise App Category Split by Device 2013–2018
Table 5.30: Difference (%) Between Average Price of an AR App With and Without the Enterprise Sector Split by Device 2013–2018

6. Forecasts for Post-Download Revenues from Mobile Augmented Reality Apps

6.1 Introduction
6.2 Apps Selling Post-Download Content
6.2.1 Post-Download Purchases on Smartphones
Table 6.1: Percentage of AR Downloads (%) Which Sell Post-Download Purchases on smartphones Split by Category 2013–2018
Figure 6.1 & Table 6.2: Number of AR App Downloads (m) Which Sell Post-Download Purchases on Smartphones Split by Category 2013–2018
Table 6.3: Average Number of Post-Download Purchases Sold Per App Per Annum Split By Category 2013–2018
Figure 6.2 & Table 6.4: Total Post-Download Purchases (m) Purchased on Smartphones Split by Category 2013–2018
6.2.2 Post-Download Purchases on Tablets
Table 6.5: Percentage of AR App Downloads (%) Which Sell Post-Download Purchases on Tablets Split by Category 2013–2018
Figure 6.3 & Table 6.6: Number of AR App Downloads (m) Which Sell Post-Download Purchases on Tablets Split by Category 2013–2018
Table 6.7: Average Number of Post-Download Purchases Sold Per App Per Annum on Tablets Split By Category 2013–2018
Figure 6.4 & Table 6.8: Total Post-Download Purchases (m) Purchased on Tablets Split by Category  2013–2018
6.2.3 Post-Download Purchases on Smart Glasses
Table 6.9: Percentage of AR App Downloads (%) Which Sell Post-Download Purchases on Smart Glasses Split by Category 2013–2018
Figure 6.5 & Table 6.10: Number of AR App Downloads (m) Which Sell Post-Download Purchases on Smart Glasses Split by Category 2013–2018
Table 6.11: Average Number of Post-Download Purchases Sold Per App Per Annum Split By Category 2013-2018
Figure 6.6 & Table 6.12: Total Post-Download Purchases (m) Purchased on Smart Glasses Split by Category 2013–2018
6.3 Post-Download Revenues
6.3.1 Total Post-Download Revenues
i. Revenues Split by Genre
Figure 6.7 & Table 6.13: Total Post-Download Revenues ($m) on Smartphones, Tablets and Smart Glasses Spilt by Category 2013–2018
ii. Revenues Split by Region
Figure 6.8 & Table 6.14: Total Post-Download Revenues ($m) on Smartphones, Tablets and Smart Glasses Spilt by 8 Key Regions 2013–2018
6.3.2 Post-Download Revenues on Smartphones
i. Average Pricing on Smartphones
Table 6.15: Average Price per Post-Download Item ($) on Smartphones Split by Category 2013‑2018
ii. Post-Download Revenues on Smartphones
Figure 6.9 & Table 6.16: Total Post-Download Revenues ($m) on Smartphones Split by Category 2013–2018
6.3.3 Post-Download Revenues on Tablets
i. Average Pricing on Tablets
Table 6.17: Average Price per Post-Download Item ($) on Tablets Split by Category 2013–2018
ii. Post-Download Revenues on Tablets
Figure 6.10 & Table 6.18: Total Post-Download Revenues ($m) on Tablets Split by Category 2013‑2018
6.3.4 Post-Download Revenues on Smart Glasses
i. Average Pricing on Smart Glasses
Table 6.19: Average Price per Post-Download Item ($) on Smart Glasses Split by Category 2013‑2018
ii. Post-Download Revenues on Smart Glasses
Figure 6.11 & Table 6.20: Total Post-Download Revenues ($m) on Smart Glasses Split by Category 2013–2018

7. Advertising Spend Forecasts for Mobile Augmented Reality Apps

7. Advertising Spend Forecasts for Mobile Augmented Reality Apps
7.1 Introduction
7.1.1 Preface to Forecasts
i. Caveats
7.2 Mobile Augmented Reality Advertisment Views
7.2.1 Average Advertisment Views on Smartphones
Table 7.1: Average Number of Advertisement Views per Download per Annum on Smartphones Split by Category 2013–2018
7.2.2 Total Advertisement Views on Smartphones
Figure 7.1 & Table 7.2: Total Number of Advertisement Views (m) on Smartphones Split by Category 2013-2018
7.2.3 Average Advertisment Views on Tablets
Table 7.3: Average Number of Advertisement Views per Download per Annum on Tablets Split by Category 2013–2018
7.2.4 Total Advertisement Views on Tablets
Figure 7.2 & Table 7.4: Total Number of Advertisement Views (m) on Tablets Split by Category 2013‑2018
7.2.5 Average Advertisment Views on Smart Glasses
Table 7.5: Average Number of Advertisement Views per Download per Annum on Smart Glasses Split by Category 2013–2018
7.2.6 Total Advertisement Views on Smart Glasses
Figure 7.3 & Table 7.6: Total Number of Advertisement Views (m) on Smart Glasses Split by Category 2013‑2018
7.3 CPM and Advertising Spend Per App Category
7.3.1 Average Smartphone AR CPM
Table 7.7: CPM ($) on Smartphone Split by Category 2013‑2018
7.3.2 Total Smartphone Advertising Spend
Figure 7.4 & Table 7.8: Total Advertising Spend ($m) on Smartphone Split by Category 2013‑2018
7.3.3 Average Tablet AR CPM
Table 7.9: CPM ($) on Tablets Split by Category 2013‑2018
7.3.4 Total Tablet Advertising Spend
Figure 7.5 & Table 7.10: Total Advertising Spend ($m) on Tablets Split by Category 2013‑2018
7.3.5 Average Smart Glasses AR CPM
Table 7.11: CPM ($) on Smart Glasses Split by Category 2013‑2018
7.3.6 Total Smart Glasses Advertising Spend
Figure 7. & Table 7.12: Total Advertising Spend ($m) on Smart Glasses Split by Category 2013‑2018
7.4 Total AR Advertising Spend
7.4.1 Total Advertising Spend
Figure 7.7 & Table 7.13: Total AR Advertising Spend ($m) on Smartphones, Tablets and Smart Glasses Split by 8 Key Region 2013‑2018

