Overview:
Augmented Reality (AR) represents a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, that enrich the user's perception of the real world. AR applications combine virtual data into the physical real world by utilizing the wireless devices, compass, camera, and GPS system. AR represents a potential large opportunity for wireless communications for many device types including wearable equipment. Many applications will be hosted in the cloud.
This report analyzes:
Augmented Reality (AR) represents a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, that enrich the user's perception of the real world. AR applications combine virtual data into the physical real world by utilizing the wireless devices, compass, camera, and GPS system. AR represents a potential large opportunity for wireless communications for many device types including wearable equipment. Many applications will be hosted in the cloud.
This report analyzes:
- Major trends in AR industry and implications
- AR applications and could based implementation
- Wearable devices, leading companies, and implications for AR
- Google's AR business model and strategy
- Implications for AR in the semiconductor industry
- Semiconductor providers
- AR application developers
- Government organizations
- Wireless device manufacturers
- Wireless/mobile network operators
- Presence, location, and GIS suppliers
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Report Details:
Published: July 2012
Price Single User License: US $ 1995 Price Corporate User License: US $ 4995
Table of Contents:
1.0 EXECUTIVE SUMMARY 5
2.0 INTRODUCTION 9
2.1.1 USER POSITION AND AUGMENTED REALITY11
2.1.2 COLLABORATIVE APPLICATIONS 17
2.1.3 AUGMENTED REALITY CHALLENGES 18
2.1.4 AUGMENTED REALITY POPULAR APPLICATIONS 20
2.1.5 AUGMENTED REALITY IN TOURISM22
2.1.6 AUGMENTED REALITY AND FACE RECOGNITION 22
2.1.1 CASE STUDY: HOW TO USE AR WITH IN MOBILE COMMERCE 23
2.1.2 CONCLUSION 23
3.0 THE NEW ERA OF AUGMENTED REALITY 24
3.1 AUGMENTED REALITY IN LTE 24
3.1.1 INFORMATION VISUALIZATION (IV) 24
3.1.2 AUGMENTED INTERFACE 27
3.1.3 OUTDOOR AUGMENTED REALITY 28
3.1.4 DESIGNING AUGMENTED REALITY SYSTEMS 29
3.1.5 FIELD-PROGRAMMABLE GATE ARRAY (FPGA)31
3.1.6 FRAME GRABBER 33
3.1.7 VIDEO SIGNALS 35
3.2 AUGMENTED REALITY APPLICATIONS35
3.2.1 AUGMENTED REALITY IN SURGERY 35
3.2.2 SURGERY APPLICATIONS37
3.2.3 AUGMENTED REALITY AND ROBOTICS 39
3.3 THE FUTURE OF AUGMENTED REALITY 42
3.3.1 CASE STUDY FOR THE WEARABLE AUGMENTED REALITY DEVICES 43
3.3.2 THE FUTURE OF WEARABLE DEVICES IN 2015 46
3.3.3 SERVICES AND APPLICATIONS 50
3.3.4 SPECTRUM, AND UNLICENSED BANDS 51
3.3.5 INTEGRITY, PRIVACY, AND SECURITY 52
3.3.6 DEVELOPMENT IN CHINA AND OTHER NICS52
3.3.7 OTHER CHALLENGES 52
3.3.8 DIFFERENT WIRELESS SYSTEMS 53
3.3.9 SUMMARY 55
4.0 WEARABLE DEVICES AND AUGMENTED REALITY 56
4.1 WEARABLE DEVICES COMPONENT AND TECHNOLOGIES 56
4.1.1 GOOGLE GLASSES 57
4.1.2 GOOGLE GLASSES TECHNOLOGIES 59
4.1.3 GOOGLE GLASSES POTENTIAL APPLICATIONS59
4.1.4 GOOGLE NOW INTEGRATION WITH GOOGLE GLASSES 61
