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AR and VR in Training
»óǰÄÚµå : 1737522
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¹ßÇàÀÏ : 2025³â 05¿ù
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¼¼°èÀÇ Æ®·¹À̴׿ë AR ¹× VR ½ÃÀåÀº 2030³â±îÁö 1,045¾ï ´Þ·¯¿¡ µµ´Þ

2024³â¿¡ 140¾ï ´Þ·¯·Î ÃßÁ¤µÇ´Â ¼¼°èÀÇ Æ®·¹À̴׿ë AR ¹× VR ½ÃÀåÀº 2024-2030³â¿¡ CAGR 39.8%·Î ¼ºÀåÇϸç, 2030³â¿¡´Â 1,045¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ÀÌ ¸®Æ÷Æ®¿¡¼­ ºÐ¼®ÇÑ ºÎ¹®ÀÇ ÇϳªÀÎ AR & VR Çϵå¿þ¾î´Â CAGR 38.4%¸¦ ±â·ÏÇϸç, ºÐ¼® ±â°£ Á¾·á½Ã¿¡´Â 643¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. AR & VR ¼ÒÇÁÆ®¿þ¾î ºÐ¾ßÀÇ ¼ºÀå·üÀº ºÐ¼® ±â°£ Áß CAGR 44.0%·Î ÃßÁ¤µË´Ï´Ù.

¹Ì±¹ ½ÃÀåÀº 37¾ï ´Þ·¯, Áß±¹Àº CAGR 37.7%·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹Ãø

¹Ì±¹ÀÇ Æ®·¹À̴׿ë AR ¹× VR ½ÃÀåÀº 2024³â¿¡ 37¾ï ´Þ·¯·Î ÃßÁ¤µË´Ï´Ù. ¼¼°è 2À§ÀÇ °æÁ¦´ë±¹ÀÎ Áß±¹Àº 2030³â±îÁö 155¾ï ´Þ·¯ÀÇ ½ÃÀå ±Ô¸ð¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµÇ¸ç, ºÐ¼® ±â°£ÀÎ 2024-2030³âÀÇ CAGRÀº 37.7%ÀÔ´Ï´Ù. ±âŸ ÁÖ¸ñÇÒ ¸¸ÇÑ Áö¿ªº° ½ÃÀåÀ¸·Î´Â ÀϺ»°ú ij³ª´Ù°¡ ÀÖÀ¸¸ç, ºÐ¼® ±â°£ Áß CAGRÀº °¢°¢ 35.9%¿Í 34.4%·Î ¿¹ÃøµË´Ï´Ù. À¯·´¿¡¼­´Â µ¶ÀÏÀÌ CAGR ¾à 27.2%·Î ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

Àü ¼¼°è ±³À°¿ë AR ¹× VR ½ÃÀå - ÁÖ¿ä µ¿Çâ ¹× ÃËÁø¿äÀÎ Á¤¸®

AR°ú VR ±â¼úÀÌ »ê¾÷À» ¸··ÐÇÏ°í ±âÁ¸ ±³À° ¸ðµ¨À» º¯È­½ÃŰ´Â ÀÌÀ¯´Â ¹«¾ùÀΰ¡?

Áõ°­Çö½Ç(AR)°ú °¡»óÇö½Ç(VR)Àº ±â¼ú °³¹ß, ½Ã¹Ä·¹À̼Ç, üÇè ÇнÀÀ» À§ÇÑ ¸ôÀÔÇü, ÀÎÅÍ·¢Æ¼ºê, À§Çè ºÎ´ã ¾ø´Â ȯ°æÀ» Á¦°øÇÔÀ¸·Î½á Àü ¼¼°è ±³À° ȯ°æÀ» ±Ùº»ÀûÀ¸·Î º¯È­½Ã۰í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úÀ» ÅëÇØ ÇнÀÀÚ´Â ¹°¸®Àû Á¦¾àÀ̳ª Àç·áºñ ¾øÀÌ º¹ÀâÇÑ ÇÁ·Î¼¼½º¸¦ ½Ã°¢È­Çϰí, °¡»ó ¿ä¼Ò¿Í »óÈ£ ÀÛ¿ëÇϸç, ÈÆ·Ã ½Ã³ª¸®¿À¸¦ ¹Ýº¹ÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÇ·á, Á¦Á¶, ±¹¹æ, Ç×°ø, °Ç¼³, ¿¡³ÊÁö µîÀÇ »ê¾÷¿¡¼­ AR/VRÀ» Ȱ¿ëÇÏ¿© ¾ÈÀü À§Çè, ¸®¼Ò½º Áý¾àÀû ¼³Á¤, È®À强 Á¦ÇÑ µî ±âÁ¸ ÈÆ·ÃÀÇ ÇѰ踦 ±Øº¹Çϰí ÀÖ½À´Ï´Ù. ¿ø°Ý ÇнÀ, ±â¼ú Çâ»ó, µðÁöÅÐ Àη Áغñ¿¡ ´ëÇÑ ¿ä±¸°¡ Áõ°¡ÇÔ¿¡ µû¶ó AR°ú VRÀº ¿µÇâ·ÂÀÌ Å©°í À¯ÁöÀ²À» ³ôÀÏ ¼ö ÀÖ´Â ±³À° ¼Ö·ç¼ÇÀÇ Áß¿äÇÑ ½ÇÇö ¿ä¼Ò·Î ºÎ»óÇϰí ÀÖ½À´Ï´Ù.

