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Evolution of Augmented Reality, Wearable Wireless, and Body Area Networks


Published: January 2014
Pages: 111

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Overview:

New technologies continuously emerge that change the nature of work and human lifestyles in dramatic ways. We see Augmented Reality (AR), Wearable Technology, and more specifically Body Area Networks (BAN) as particularly life-changing solutions to many human problems. As with many new innovations, some of these are problems we do not even realize we have at present.

In 2014, approximately 864 million mobile phones will be AR-ready, and in excess of 100 million vehicles will come equipped with AR technologies of various types. We believe that there is enormous potential for AR applications in many fields including education, healthcare, industrial applications, and the automotive industry.

We see several factors converging to facilitate wearable technology integration including expanded wireless capacity due to pervasive wireless (WiFi, WiMAX, and LTE), cellular market saturation and the need for wireless companies to establish new revenue streams, continuously decreasing cost of data, and the significant backing from huge companies including Google, Apple, and others. We also see developments in key technologies such as Augmented Reality, Body Area Networks, Ambient Awareness, and Peer-to-Peer Communications as drivers for evolution in consumer perception of value and willingness to engage in new forms of communications, content, applications, and commerce.

This report provides a view into the anticipated evolution of Augmented Reality, Body Area Networks, and other aspects of wearable technologies. The report evaluates the current state of the industry and provides analysis and forecasts regarding the future prospects of device shipments, applications and solutions. The report also assesses the future of AR and wearable technology, considering many factors, including but not limited to expansion of wireless data capacity and availability, cloud-based service delivery models, market dynamics of service providers and consumer limitations and wiliness to engage in new usage and lifestyle paradigms.

The report covers the following topics:

  • Business Case Drivers for the use of AR Applications: An assessment of the business case for AR applications.
  • Technology Review: A review of the underlying technology supporting AR solutions
  • Vendor Strategies: An analysis of how vendors will position themselves to capitalize on AR opportunity
  • Market Analysis and Forecasts: A global and regional assessment of the market size and forecasts for the AR market from 2014 to 2019
  • Industry Value Chain: An analysis of the AR value chain with assessments of key market players across the value chain and predictions about the AR evolution
  • Industry Roadmap 2014 - 2019: An analysis of the roadmap for the industry from 2014 to 2019

Target Audience:
  • Augmented reality companies
  • Wireless device manufacturers
  • Wireless infrastructure providers
  • Consumer electronics companies
  • Wearable technology developers
  • Embedded computing companies
  • Regulatory bodies and governments
  • Wireless service providers of all types
  • Military, law enforcement, and public safety
  • Mobile marketing and commerce companies
Report Benefits:
  • Forecasts for Augmented Reality and Wearable Technology
  • Specific recommendations for companies with the value chain
  • Identify key trends product, service, and application development
  • Identify key supply and demand factors for adoption of AR and wearables
  • Understand the risks and benefits to business in the evolution of AR and wearables
Table of Contents:

1    Introduction    7
1.1    Executive Summary    7
1.2    Topics Covered    10
1.3    Key Findings    10
1.4    Key Questions Answered    12
1.5    Target Audience    12
2    Augmented Reality Technology    13
2.1    Evolution of AR Technologies    13
2.2    AR Applications    16
2.2.1    Archaeology    17
2.2.2    Architecture    18
2.2.3    Art    18
2.2.4    Commerce  nbsp;  18
2.2.5    Construction    20
2.2.6    Education    20
2.2.7    Other Uses    22
2.2.8    Gaming    23
2.2.9    Industrial Applications    23
2.2.10    Healthcare    24
2.2.11    Military Applications    24
2.2.12    Navigation    25
2.2.13    Office Workplace    25
2.2.14    Sports and Entertainment    26
2.2.15    Technical Support    26
2.2.16    AR use in TV Applications    27
2.2.17    AR in Tourism    27
2.2.18    Translation    28
3    Augmented Reality Use Cases    29
3.1    AR Evolution    33
3.1.1    Caudle AR system    34
3.1.2    Morton’s Sensorama    35
3.1.3    Battlefield Augmented Reality System    40
3.1.4    AR in Gaming    42
4    Wearable Wireless Devices    47
4.1    Wearable Devices Overview    48
4.2    Case Study: Wearable Devices vs. Mobile Devices    53
4.2.1    Wearable Devices in Healthcare    54
4.3    Case Study: Current Wearable Devices Analysis    56
4.3.1    Bluetooth Wrist Bands    56
4.3.2    Running and Health Monitor Devices    58
4.3.3    Wrist Watches    59
4.3.4    Integration with Mobile Devices    60
5    Body Area Network (BAN)    62
5.1    BAN Overview    63
5.1.1    BAN Applications    65
5.2    Current BAN Applications in the Healthcare Industry    67
5.3    BAN Challenges    68
5.3.1    Security    72
5.3.2    Privacy    74
5.3.3    Power Complexity    74
5.3.4    FCC Regulations    75
6    Augmented Reality Market Analysis and Forecasts    77
6.1    Growth Drivers    80
6.1.1    Tourism Industry    81
6.1.2    Mobile Commerce and AR    81
6.1.3    Gaming and Maps    82
6.1.4    AR Market Growth Driver Analysis    82
6.1.5    AR Solution Devices Market Deployment Challenges: A Market Outlook    84
6.2    Regional AR Market    85
6.2.1    America    85
6.2.2    Asia Pacific    86
6.2.3    Europe    87
6.2.4    Middle East & Africa    88
7    Wearable Wireless Market Analysis and Forecasts    90
8    Future of Wearable Technology and Applications    99
9    Conclusions and Recommendations    105
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