Global Visual Technologies in Education Market Become Dominant At CAGR Of 32.88% By 2021



"The Latest Research Report Global Visual Technologies in Education Market 2017-2021 provides information on pricing, market analysis, shares, forecast, and company profiles for key industry participants. - MarketResearchReports.biz"


About Visual Technologies in Education Market

A technique that can capture, organize, filter, and distribute content or information visible to human eyes is known as the visual technology. The emergence of the Internet and rapid adoption of digitization have resulted in the incorporation of various visual technologies in day-to-day lives.
Visual technologies are increasingly being used in the education sector to provide experimental and collaborative learning environments for students and faculties in K-12 schools and universities. The report discusses the use of services, solutions and products offered by companies in technologies such as three-dimensional (3-D) printing, visual data analytics, augmented reality (AR) and virtual reality (VR). Visual technology products such as 3-D printers, VR head gear, and software solutions for data analytics are discussed in the report.

Technavios analysts forecast the global visual technologies in education market to grow at a CAGR of 32.88% during the period 2017-2021.


Covered in this report
The report covers the present scenario and the growth prospects of the global visual technologies in education market for 2017-2021. To calculate the market size, the report considers the revenues generated from services and products.

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

Technavio's report, Global Visual Technologies in Education Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
Alchemy VR
EON Reality
Magic Leap
Oculus
Qlik
Stratasys
VR

Other prominent vendors
DAQRI
QuiverVision
Gamooz
Discovery Communication
Google
Seiko EPSON
HTC Global Services
Zebronics
LG Electronics
Homido
Immersive VR Education
3D Systems
Meta
ExOne
Blippar
InGage


Market driver
Surging investments in improving technology infrastructure
For a full, detailed list, view our report

Market challenge
High hardware price due to steep R&D expenditure
For a full, detailed list, view our report

Market trend
Rising popularity of IoT and wearable devices
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2021 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?

Table of Contents

PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
Global education technology
PART 05: Market landscape
Global visual technologies in education market
Five forces analysis


PART 06: Geographical segmentation
Global visual technologies in education market by geography
Visual technologies in education market in North America
Visual technologies in education market in Europe
Visual technologies in education market in APAC
Visual technologies in education market in ROW
PART 07: Market segmentation by product
Global visual technologies in education market by product
Global visual technologies in education market by 3-D printing
Global visual technologies in education market by visual data analytics
Global visual technologies in education market by AR
Global visual technologies in education market by VR
PART 08: Market segmentation by end-user
Global visual technologies in education market by end-user
Global visual technologies in education market by higher education
Global visual technologies in education market by K-12
PART 09: Decision framework
PART 10: Drivers and challenges
Market drivers
Market challenges
PART 11: Market trends
Rising popularity of IoT and wearable devices
Increasing adoption of maker spaces and learning commons
Inclusion of robotics in STEAM teaching
Paradigm shift toward mobile technology
Emergence of mixed reality
PART 12: Vendor landscape
Competitive scenario
Competitive benchmarking

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