8. Stakeholder Analysis

8.1 Stakeholder Analysis
8.1.1 Stakeholder Assessment Criteria
Table 8.1: Stakeholder Capability Assessment Criteria
8.1.2 Limitations and Interpretation
8.1.3 New Positioning Matrix Results
Figure 8.2: AR App and Hardware Vendor Positioning Matrix
8.1.4 Stakeholders Groupings
8.1.5 Strategy Conclusions

Companies Referenced

Interviewed: Atheer Labs, Blippar, Jolla, Layar, metaio, Mind Pirate, Mollejuo, Wikitude.

Case Studied: Argon, Atheer Labs, Augmented Pixels, Blippar, Fast Food Reality, Google, Hexter Labs Software, Jolla, Layar, metaio, Microsoft, Mind Pirate, Mollejuo, Niantic Labs, Occipital, PanOULU, Qualcomm, ScanLife, Tonchidot, Total Immersion, Useless Creations Ltd, Wikitude.

Mentioned: acrossair, Amazon, Anheuser-Busch, Apple, ARTY, Atol, Audi, Augmented Views, Been Verified.com, BlackBerry, Bloomberg, Boeing, CACI International Inc, Cadbury, Coco-Cola, D.Phone, Denso-Wave, Diageo, Digital Property Group, Domino's, Doro, eBay, Facebook, Forbes, Ford, Georgia Tech (Georgia Institute of Technology), GetJar, GlassUp, Golden-I, GottaBeMobile, Guinness Book of World Records, Harman, Heinz, Homeplus, Honda, HTC, Huawei, Intel, Intridea, Johnson & Johnson, Juggi, Kakao, Koozyt, Lego, LG, Lowe’s Canada, Mattel, Maybelline, McDonalds, MediaTek, Meta, Metro Herald, Mobilistar, Nestlé, Nike, Nokia, Ohio State Wexner Medical Centre, OnScreen Communication, OGC (Open Geospatial Consortium), PayPal, Pioneer, Razer, ReconJet, Red Robot Labs, Samsung, Science Museum, London, Sensopia, Seoul Metropolitan Government, Seventeen, Sony, String, Taco Bell, Talk PR, Tesco, The Guardian, Unilever, University of Huntsville, US PTO (US Patent and Trademark Office), VentureBeat, Virgin Media, Visit Isle of Wight Ltd, Volkswagen, Vuzix, Weibo, Winfield & Co, Xbox, Xiaomi, Yahoo, Zoopla.

Extra Info

‡8 Key Regions include: North America; Latin America; Western Europe; Central & Eastern Europe; Far East & China; Indian Subcontinent; Rest of Asia Pacific and Africa & the Middle East.

Prices

Single User

Single User License (PDF) £1750
Included:  
Email support - analyst time inc
Additional Products:  
30 minutes - analyst time £100
Mobile Augmented Reality IFxl 2013 £750
Total: £1750.00
$ 2842.00 *
2197.00 *

Enquire before buy?

Terms & Conditions

Multi User

Multi User Network License (PDF) £2500
Included:  
30 minutes - analyst time inc
Additional Products:  
30 minutes - analyst time £100
Mobile Augmented Reality IFxl 2013 £500
Total: £2500.00
$ 4060.00 *
3138.00 *

Enquire before buy?

Terms & Conditions

Enterprise Wide

Enterprise Wide License (PDF) £3750
Included:  
45 minutes - analyst time inc
Mobile Augmented Reality IFxl 2013-2018 inc
Additional Products:  
45 minutes - analyst time £150
Mobile Augmented Reality IFxl 2013 £0
Total: £3750.00
$ 6090.00 *
4707.00 *

Enquire before buy?

Terms & Conditions

Login

Search In Report

You can now search within each of our reports to find out whether a specific keyword is mentioned in the report.

Simply type a keyword or key phrase into the search field above and click 'GO'.

Key Questions


•    What will the long term impact of smart glasses be?
•    What are the major challenges to continued AR adoption?
•    What has been the impact of smartphones recent rise to dominance?
•    How will the different devices be utilised by the consumer in terms of AR?
•    What potential does the medium have to become an integral part of the consumer’s life?
•    What have been the key developments in hardware, and what future developments are envisaged?
•    What is the size and makeup of the different regional markets for AR?

Any Questions about this report please contact us.

 

Related Reports:

Mobile Augmented Reality IFxl 2013-2018

Related Categories: There are no related categories for this report.

* Euro and US$ prices are for guidance only. The exact price charged will depend upon your bank exchange rate (to the £) prevailing on the day of order processing.