AR/VR ±â¹Ý ÈÆ·ÃÀÇ È¿°ú´Â ÅëÁ¦µÇ°í ¹Ýº¹ °¡´ÉÇÑ Çü½ÄÀ¸·Î ½ÇÁ¦ ½Ã³ª¸®¿À¸¦ ½Ã¹Ä·¹À̼ÇÇÒ ¼ö ÀÖ´Â ´É·Â¿¡ ÀÖ½À´Ï´Ù. ¼ö¼ú ÀýÂ÷, Àåºñ Á¶¸³, ÀüÀå Àü¼ú, À§ÇèÇÑ È¯°æ¿¡¼­ÀÇ ÇÁ·ÎÅäÄÝ µî ¸ôÀÔÇü ±â¼úÀ» ÅëÇØ ÈÆ·Ã»ýÀº ¾ÈÀü°ú ÀÛÀü ¿¬¼Ó¼ºÀ» ÇØÄ¡Áö ¾Ê°í ¼÷·Ãµµ¸¦ ³ôÀÏ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Ç÷§ÆûÀº ÇнÀ °î¼±À» ´ÜÃàÇϰí, ½Ç¼ö¸¦ ÃÖ¼ÒÈ­Çϸç, ¾Ð¹ÚÀ» ¹Þ´Â »óȲ¿¡¼­ ÀÇ»ç°áÁ¤À» °³¼±ÇÕ´Ï´Ù. ±â¾÷ÀÌ °¡¼ÓÈ­µÇ´Â µðÁöÅÐÈ­¿Í ±â¼ú ºÎÁ·¿¡ ´ëÀÀÇϱâ À§ÇØ AR°ú VRÀº ±â¾÷ ÇнÀ °ü¸® ½Ã½ºÅÛ(LMS), ±â¼ú ÀÎÁõ ÇÁ·Î±×·¥, Á÷¾÷ ÈÆ·Ã Ä¿¸®Å§·³¿¡ ÅëÇյǾî Á÷¿ø Âü¿©¿Í ¼º°ú Çâ»óÀ» À§ÇÑ Àü·«Àû Åø·Î Ȱ¿ëµÇ°í ÀÖ½À´Ï´Ù.

Çϵå¿þ¾î, ¼ÒÇÁÆ®¿þ¾î, AIÀÇ À¶ÇÕÀÌ Æ®·¹ÀÌ´× »ýŰ迡¼­ ¾î¶»°Ô äÅÃÀ» °¡¼ÓÈ­Çϰí Àִ°¡?

°æ·® AR/VR Çϵå¿þ¾î, °í±Þ ½Ã¹Ä·¹ÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î, AI ±â¹Ý ºÐ¼®ÀÇ À¶ÇÕÀ¸·Î ¸ôÀÔÇü Æ®·¹ÀÌ´× Ç÷§ÆûÀÇ ±â´É°ú È®À强ÀÌ È®´ëµÇ°í ÀÖ½À´Ï´Ù. Oculus Quest, Microsoft HoloLens, Magic Leap°ú °°Àº ÃֽŠÇìµå ¸¶¿îÆ® µð½ºÇ÷¹ÀÌ(HMD)´Â ´õ ³ôÀº À̵¿¼º, ´õ ³ôÀº ½Ã°¢Àû Ãæ½Çµµ, Çâ»óµÈ Æí¾ÈÇÔÀ» Á¦°øÇÏ¿© Àå½Ã°£ÀÇ ÈÆ·Ã ¼¼¼ÇÀ» ´õ¿í Çö½Ç°¨ ÀÖ°Ô ¸¸µé¾î ÁÝ´Ï´Ù. ÇÑÆí, ½º¸¶Æ®Æù ¹× ÅÂºí¸´¿¡ žÀçµÈ ¸ð¹ÙÀÏ AR ¿ëµµ´Â ƯÈ÷ È޴뼺ÀÌ Áß¿äÇÑ ±³À°, ¼Ò¸Å, ÇöÀå ¼­ºñ½º µîÀÇ ºÐ¾ß¿¡¼­ Áõ°­ ÇнÀ Åø¿¡ ´ëÇÑ Á¢±ÙÀ» ¹ÎÁÖÈ­Çϰí ÀÖ½À´Ï´Ù.

