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.
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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
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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
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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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