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DIGITAL

&TRENDSMaking

XR

a

realityTrend

reportMakingXR

a

realityExecutive

summaryExtendedreality

(XR)

isanumbrella

term

forallimmersive

technologies

includingaugmented

reality,

virtualreality,

and

mixed

reality,plusthose

thathaveyet

to

becreated.

XRencompasses

allthesetechnologies

and

is

often

usedtorefer

to

thewider

immersive

industry.Statista’sinvestigation

intothe

XR

market

uncovers

several

keyfindings:?

Theconsumer

XRmarket

was

worth

32.1

billion

U.S.dollars

in2023.?

Theconsumer

XRsoftware

market

was

worth

15.4

billion

U.S.

dollarsin2023.?

Theconsumer

XRhardware

market

was

worth

12.1

billion

U.S.dollarsin2023.Intimesof

economic

difficulty,new

technologies

canimprove

customerexperiences

or

increase

operational

efficiencies.

Thepandemicstandsoutasakeydriver

of

digitalization,bringingforward

theadoption

ofvarious

technologies,includingXR,byseveral

years.?Thenumberof

XRhardware

users

reached

136.1

million

in2023.?

Meta

was

theleading

XRheadset

vendor

in2023.This

Trendreport

provides

anoverview

oftheXRmarket

worldwide,identifyingthevarioussegments

and

catalystsdriving

itsgrowth

and

continuedinvestment.

Consumer

usecases

and

enterprise

applicationsacross

arange

ofindustriesallfeature.

Thereport

addresses

themany

challenges

facing

theworld,with

afocusonhow

XRcanalleviate

some

of

theseproblems.Astheworld

facesmultiplechallenges,

businesses

across

arange

ofindustriesareexploring

thepotentialof

XRto

work

more

efficiently

andeffectively.

Duringaneconomic

crisis,instinctwould

suggest

restraining

frominvesting

intechnology

likeXR.

Yet,many

advisors

agree

thatcompanies

thatdo

invest

will

reap

thebenefitsinthe

long

run.301XR

marketoverview?

XR

software?

XRadvertising?

XRhardwareXR

market

overviewAR,VR,andMR:

Theimmersive

technologiesExtended

reality

(XR)

isanumbrella

term

forarangeofimmersive

technologiesthatblurthelinesbetween

thedigital

andphysicalworlds.

XRencompassesaugmented

reality

(AR),virtual

reality

(VR),

and

mixed

reality

(MR),

each

withitsuniqueapproach

to

blending

the

real

and

virtualenvironments.?

MRtechnology

combines

elements

ofARand

VR,

allowing

users

to

interact

withandcontrol

bothphysical

and

virtual

itemsandenvironments,

utilizingnext-generation

imagingand

sense

technologies.

MR

isthe

newest

of

theseimmersive

technologies,

withinterest

rising

tothe

levels

seen

withAR

and

VR.?

ARtechnology

allows

users

toview

and

interact

with

digitalcontent

inthe

realAcross

the

XR

industry,overall

spendinginthe

coming

years

isexpected

tobesplitworld.

Thisisachieved

byoverlaying

digitalinformation

ontop

oftheuser’s

view

closely

between

consumer

and

enterprise

applications.Historically,

consumerof

the

physicalworld,

givingthe

illusionthatthedigitalcontent

isapartofthereal-world

environment.

ARtechnology

canbeaccessed

usingavariety

ofdevices,

including

smartphones,

tablets,and

AR

headsets.spendinghasbeen

the

dominant

segment,

hence

consumer

XRisthe

focusofthefirstchapter.

However,

with

the

enterprise

XRmarket

maturing

and

awider

array

ofapplicationsbeing

explored,

thisreport

alsofeatures

industryadoption

ofXR.?

VRtechnologyallows

users

toexperience

and

interact

with

acomputer-generated,

three-dimensional

environment.

VRheadsets

thatcover

the

user’seyes

andears

aremostly

usedtoenter

virtualworlds,

creating

theillusionofbeing

inadifferent

placeor

time,

or

ofbeing

anotherperson

completely.VRXRARMR5Sources:

Intel;

MicrosoftAR

accounts

for

60

percent

of

the

consumer

XR

marketConsumer

XRmarket

revenue

worldwide

from

2021

to

2026,

bytechnologyRevenueinbillion

U.S.dollars5049.42044.618.245+20.2%38.615.940353025201510532.113.32620.97.810.529.426.422.718.815.513.102021202220232024*2025*2026*ARVRTotalXR6Notes:Worldwide;

2021

to

2026;

*forecastSources:Advertising

&Media

InsightsSoftware

is

currently

the

largest

segment

of

the

consumer

XR

marketConsumer

XRsoftware

market

revenue

worldwide

from

2021

to

2026,

bytechnologyXRsoftware

refers

to

anysoftware

used

tocreate

orenable

immersive

experiences.