¼ÒÇÁÆ®¿þ¾î Ãø¸é¿¡¼­´Â 3D ¸ðµ¨¸µ Åø, °ÔÀÓ ¿£Áø(Unity, Unreal Engine µî), ´ëÈ­Çü ½Ã³ª¸®¿À ±â¹Ý ¸ðµâÀ» Áö¿øÇÏ´Â È®ÀåÇö½Ç(XR) Ç÷§ÆûÀ» »ç¿ëÇÏ¿© ÈÆ·Ã ÄÁÅÙÃ÷¸¦ °³¹ßÇϰí ÀÖÀ¸¸ç, AIÀÇ ÅëÇÕÀº °³ÀÎÈ­µÈ ÇнÀ °æ·Î, ½Ç½Ã°£ Çǵå¹é, ÀûÀÀÇü ÄÁÅÙÃ÷ ¹èÆ÷¸¦ ÅëÇØ ÀÌ·¯ÇÑ ¼Ö·ç¼ÇÀ» °­È­ÇÕ´Ï´Ù. °³ÀÎÈ­µÈ ÇнÀ °æ·Î, ½Ç½Ã°£ Çǵå¹é, ÀûÀÀÇü ÄÁÅÙÃ÷ Àü´ÞÀ» ÅëÇØ ÀÌ·¯ÇÑ ¼Ö·ç¼ÇÀ» °­È­ÇÕ´Ï´Ù. ÄÄÇ»ÅÍ ºñÀü°ú ÀÚ¿¬ ¾ð¾î ó¸®(NLP)´Â AR/VR ȯ°æ¿¡¼­ º¸´Ù Á÷°üÀûÀÎ »óÈ£ÀÛ¿ëÀ» °¡´ÉÇÏ°Ô ÇÕ´Ï´Ù. Ŭ¶ó¿ìµå ±â¹Ý Á¦°ø ¸ðµ¨Àº Àü ¼¼°è ¹èÆ÷¿Í »çÀÌÆ® °£ Àϰü¼ºÀ» Áö¿øÇϸç, ´ë±Ô¸ð ¸ôÀÔÇü ±³À°¿¡ ´ëÇÑ Á¢±ÙÀ» °¡´ÉÇÏ°Ô ÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úÀû Áøº¸´Â µµÀÔ ºñ¿ëÀ» Àý°¨ÇÒ »Ó¸¸ ¾Æ´Ï¶ó AR/VR ±³À° Ç÷§ÆûÀ» º¸´Ù ¸ðµâÈ­, Ä¿½ºÅ͸¶ÀÌ¡ ¹× ºÐ¼® Áß½ÉÀûÀ¸·Î ¸¸µé ¼ö ÀÖ°Ô ÇØÁÝ´Ï´Ù.

½ÃÀå ¼ö¿ä´Â ¾îµð·Î È®´ëµÉ °ÍÀ̸ç, ¾î¶² ºÐ¾ß°¡ AR/VR ±³À°À» ¼±µµÇϰí Àִ°¡?