4.2 WILL GOOGLE GLASSES BE ANDROID BASED OR CLOUD BASED? 61
4.2.1 CLOUD COMPUTING AND THE TRANSFORMATION OF GOOGLE MOBILE APPS 61
4.2.2 GFS II 67
4.2.3 BIGTABLE 67
4.2.4 MAPREDUCE 67
4.2.5 MEMCACHE 68
4.2.6 APPENGINE 68
4.3 GOOGLE BUSINESS MODEL AND CLOUD STRATEGY 69
4.3.1 MARKET STRATEGY69
4.3.2 GOOGLE APPS MARKETPLACE AND MOBILE APPLICATIONS71
4.3.3 GOOGLE CLOUDS 73
4.3.4 ECONOMIC OF THE CLOUD AND ITS BENEFITS FOR GOOGLE73
4.3.5 SWOT ANALYSIS FOR GOOGLE CLOUD SERVICES 74
4.3.6 GOOGLE MOBILE CLOUDS POTENTIALS FOR GOOGLE GLASSES 77
4.4 HANDHELD VS. WEARABLE AUGMENTED REALITY 79
4.4.1 SWOT ANALYSIS FOR WEARABLE AUGMENTED REALITY DEVICES 79
5.0 AUGMENTED REALITY IN THE CLOUD 81
5.1 CLOUD ARCHITECTURES 82
5.2 CLOUDS TECHNOLOGIES 83
5.3 CLOUD-BASED SERVICE IMPLEMENTATION 84
5.3.1 FOR IT PROVIDERS 84
5.3.2 FOR DEVELOPERS 86
5.3.3 FOR BUSINESS 87
5.3.4 CASE STUDY: PIXAR89
5.3.5 FOR CONSUMER USE89
5.3.6 FOR GOVERNMENT USE 90
5.4 ANTICIPATED TRENDS, APPLICATIONS, AND PATENTS 91
5.4.1 WHY AUGMENTED REALITY IN THE CLOUD?98
5.5 A DAY IN THE LIFE OF AUGMENTED REALITY IN THE CLOUD (APPLICATIONS, CONTENT AND COMMERCE)98
5.5.1 CONCLUSION 99
5.6 AR IN THE CLOUD PLAYERS ECOSYSTEM 99
5.7 VUFORIA FROM QUALCOMM IN THE CLOUD 105
6.0 TOP MANUFACTURER OF WEARABLE DEVICES ANALYSIS 106
6.1 INTEL CORPORATION106
6.2 COMPANY OVERVIEW 106
6.2.1 LOCATION 106
6.2.2 INDUSTRY CLASSIFICATION106
6.2.3 BUSINESS DESCRIPTION 106
6.2.4 SERVICE OFFERINGS 107
6.2.5 COMPANY HISTORY 107
6.2.6 KEY PEOPLE 107
6.3 FINANCIAL POSITION108
6.3.1 FINANCIALS & KEY NUMBERS108
6.3.2 FINANCIAL ANALYSIS108
6.3.3 SEGMENTAL PERFORMANCE 112
6.4 COMPANY UPDATES 112
6.4.1 KEY DEVELOPMENTS 112
6.4.2 LEGAL ISSUES 112
6.4.3 MERGERS AND ACQUISITIONS 113
6.4.4 COMPANY ANALYSIS 114
6.5 AMD (ADVANCED MICRO DEVICES) ANALYSIS 114
6.6 COMPANY OVERVIEW 114
6.6.1 LOCATION 114
6.6.2 INDUSTRY CLASSIFICATION115
6.6.3 BUSINESS DESCRIPTION 115
6.6.4 SERVICE OFFERINGS 115
6.6.5 COMPANY HISTORY 115
6.6.6 KEY PEOPLE 116
6.6.7 FINANCIALS & KEY NUMBERS116
6.6.8 KEY FINANCIALS 117
6.6.9 SEGMENTAL PERFORMANCE 119
6.7 COMPANY UPDATES 119
6.7.1 KEY DEVELOPMENTS 119
6.7.2 LEGAL ISSUES 119
6.7.3 COMPANY ANALYSIS 120
6.7.4 INDUSTRY OUTLOOK TO 2020121
6.7.5 COMPETITIVE FACTORS 122
6.7.6 THE ECONOMY AND THE INDUSTRY CAPACITY 131
6.7.7 KEY RISKS IN SEMICONDUCTOR INDUSTRY: 134
1.0 EXECUTIVE SUMMARY 5
2.0 INTRODUCTION 9
2.1.1 USER POSITION AND AUGMENTED REALITY11
2.1.2 COLLABORATIVE APPLICATIONS 17
2.1.3 AUGMENTED REALITY CHALLENGES 18
2.1.4 AUGMENTED REALITY POPULAR APPLICATIONS 20
2.1.5 AUGMENTED REALITY IN TOURISM22
2.1.6 AUGMENTED REALITY AND FACE RECOGNITION 22
2.1.1 CASE STUDY: HOW TO USE AR WITH IN MOBILE COMMERCE 23
2.1.2 CONCLUSION 23
3.0 THE NEW ERA OF AUGMENTED REALITY 24
3.1 AUGMENTED REALITY IN LTE 24
3.1.1 INFORMATION VISUALIZATION (IV) 24
3.1.2 AUGMENTED INTERFACE 27
3.1.3 OUTDOOR AUGMENTED REALITY 28
3.1.4 DESIGNING AUGMENTED REALITY SYSTEMS 29
3.1.5 FIELD-PROGRAMMABLE GATE ARRAY (FPGA)31
3.1.6 FRAME GRABBER 33
3.1.7 VIDEO SIGNALS 35
3.2 AUGMENTED REALITY APPLICATIONS35
3.2.1 AUGMENTED REALITY IN SURGERY 35
3.2.2 SURGERY APPLICATIONS37