Examples

includeXRplatformsfrom

thelikesof

Unityand

Unreal

Engine,aswell

as

ARdevelopment

platformslikeARCore

fromGoogle

andARKitfromApple.Revenueinbillion

U.S.dollars20.45.4201816195+12.317.34.315.43.5Segments

of

the

consumer

XRsoftware

marketincludethe

following:13.22.41411.312108?

AR:gaming,e-commerce,

social

media?

VR:

gaming,video1.6Theconsumer

XRsoftware

market

comprises

allin-appadrevenues

generated

from

appswithXRfeatures,

aswell

asrevenues

from

app

purchases.Consumer

XRsoftware

alsoincludesXRgamepurchasesviathe

likes

ofSteamandother

outlets,aswell

as

purchasesfrom

XRvideo

apps.151413611.910.89.74202021202220232024*2025*2026*ARVRTotalXR7Notes:Worldwide;

2021

to

2026;

*forecastSources:Advertising

&Media

InsightsConsumer-focused

services

include

advertising

strategiesConsumer

XRadvertising

market

revenue

worldwide

from

2021

to

2026,

bytechnologyXRadvertising

refers

to

theuseofXR

foradvertisingandmarketing

purposes.

XRadvertising

canbeapowerful

tool

forengaging

consumers

and

buildingbrandawareness.

Throughimmersive

technologies,uniqueandmemorable

experiences

canbecreated.Revenueinbillion

U.S.dollars76.60.260.265+17.4%5.40.2Segments

of

the

consumer

XRadvertising

marketincludethe

following:4.60.23.80.2?

AR:advertising?

VR:

advertising430.26.432105.8Theconsumer

XRadvertising

market

includesrevenues

from

in-appadvertising.

This

canbepop-upadvertising,banneradvertising,or

advertising

thatisdirectly

integrated

into

therelevant

app,

game,

orvideo.5.24.43.62.82021202220232024*2025*2026*ARVRTotalXR8Notes:Worldwide;

2021

to

2026;

*forecastSources:Advertising

&Media

InsightsVR

dominates

the

consumer

XR

hardware

marketConsumer

XRhardware

market

revenue

worldwide

from2021

to2026,

bytechnologyXRhardware

refers

tothe

physical

devices

andequipment

used

toenableimmersive

experiences.ThisincludesVR

headsetsor

head-mounted

displays(HMDs),

aswell

asARglasses

and

headsets.Revenueinbillion

U.S.dollars2421181512922.414.4Segments

of

the

consumer

XRhardware

marketincludethe

following:19.613+31.4%15.911.4?

AR:glasses,headsets?

VR:

standalone

HMD,tetheredHMD12.19.7Theconsumer

XRhardware

market

includesrevenuesfrom

standalonedevices,

headsets

thatdeliver

avideoandsoundexperience,

or

tethered

units

thatareconnected

toanexternal

device

suchasaPCor

gameconsole.96.76.167.986.634.52.41.120220.62021020232024*2025*2026*ARVRTotalXR9Notes:Worldwide;

2021

to

2026;

*forecastSources:Advertising

&Media

Insights02Catalysts

for

XR

growth?

Historic

milestones?

Metaverse?

Mobile

ARA

journey

through

the

history

of

XRTheevolution

ofimmersive

technologies

was

aslow

process

throughto

theearly

2010sSensorama:

Theintroductionofoneofthe

earliest

VR

systems.Videoplace:

TheintroductionofanartificialrealitylabestablishedbyMyronKrueger.Virtuality:

Theintroductionofthe

firstVR

arcademachine.195619681975199019911994TheSwordof

Damocles:

Theintroductionofthe

firstVRhead-mounteddisplay.Thomas

P.Caudell:

Theformer

Boeingresearcherintroducesthe

term“augmented

reality.”SegaVR-1:

Theintroductionofthecompany’smotionsimulatorinitsSegaWorld

arcades.ARQuake:

Theintroductionofthefirstoutdoormobile

ARgame.ARToolKit:

Theintroductionoftheweb-basedARdesigntool.Oculus

Rift:

Theintroductionofthe

company’sfirstprototypeofitsVR

headset.200020072009201020102013Google

StreetView:

Theintroductionofthe

servicethatprovidespanoramicviewsoflocations.Microsoft

Kinect:

Theintroductionofthecompany’smotionsensinginputdevices.Google

Glass:

Theintroduction

ofthecompany’sfirstprototypeofitssmartglasses.11Sources:

GlobalData;

VerdictIn

the

last

decade,

an

array

of

new

companies

entered

the

marketXRdevelopments

havecoincided

with

the

move

to

remote

and

hybridliving

onlineOculus:

Facebookacquiresthe

XRsoftwareandhardwarespecialist.Samsung

Gear:

Theintroductionofthe

company’sfirstVR

headset.Pokémon

Go:

TheintroductionofthepopularARmobilegame

that

combines

the

virtualworldwithreallife.201420142015201620162017Microsoft

HoloLens:

ThePlayStation

VR(PSVR):

TheintroductionofSony’sfirstVRheadset.AppleARKit:

Theintroductionofthecompany’sARdeveloperkit

for

iOSdevices.introductionofthecompany’sfirstARheadset.Microsoft

Mesh:

Theintroductionofthecompany’sMRplatform,

enablingremoteappdeveloperstocollaborateface-to-face.Microsoft

HoloLens

2:

Theintroductionofthe

company’ssecond

ARheadset.Oculus

Quest

2:

Theintroductionofthecompany’smostpopularVR

headset.201920192020202120222023Oculus

Quest:

Theintroductionofthecompany’sfirst-generation

Quest

VR

headset.Meta:

Facebook’sparentcompanychangesitsnametoMeta,

positioningitself

asametaverseplatform.MetaQuest

3&Apple

Vision

Pro:

TheannouncementsofnewXRheadsetstothemarket.12Sources:

GlobalData;

VerdictThe

pandemic

boosted

XR

interest,

with

VR

headset

users

on

the

riseVR

hardware

users

worldwide

from

2019

to

2026TheCOVID-19

pandemicprompted

greater

interest

inVR

products,particularlyas

asource

of

entertainmentduringlockdown

periods.

Attimes

when

people

werephysically

confined,immersive

experiences

allowedforabrief

adventure.

VR

gaming

was

one

escape

towhich

people

turned,butapplicationssuchasusingVR

forsocializing

andwatching

videocontent

alsogained

momentum.Number

ofusers

inmillions160154.6146.914012010080133.5112.685.5Asaresult,thenumberof

VR

hardware

users

grew

bynearly

60

percent

in2021

compared

with

thepreviousyear.

Withmore

people

buyingVR

headsets

andbecoming

more

familiarwith

the

technology,

agreaternumberof

owners

also

startedtouseor

considerusingthe

technology

atwork.

Most

commonly,

thiswas

achieved

usingaMeta

Quest(previously

Oculus)headset.+57.6%58.86037.34023.2200201920202021202220232024*2025*2026*13

Notes:Sources:Worldwide;

2019

to

2026;

*forecastAdvertising

&Media

InsightsNews

around

the

metaverse

highlighted

the

potential

of

XRThenextgeneration

oftheinternet

is

madeup

of

different

layersTheXRmarket

was

again

placed

inthespotlightfollowing

Facebook’s

rebrand

toMeta.

Regarded

asthe

next

iteration

oftheinternet,themetaverse

iswhere

thephysicalanddigital

worlds

come

together.Themetaverse

asaterm

was

first

raised

inNealStephenson’s

1992

science-fiction

novel

“SnowCrash,”where

humans,asavatars,interact

with

each

other.However,

itwas

with

Mark

Zuckerberg’s

plans

tobringthe

metaverse

to

lifethattheconcept

became

wellknown.BrandinfluenceGamesMeetingsRetailCustomerserviceTrainingEventsSalesTradingInadditionto

Meta,

techgiantsGoogle,

Microsoft,Nvidia,andQualcomm

havealsoshown

adesire

toinvest

inthe

concept.

Muchlike

the

wider

XRindustry,the

metaverse

isacomplex

digitalenvironment.

