Global Virtual Reality Glove Market to Grow 82% by 2020 - Driven by Emergence of Smartphone-integrated VR Headsets - Research and Markets

Research and Markets has announced the addition of the "Global Virtual Reality Glove Market 2016-2020" report to their offering.

The report forecasts the global VR glove market to grow at a CAGR of 82.2% during the period 2016-2020.

VR gloves are the groundbreaking innovation in the field of VR. The technology enables users to touch, feel, and sense objects in the virtual world. Though, a VR glove looks similar to a regular glove, the architecture of an average VR glove includes a motherboard with an integrated sensor fusion, a LED lighting placed on the cover of the motherboard (typically under the logo), a lithium-polymer battery, multiple haptic actuators to simulate touch, and conductive fabric to recognize gesture commands. Apart from these, the glove may also contain adjustable cuff to ensure that it fits the user and breathable fabric to facilitate air circulation.

Following 3D, 4D, and 5D, advances in technology in the global VR content market have led to the introduction of 360-degree videos. VR is the new rage in the entertainment sphere and is making its way to various digital arenas. As of 2016, the concept of VR is emerging as one of the mainstream platforms that is leading to the technological transformation of the digital world. As of 2016, tech giants such as Facebook, Sony, and HTC have launched their flagship VR devices such as Oculus Rift, Morpheus, and Vive, respectively. With these companies launching their products, the market is set to see the launch of more new VR devices during the forecast period.

Key vendors:

  • CyberGlove
  • Manus VR
  • GloveOne
  • Virtalis

Key Topics Covered:

Part 01: Executive summary

Part 02: Scope of the report

Part 03: Market research methodology

Part 04: Introduction

Part 05: Market landscape

Part 06: End-user industry

Part 07: Market segmentation by technology adopter

Part 08: Geographical segmentation

Part 09: Key leading countries

Part 10: Buying criterion

Part 11: Market drivers

Part 12: Impact of drivers

Part 13: Market challenges

Part 14: Impact of drivers and challenges

Part 15: Market trends

Part 16: Vendor landscape

Part 17: Appendix

For more information about this report visit http://www.researchandmarkets.com/research/5fsglf/global_virtual

Contacts:

Research and Markets
Laura Wood, Senior Manager
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Related Topics: Virtual and Augmented Reality

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