This report provides Transforma Insights’ view on the Real World Visualisation Application Group. This report comprises details on design, assembly, campus, field, project management, quality control and training use cases for Connected Glasses, Tablets, and Video Walls. The Connected Glasses segment in the report comprises both consumer examples and enterprise use cases of glasses. Tablets and Video Walls applications have specific enterprise use cases.
The market has significantly expanded over the past few years with the launch of less bulky headsets, lower-cost devices, a greater number of hardware vendors, and the introduction of controller-free devices with more storage capacity. Enterprises have started using AR/VR devices not only for remote monitoring and supervision but also to enhance business efficiency, reduce manual work and error, and support workers in dangerous and remote working situations such as mining, healthcare, and manufacturing.
Most of these devices are still evolving in terms of their technical specifications, physical attributes, and cost. The market is mostly trending towards lightweight and easy-to-use products for consumers and enterprise customers. It’s likely that as consumers and enterprises increase their familiarity with these devices, their demand and use will increase.
The report provides a detailed definition of the sector, analysis of market development and profiles of the key vendors in the space. It also provides a summary of the current status of adoption and Transforma Insights’ ten-year forecasts for the market. The forecasts include analysis of the number of IoT connections by geography, the technologies used and revenue.
A full set of forecast data, including country-level forecasts, sector break-downs and public/private network splits, is available through the IoT Forecast tool.
The “Market development” section of the report has been further divided into Connected glasses, Tablets, and Video Walls.
This section has been categorised into Consumer and Enterprise subsections.
This subsection has been further bifurcated into Consumer smart glasses and Consumer headsets.
It begins with a short explanation about the two major variants of smart glasses – the ones that project digital information into users’ field of view using AR technology and the other kind that enable users to perform certain actions such as capturing images. It then talks about a few benefits of these devices and describes their evolution over the years and charts their features (like being able to take calls, send messages, and internet surfing). It also mentions some of the challenges with smart glasses (like facing restrictions on entering bars and restaurants) and provides a few examples of relevant IoT products in this application like Everysight Raptor.
This subsection begins with a description of how standalone devices have become increasingly common and how they fare when compared to the early peripheral devices. For instance, although standalone headsets are easier to use, typically, they will not be able to achieve the same level of performance as a peripheral device. It also contains some examples of relevant IoT products in this application, like the Meta Quest 3.
The Enterprise section has also been categorised into Enterprise smart glasses and Enterprise headsets.
This subsection describes how smart glasses are used across various industries and their benefits for the workers, like enabling them to easily navigate through a construction site and collaborate on virtual projects. It then discusses how the entry of multiple vendors has provided enterprises with a variety of easy-to-use and affordable smart glasses, but since large companies (like Meta) have made big investments and lost money, the development of new products remains fraught.
It also gives a few examples of relevant IoT deployments in this application, like the Chi Mei Medical Center in Taiwan using Vuzix smart glasses to treat patients even before they arrive at the hospital.
This subsection focuses on how the use of virtual and mixed-reality headsets is becoming more common across industry verticals and their benefits. For instance, in the automotive industry, they can save material, in the healthcare industry they enhance proficiency and device familiarity, and in the mining industry, they ensure better product supervision.
It then discusses the challenges faced by the market for enterprise headsets (including slow testing and the prohibitive cost of the devices) and provides a few examples of relevant IoT deployments in this application, like BMW using augmented reality headsets for prototyping at its Munich plant.
The tablets section has also been further categorised into the following subsections - Tablets as a gateway technology, Cost, and Drawbacks.
This subsection defines tablets and discusses how these devices can help industrial workers (for instance, with remote monitoring, servicing, and maintenance operations). It then talks about the stiff competition tablets face from other wearable technologies (including AR/VR headsets and smart glasses).
It then focuses on one of the key use cases for AR tablets - remote guidance, supervision, and monitoring at distant site locations. It also contrasts tablets with smartphones, charting the advantages of tablets over the latter (like larger screens which enable a wider viewing and visualisation experience).
This subsection discusses the price and size of these tablets. For instance, budget tablets can cost between USD200 to USD400, and more expensive ones can cost up to USD1,200 (depending on their features and specifications).
This subsection touches upon the major drawback of tablets – the difficulty associated with holding them for longer periods of time. It also discusses how this issue may result in serious accidents, especially for miners and construction workers. It also contains a few examples of relevant IoT deployments in this application like Bosch using tablets and AR glasses for real-time training and monitoring in its factory.
This section describes what video walls are and what they do in retail and industrial contexts. For instance, in a retail context, they offer a realistic, immersive, and engaging environment to consumers and in an industrial context, they allow visualisation of real-time data and content. It then briefly talks about how these devices help operators manage multiple operations simultaneously and provides some examples of relevant IoT deployments in this application like the Black Rock Mine Operations (BRMO) in South Africa deploying a remote operations centre.
The key vendors section lists some of the main providers of products and services related to the market such as Microsoft, Meta, Google, Apple, Vuzix, Pico, and HTC. The report provides profiles of the various vendors including aspects most relevant to this Application Group, such as product offerings, pricing, financial results, and technology.
In the market forecasts section, we provide a summary of the forecasts from the Transforma Insights IoT Forecast Database:
The report charts the growth in the number of devices, which will grow from 56.9 million in 2023 to 242.3 million in 2033.
Transforma Insights forecasts are compiled on a country-by-country basis. This report includes a regional summary, showing splits between Australasia, Greater China, North America, Europe, Japan, Latin America, MENA, Russia & Central Asia, South East Asia, South Korea, India & South Asia, and Sub-Saharan Africa.
Transforma Insights’ IoT forecasts include splits between the various connectivity technologies as follows: 2G, 3G, 4G, 5G mMTC, 5G non-mMTC, LPWA (non-mMTC), Satellite, Short Range, and Other.
This section discusses which technologies will be used in the real world visualisation application group.
This part of the report discusses the market growth in terms of revenue (module revenue, service wrap revenue, and VAC revenue). Transforma Insights estimates that the revenue in the Real World Visualisation Application Group will grow at a CAGR of 29%.