3.2.3 AUGMENTED REALITY AND ROBOTICS 39
3.3 THE FUTURE OF AUGMENTED REALITY 42
3.3.1 CASE STUDY FOR THE WEARABLE AUGMENTED REALITY DEVICES 43
3.3.2 THE FUTURE OF WEARABLE DEVICES IN 2015 46
3.3.3 SERVICES AND APPLICATIONS 50
3.3.4 SPECTRUM, AND UNLICENSED BANDS 51
3.3.5 INTEGRITY, PRIVACY, AND SECURITY 52
3.3.6 DEVELOPMENT IN CHINA AND OTHER NICS52
3.3.7 OTHER CHALLENGES 52
3.3.8 DIFFERENT WIRELESS SYSTEMS 53
3.3.9 SUMMARY 55
4.0 WEARABLE DEVICES AND AUGMENTED REALITY 56
4.1 WEARABLE DEVICES COMPONENT AND TECHNOLOGIES 56
4.1.1 GOOGLE GLASSES 57
4.1.2 GOOGLE GLASSES TECHNOLOGIES 59
4.1.3 GOOGLE GLASSES POTENTIAL APPLICATIONS59
4.1.4 GOOGLE NOW INTEGRATION WITH GOOGLE GLASSES 61
4.2 WILL GOOGLE GLASSES BE ANDROID BASED OR CLOUD BASED? 61
4.2.1 CLOUD COMPUTING AND THE TRANSFORMATION OF GOOGLE MOBILE APPS 61
4.2.2 GFS II 67
4.2.3 BIGTABLE 67
4.2.4 MAPREDUCE 67
4.2.5 MEMCACHE 68
4.2.6 APPENGINE 68
4.3 GOOGLE BUSINESS MODEL AND CLOUD STRATEGY 69
4.3.1 MARKET STRATEGY69
4.3.2 GOOGLE APPS MARKETPLACE AND MOBILE APPLICATIONS71
4.3.3 GOOGLE CLOUDS 73
4.3.4 ECONOMIC OF THE CLOUD AND ITS BENEFITS FOR GOOGLE73
4.3.5 SWOT ANALYSIS FOR GOOGLE CLOUD SERVICES 74
4.3.6 GOOGLE MOBILE CLOUDS POTENTIALS FOR GOOGLE GLASSES 77
4.4 HANDHELD VS. WEARABLE AUGMENTED REALITY 79
4.4.1 SWOT ANALYSIS FOR WEARABLE AUGMENTED REALITY DEVICES 79
5.0 AUGMENTED REALITY IN THE CLOUD 81
5.1 CLOUD ARCHITECTURES 82
5.2 CLOUDS TECHNOLOGIES 83
5.3 CLOUD-BASED SERVICE IMPLEMENTATION 84
5.3.1 FOR IT PROVIDERS 84
5.3.2 FOR DEVELOPERS 86
5.3.3 FOR BUSINESS 87
5.3.4 CASE STUDY: PIXAR89
5.3.5 FOR CONSUMER USE89
5.3.6 FOR GOVERNMENT USE 90
5.4 ANTICIPATED TRENDS, APPLICATIONS, AND PATENTS 91
5.4.1 WHY AUGMENTED REALITY IN THE CLOUD?98
5.5 A DAY IN THE LIFE OF AUGMENTED REALITY IN THE CLOUD (APPLICATIONS, CONTENT AND COMMERCE)98
5.5.1 CONCLUSION 99
5.6 AR IN THE CLOUD PLAYERS ECOSYSTEM 99
5.7 VUFORIA FROM QUALCOMM IN THE CLOUD 105
6.0 TOP MANUFACTURER OF WEARABLE DEVICES ANALYSIS 106
6.1 INTEL CORPORATION106
6.2 COMPANY OVERVIEW 106
6.2.1 LOCATION 106
6.2.2 INDUSTRY CLASSIFICATION106
6.2.3 BUSINESS DESCRIPTION 106
6.2.4 SERVICE OFFERINGS 107
6.2.5 COMPANY HISTORY 107
6.2.6 KEY PEOPLE 107
6.3 FINANCIAL POSITION108
6.3.1 FINANCIALS & KEY NUMBERS108
6.3.2 FINANCIAL ANALYSIS108
6.3.3 SEGMENTAL PERFORMANCE 112
6.4 COMPANY UPDATES 112
6.4.1 KEY DEVELOPMENTS 112
6.4.2 LEGAL ISSUES 112
6.4.3 MERGERS AND ACQUISITIONS 113
6.4.4 COMPANY ANALYSIS 114
6.5 AMD (ADVANCED MICRO DEVICES) ANALYSIS 114
6.6 COMPANY OVERVIEW 114
6.6.1 LOCATION 114
6.6.2 INDUSTRY CLASSIFICATION115
6.6.3 BUSINESS DESCRIPTION 115
6.6.4 SERVICE OFFERINGS 115
6.6.5 COMPANY HISTORY 115
6.6.6 KEY PEOPLE 116
6.6.7 FINANCIALS & KEY NUMBERS116
6.6.8 KEY FINANCIALS 117
6.6.9 SEGMENTAL PERFORMANCE 119
6.7 COMPANY UPDATES 119
6.7.1 KEY DEVELOPMENTS 119
6.7.2 LEGAL ISSUES 119
6.7.3 COMPANY ANALYSIS 120
6.7.4 INDUSTRY OUTLOOK TO 2020121
6.7.5 COMPETITIVE FACTORS 122
6.7.6 THE ECONOMY AND THE INDUSTRY CAPACITY 131
6.7.7 KEY RISKS IN SEMICONDUCTOR INDUSTRY: 134
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