Asaresult,thisopens

arangeof

opportunitiesforcompanies

across

all

sectors

tobenefit

and

becomeinvolved.DigitalhumansVirtualspacesSharedexperiencesSpatialcomputingTokenizedassetsGamingMetaverse14Sources:

Gartner;MediumAdvanced

smartphone

capabilities

enable

immersive

interactionConsumer

andenterprise

mobile

ARmarket

revenue

worldwide

from

2021

to

2026Entering

anentirely

virtualenvironment

could

beastep

toofarformany

consumers

and

businesses.Instead,immersive

experiences

canbefulfilledbyARon

smartphones,

with

the

mobile

ARmarket

exceeding21

billion

U.S.dollarsin2023.

Withanabundance

ofsmartphones

already

inuse,thesedevices

serve

asthe

ideal

method

forwhich

ARapplicationscanbedesigned

and

deployed.Revenueinbillion

U.S.dollars4036.3353025201530.8+22.3%25.821.1Smartphones

provide

aperfect

entry

pointtoAR,supported

bythegrowing

adoption

ofhigh-speed

5Gmobile

services.

Examplesincludefashionor

furnitureretailers

offering

try-before-you-buy

tools,andtailoredmarketing

and

advertising

campaignsthatarelocation-

andtime-based.16.612.5105020212022*2023*2024*2025*2026*15

Notes:Worldwide;

2021

to

2026;

*forecastSources:

ARtillery

Intelligence;

ID:28245303XR

as

a

legacy

of

the

pandemic?

Customer

experience?

Collaboration

and

communication?

TrainingandmaintenanceXR

as

a

legacy

of

the

pandemicImmersive

experiences

forconsumers

and

enterprisesAmideconomic

challenges,

innovativetechnologies

emerge

asimportant

tools

toenhancecustomer

interactions

andincrease

operational

effectiveness.

Thepandemic,apropelling

force

behinddigitaltransformation,

accelerated

theadoption

ofvarious

technologies,

includingXR,by

several

years.

Immersivetechnologies

haveeffectively

been

leveraged

inthree

crucial

areas:

customerexperience,

collaboration,

and

training.Inthisregard,applicationsforremote

work

areanexample

ofXR

inaction.Thetechnology

was

usedtocreate

virtual

workspaces,

allowing

teamstocollaborateandcommunicate

inreal

time.

Even

thoughemployees

were

notphysicallytogether

inthesame

building,

businesses

continued

operating

and

maintainedproductivity.

Withremote

work

becoming

thenormandvideo

callsbecoming

aneveryday

tool,thejumpto

XRsolutions

was

greatly

reduced

as

people

feltmorecomfortable

with

technologies

of

thistype.XRwas

also

key

inconnecting

globalteams,

particularlywith

thereduced

ability

totravel

overseas.XRhasemerged

as

animportant

tool

inhelpingpeople

connect.

Thestay-at-homeeconomy

through

the

pandemic

led

brandstoexperiment

with

new

waystoattractandinteractwith

consumers.

Inaddition,removing

the

need

to

engage

withTheremoval

oftheneed

forin-person

meetings

through

the

adoption

ofXRcustomers

inperson

helped

tokeep

employees

safe,which

was

important

atatime

solutions

alsoproved

beneficial

fortraininganddevelopment

purposes.

XRwhen

the

healthimpactsof

the

pandemicwere

concerning.

Formany,entertainment

applicationsarestill

the

area

most

associated

with

immersivetechnology,

particularly

gaming.

However,

XRopportunities

more

suited

to

theworkplace

were

alsoidentified

anddeployed.enabledbusinesses

to

provide

virtualprograms

and

simulations

forworkers,allowing

themtolearn

new

skillswithout

the

need

forin-person

training,which

isgenerally

more

expensive.

Thiswas

alsoobserved

across

theeducation

sector.

Withschools

andothereducational

facilitiesforced

to

close

duringthe

pandemic,newways

ofteaching

had

tobeacquired,

and

immersive

solutions

were

one

area

thatwas

explored.17The

XR

marketplays

a

role

acrossmultiple

industriesXRmarket

revenue

shareworldwide

in2022,

byindustryElectronics32%Services12.9%Other11.1%Manufacturing10.3%AdvertisingE-commerceGovernmentSocialmediaTelecommunicationsGaming4.7%5.2%4.9%4.8%4.7%2%Robotics2.2%Health1.9%Training1.8%E-learning1.7%18

Notes:Sources:Worldwide;

2022Advertising

&Media

InsightsCustomer

experienceThetravel

industryandretail

took

asubstantialhitthrough

thepandemicWiththepandemicdramatically

impactingtourism

duetoborder

closures

andothertravel

restrictions,

companies

within

theindustryhadto

reimagine

theirbusinessmodels,

notablyenhancingtheirservice

offerings.

