Virtual and augmented reality in the education market grows by 16.2% CAGR | Key player Microsoft, Cisco, Oracle, Samsung Electronics, Hitachi

Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Google (USA), Microsoft (USA), Panasonic (Japan), Hitachi (Japan), Barco (Belgium), LG Electronics (South Korea) ), Veative Labs (Singapore), Cisco (USA), Blackboard (USA), Dell (USA), IBM (USA), Saba Software (USA), Oracle (USA), Edvance360 (USA), Electa Communications (USA), BrainCert (USA), SKYPREP (Canada) ”

Virtual and augmented reality in the education market by solution (content management, device management, UCC and security), hardware (mobile computing devices and VR devices), service, deployment mode, user type and region: forecast global until 2023

The virtual and augmented reality market in education is expected to grow from $ 9.3 billion in 2018 to $ 19.6 billion in 2023, at a compound annual growth rate (CAGR) of 16.2%, due to initiatives of ongoing digital education worldwide and the adoption of smart education. .

Content management segment to maintain the largest market share

The content management segment is expected to gain strength in the augmented and educational virtual reality market during the forecast period. An educational content management system allows educators, trainers, authors and subject matter experts to create, store, manage and deliver digital content in the form of texts, videos or audios that teach them. The demand for online educational content with enhanced learning experience is growing rapidly in both educational institutes and businesses. This factor is driving the growth of the content management segment.

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Among the hardware, the segment of mobile computing devices is gaining strength in the institutions of the K-12, specifically in the US

Computers, tablets, and mobile devices play an important role in improving the learning process of students and employees. These devices must be implemented with applications and strategies designed to meet the needs of users. The growing adoption of the Brod Your Own Device (BYOD) policy and its implementation have experienced steady and impressive growth in recent years. For example, Intel has implemented the organization-wide BYOD policy by providing 30,000 mobile devices to its employees for training and development purposes. Mobile computing devices turn the conventional classroom into mobile-focused education.

Leading players in the virtual reality and augmented reality education market include Sony (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Google (USA), Microsoft (USA), Panasonic (Japan) ), Hitachi (Japan), Boat (Belgium), LG Electronics (South Korea), Veative Labs (Singapore), Cisco (USA), Blackboard (USA), Dell (USA), IBM (USA), Saba Software (USA) ), Oracle (USA), Edvance360 (USA), Electa Communications (USA), BrainCert (USA), SKYPREP (Canada), Impero Software (UK), WizIQ (India), BigBlueButton (USA), Digital Samba (Spain) and TutorRoom (Taipei). These agents have adopted various growth strategies, including new product launches, partnerships, agreements, mergers and acquisitions, and business expansions. Product launches and acquisitions were the two main strategies adopted by these players to achieve a strong implantation in the market of augmented and educational virtual reality.

Google (USA) is one of the leading players in the virtual and augmented reality market in education. The company invests in platforms such as the Android mobile operating system, the Chrome browser, the Chrome operating system (OS) and the Daydream virtual reality platform and hardware devices, including Google Cardboard and Chromebooks, which are useful components of an augmented virtual reality in education. It plans to invest in new businesses, products, services and technologies, systems, facilities, infrastructure and acquisitions. For example, in 2015, Google acquired the VR gaming studio from Owlchemy Lab. The company is investing significant resources in virtual reality (VR) as it appears to make its Android smartphone OS platform for virtual reality through its Daydream initiative.

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Microsoft (USA) is another innovative company in the augmented and virtual reality market in education. The company develops and supports programs, services, devices and solutions that offer value to customers and help people and companies to know their potential. It offers a broad product portfolio, which includes OS, multi-device productivity applications, server applications, enterprise solution applications, desktop and server management tools, software development tools, and video games. Designs, manufactures and sells devices such as PCs, tablets, game and entertainment consoles, other smart devices and related accessories. It offers services that include cloud-based solutions to provide customers with software, services, platforms, content, and solution support and consulting. In November 2017, Microsoft expanded the availability of HoloLens to 29 new European countries. With this expansion, HoloLens would be available in 39 countries and strengthen its footprint in Europe. In May 2017, Microsoft developed its VR motion controllers in collaboration with Acer. These motion controllers are designed to work with HoloLens headphones.

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