±³À° ºÐ¾ß¿¡¼­ AR°ú VR¿¡ ´ëÇÑ ½ÃÀå ¼ö¿ä´Â ºÏ¹Ì, ¼­À¯·´, ¾Æ½Ã¾ÆÅÂÆò¾ç¿¡¼­ ºü¸£°Ô µµÀԵǰí ÀÖÀ¸¸ç, °ø°ø ¹× ¹Î°£ ºÎ¹® ¸ðµÎ¿¡¼­ È®´ëµÇ°í ÀÖ½À´Ï´Ù. ¹Ì±¹Àº ±¹¹æ, Ç×°ø¿ìÁÖ, ÇコÄɾî, ±â¾÷ ±³À° ºÐ¾ßÀÇ ¸·´ëÇÑ ÅõÀÚ¿¡ ÈûÀÔ¾î ¿©ÀüÈ÷ Áö¹èÀûÀÎ ½ÃÀåÀ¸·Î ÀÚ¸® Àâ°í ÀÖ½À´Ï´Ù. À¯·´¿¡¼­´Â µ¶ÀÏ, ÇÁ¶û½º, ¿µ±¹ µîÀÇ ±¹°¡µéÀÌ Á¦Á¶, ÀÚµ¿Â÷, ¿¡³ÊÁö ºÐ¾ßÀÇ ÀÎÀç À°¼º ±¸»ó¿¡ ¸ôÀÔÇü ±³À°À» µµÀÔÇϰí ÀÖ½À´Ï´Ù. ÇÑÆí, ¾Æ½Ã¾ÆÅÂÆò¾ç¿¡¼­´Â ½º¸¶Æ® ½ÃƼ ÇÁ·ÎÁ§Æ®, µðÁöÅÐ ±³À° °³Çõ, Àδõ½ºÆ®¸® 4.0 ±â¼ú¿¡ ´ëÇÑ ÅõÀÚ Áõ°¡·Î ÀÎÇØ Áß±¹, ÀϺ», Çѱ¹, Àεµ µî ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ ¼ºÀåÀÌ °¡¼ÓÈ­µÇ°í ÀÖ½À´Ï´Ù.

ÀÇ·á ¹× ÀÇ·á ±³À°Àº ¼ö¼ú, ÇØºÎÇÐ °Ë»ç, ÀÀ±Þ ´ëÀÀ ½Ã³ª¸®¿À¸¦ ½Ã¹Ä·¹À̼ÇÇϱâ À§ÇØ VRÀ» »ç¿ëÇϸç, ARÀº ½Ç½Ã°£ ÀýÂ÷ ¾È³»¸¦ Áö¿øÇÕ´Ï´Ù. ±¹¹æ ¹× Ç×°ø¿ìÁÖ ºÐ¾ß¿¡¼­´Â ÀüÅõ ½Ã¹Ä·¹À̼Ç, Àåºñ Ãë±Þ, ÀÓ¹«¿¡ °¡±î¿î Á¶°Ç¿¡¼­ÀÇ Á¶Á¾»ç ÈÆ·Ã¿¡ VRÀÌ ¸¹ÀÌ »ç¿ëµÇ°í ÀÖ½À´Ï´Ù. ¼®À¯ ¹× °¡½º, °Ç¼³, ¹°·ù µîÀÇ »ê¾÷ ºÐ¾ß¿¡¼­´Â ÇöÀå À¯Áöº¸¼ö ÈÆ·Ã, ¾ÈÀü ÈÆ·Ã, ¿ø°Ý Áö¿ø µî¿¡ ARÀÌ È°¿ëµÇ°í ÀÖ½À´Ï´Ù. ±â¾÷ ¼¼°è¿¡¼­´Â AR/VRÀÌ ¿Âº¸µù, ¿µ¾÷ Áö¿ø, °í°´ ¼­ºñ½º ÄÚĪ, ¼ÒÇÁÆ® ½ºÅ³ °³¹ß¿¡ Àû¿ëµÇ°í ÀÖ½À´Ï´Ù. ±³À° ±â°üµµ ¸ôÀÔÇü ±â¼úÀ» STEM ¹× Á÷¾÷ ÇÁ·Î±×·¥¿¡ ÅëÇÕÇÏ¿© ºÐ¾ß °£ ¼ö¿ä¸¦ °­È­ÇÏ°í ½ÃÀå ±âȸ¸¦ È®´ëÇϰí ÀÖ½À´Ï´Ù.

±³À°¿ë AR ¹× VR ½ÃÀåÀÇ ¼¼°è ¼ºÀå ¿øµ¿·ÂÀº ¹«¾ùÀΰ¡?