Companies

explored

how

the

adoptionof

technologies

likeXRcould

supportthemthroughthemore

difficultphasesof

thepandemic,aswell

asbeing

tools

thatcould

beutilizedonce

travel

returned

to

pre-pandemic

levels.Examples

includevirtual

toursthatallow

existing

or

potential

new

customers

toassess

adestinationbefore

confirming.

This

servicecanactasadeal

clincher

to

bookings

beingretained

or

made.

Uponarrival

attheirdestination,touristscanuseimmersivenavigationtools

toguidethemaround

landmarksand

attractions.ServicesXRmarket

opportunity14bn

USDThepandemicinfluenced

consumer

purchasinghabits

with

theclosure

of

physicalstores,

accelerating

theshifttoonlineshopping.Virtual

stores

anddigitalshowrooms

areexamples

ofXRbeing

deployed

ine-commerce,

notably

byfashionandfurnitureretailers.Withstores

once

again

open,

e-commerce

businesses

thatalsooperated

brick-and-mortar

shopscould

useXRtools

toreimaginelayoutsand

designs,improving

thein-store

experiences

of

customers.XRine-commerce

canalsohelp

to

improve

engagement

andattractnew

customers.

Uniquetools

likethese

cancatchshoppers’eyes,

driving

more

trafficto

theplatformand,

inturn,boosting

sales.

Givingconsumers

theopportunity

to

preview

apurchasecanalsoalleviate

problems

aroundproduct

return,asbuyers

haveabettersense

ofwhat

to

expect

when

theiritemarrives.E-commerceXRmarket

opportunity6bnUSD19

Notes:Sources:Worldwide;

2022Text:BigCommerce;Forbes;HarvardBusiness

Publishing;

PixelPhantCollaboration

and

communicationImmersive

collaborative

spaces

canalsobeextended

intothebusinessworldSocial

media

usagesurged

duringthepandemic.

Lockdowns

anddistancing

regulations

meant

people

soughtalternative

waystostayconnected

andengaged

with

others.

Combined

with

growing

interest

inXRtechnology,

thisopened

aworld

ofpossibilities

forcollaborative

experiences

withinanonlinesocial

setting.Companies

arenow

exploring

how

immersive

spacesinasocial-only

sense

canbeextended

toincludeadditionalbusiness-relatedactivities.

XRinasocial

media

settingcanallow

foradditionalfeatures

on

platformsthatare

designed

toconnect

businesses

andpeople,

from

content

creators

tocelebrities

andinfluencers.

However,

privacy,security,

safety,andgovernance

remain

concerns

forthose

exploring

thesepossibilities.Social

mediaXRmarket

opportunity5bnUSDThroughout

the

pandemic,thedemandsof

remote

government

work

forced

publicsector

agencies

toexplore

how

technologiescould

supportcommunication

and

collaboration,

bothinternally

and

externally.

Effectivecommunication

withthepublicwas

key,particularly

asgovernments

provided

guidanceand

advice

onremaining

safeasthecoronavirus

spread.Immersive

collaborative

solutions

canprove

beneficial

to

governments

astheylook

toconnect

with

various

sections

ofsociety.

Forexample,

XRtools

canbeusedtocheck

on

and

maintainthewelfare

of

vulnerable

people

and

communities,

which

is

importantwhen

government

funds

forsuchactivities

canbestretched.GovernmentXRmarket

opportunity6bnUSD20

Notes:Sources:Worldwide;

2022Text:Accenture;

Forbes;Kaspersky;

XRAssociationTraining

and

maintenanceGreater

information

retention

and

speed

are

key

factorsinimmersive

trainingLockdowns

and

travel

restrictions

disruptedthemanufacturingsector.

Production

downtime

came

atacost

to

many

companiesduringthepandemic,

aswell

asimpacting

the

supplyofmaterials

and

goods.

Asthesedisruptionsclear,

manufacturinghashadtoensure

thatworkforces

remain

efficient

and

productive,

utilizingtechnologies

like

XRaspartof

this.Employees

inthemanufacturingsector

must

operate

complex

pieces

of

equipment

while

maintainingaccuracy

and

asafeenvironment.

Thisprocess

and

understandingbeginsduringthetraining

phase,with

companies

needing

to

invest

inextensiveemployee

trainingprograms

to

achieve

thisgoal.

Immersive

trainingthatismore

interactive

canhelpworkers

assemblecomponents

correctly

and

furtherunderstandtheprocedures

of

usingmachines.ManufacturingXRmarket

opportunity12bn

USDThetransitiontoadigitalway

ofworking

and

living

put

astrainon

telecommunications

networks.

Operators

were

taskedwithminimizing

disruptionssopeople

could

remain

connected

andwork

efficiently

inremote

environments.Thetelecommunications

industrycanuseXRtechnology

torepairandmaintainunderground

andundersea

lines

and

cables.Expertscanidentify

issuesremotely,

allowing

forquickerinspection

processes

thatcome

withmassive

cost-saving

benefits.

Thiscanhelp

to

alleviate

biggerandmore

widespread

disruptionandavoid

frustration

forbothconsumers

and

businesses.TelecommunicationsXRmarket

opportunity5bnUSD21

Notes:Sources:Worldwide;

2022Text:AIMultiple;

AREA;

Future

Visual;

XRToday04XR

in

a

challenging

world?

UnitedStates:Aworld

inconflict?

China:Aworld

intransition?

United

Kingdom:Aworld

inrecoveryXR

in

a

challenging

worldEnterprises

and

governments

look

toward

XRtosolve

avariety

of

challengesInstinctwould

suggest

cutting

backon

investments

duringtimes

ofcrisis.

However,

Governments

mustalsoaddress

the

world’s

challenges,

investing

money

exactlyanalystsarguethatcompanies

which

invest

intechnology

headingintoadownturn

where

itis

needed

to

fend

offthe

worst

oftheimpactsandensure

asmooth

andtendtohavehigherrevenue

growth

when

theeconomy

beginstorecover.

Assuch,

speedy

recovery

once

countries

emerge

from

the

other

end.Abalancingactmustbusinesses

across

arange

ofindustriesare

exploring

the

potential

of

innovativetechnologies

like

XRtowork

more

efficiently

and

effectively.takeplace,with

certain

challenges

takingprecedence

or

requiring

greater

attentioninspecific

nations.Theworld

isdealingwith

manyglobal

challenges.

Conflicts,supplychaindisruptions,and

turbulenteconomic

timesare

allplayingapartinbusinessInnovativeXRsolutions

require

proper

investment

andcollaboration

amongbusinesses

within

and

between

countries.

Ofcourse,

XRmarkets

vary

insizefromstrategy

andplanning.

Inaddition,thesechallenges

come

atatimewhen

the

world

country

tocountry,eachof

which

ishome

to

uniqueindustriesandbusinessisstill

recovering

fromtherepercussions

caused

bythe

pandemic.

While

everyonelearns

to

livewith

thevirus,thedisease

exacerbated

longstandingproblems

withhealthservices,

putting

additionalstrainonhealth

systems

globally.landscapesthatwill

pursueXRadoption

indifferent

ways.Businesses

seeking

toharnessthepower

of

XRmust

bewilling

to

invest

andexperiment,

both

interms

of

the

workforce

andthe

technologies

behindit.Retaining

andbuilding

talentisimportant

duringtimes

ofuncertainty.

While

manyfirmshaveannounced

plansto

freeze

general

hiring,anumber

haveadoptedstrategicrecruitment

processes

aimed

atspecific

capabilitiesor

technologies,includingthoserelated

toXR.23The

XR

market

is

led

by

the

United

States

and

ChinaEurope

isalsoanotableregion

forXRinnovation,with

Germany

leading

the

way

forenterprise

adoptionXRmarket

revenue

worldwide

in2022,

bycountry

andchannelRevenueinbillion

U.S.dollars1098765.75432104.411.231.90.70.60.70.61.70.50.60.50.60.40.61.40.60.3UnitedStatesChinaGermanyJapanFranceUnitedKingdomB2CItalySouthKoreaCanadaAustraliaB2B24

Notes:Sources:Worldwide;

2022United

StatesAworld

inconflictRecent

global

conflictshavehighlightedthe

complex

security

environment

inwhichtheworld

currently

exists.

Tomaintainamilitary

edge,

governments

haveemphasized

theimportance

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