±³À° ºÐ¾ß AR ¹× VR ½ÃÀåÀÇ ¼ºÀåÀº È®Àå °¡´ÉÇϰí È¿°úÀûÀÎ ÀÎÀç °³¹ßÀÇ Çʿ伺, °¢ »ê¾÷ ºÐ¾ßÀÇ µðÁöÅÐ Àüȯ Áõ°¡, ¸ôÀÔÇü ±â¼ú »ýŰèÀÇ ¹ßÀü µî ¿©·¯ °¡Áö ¿äÀο¡ ÀÇÇØ ÀÌ·ç¾îÁö°í ÀÖ½À´Ï´Ù. ÁÖ¿ä ÃËÁø¿äÀÎÀº AR/VR Ç÷§ÆûÀÌ ±âÁ¸ ¹æ½Ä¿¡ ºñÇØ ±³À° È¿À²¼º, À¯ÁöÀ², ÇнÀÀÚ Âü¿©µµ¸¦ ÃøÁ¤ÇÒ ¼ö ÀÖÀ» Á¤µµ·Î Çâ»ó½Ãų ¼ö ÀÖ´Ù´Â Á¡ÀÔ´Ï´Ù. Á¶Á÷Àº ¿ª·® ȹµæ ½Ã°£À» ´ÜÃàÇϰí, ¿î¿µ ¸®½ºÅ©¸¦ ÁÙÀ̸ç, ÇнÀ ¼º°ú¸¦ Çâ»ó½Ãų ¼ö ÀÖ´Â ROI°¡ ³ôÀº ±³À° ÅøÀ» ã°í ÀÖÀ¸¸ç, ÀÌ´Â ¸ôÀÔÇü ±³À° Ç÷§ÆûÀÌ Á÷Á¢ÀûÀ¸·Î ´ëÀÀÇÒ ¼ö ÀÖ´Â ¿ä±¸»çÇ×ÀÔ´Ï´Ù.

ºñ¿ë È¿À²ÀûÀÎ AR/VR Çϵå¿þ¾îÀÇ °¡¿ë¼º Çâ»ó, 5G ¿¬°á È®´ë, Ŭ¶ó¿ìµå ±â¹Ý XR ÄÁÅÙÃ÷ ¹èÆ÷·Î ÀÎÇØ Ç÷§Æû Á¢±Ù¼ºÀÌ Çâ»óµÇ°í Áö¿ª Àüü¿¡¼­ äÅÃÀÌ È®´ëµÇ°í ÀÖ½À´Ï´Ù. µðÁöÅÐ ±â¼ú °³¹ß ¹× ½º¸¶Æ® ÀÎÇÁ¶ó¸¦ Áö¿øÇÏ´Â °³¹ß ±¸»óµµ °ø°ø ±³À° ÇÁ·Î±×·¥¿¡ ´ëÇÑ ÅëÇÕÀ» °¡¼ÓÈ­Çϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ ¿ø°Ý ±Ù¹«, ÇÏÀ̺긮µå ÇнÀ ¸ðµ¨, ÆÒµ¥¹Í ÀÌÈÄ °¡»ó Çù¾÷ÀÇ È®»êÀ¸·Î ÀÎÇØ Àå¼Ò¿¡ ±¸¾Ö¹ÞÁö ¾Ê´Â °íǰÁú ±³À° °æÇèÀ» Á¦°øÇÏ´Â ¸ôÀÔÇü ±â¼úÀÇ °ü·Ã¼ºÀÌ °­È­µÇ°í ÀÖÀ¸¸ç, AR ¹× VR ±³À°ÀÌ ¼¼°è ±â¾÷ÀÇ ÁÖ·ù ±â´ÉÀ¸·Î ÁøÈ­ÇÔ¿¡ µû¶ó ¹Ì·¡ ÁöÇâÀûÀÎ Áú¹®ÀÌ Á¦±âµÇ°í ÀÖ½À´Ï´Ù. ¹Ì·¡ÁöÇâÀûÀÎ Áú¹®ÀÌ ¶°¿À¸£°í ÀÖ½À´Ï´Ù. ¸ôÀÔÇü ±³À° ±â¼úÀÌ ¼¼°è ±â¼ú °ÝÂ÷¸¦ ÇØ¼ÒÇϰí, µðÁöÅÐÈ­ ¹× ÀÚµ¿È­µÇ´Â ¼¼»ó¿¡¼­ ¹Ì·¡ ÀηÂÀ» È®º¸ÇÒ ¼ö ÀÖÀ» ¸¸Å­ ÃæºÐÈ÷ ºü¸£°Ô È®ÀåµÉ ¼ö Àִ°¡?

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Global AR and VR in Training Market to Reach US$104.5 Billion by 2030

The global market for AR and VR in Training estimated at US$14.0 Billion in the year 2024, is expected to reach US$104.5 Billion by 2030, growing at a CAGR of 39.8% over the analysis period 2024-2030. AR & VR Hardware, one of the segments analyzed in the report, is expected to record a 38.4% CAGR and reach US$64.3 Billion by the end of the analysis period. Growth in the AR & VR Software segment is estimated at 44.0% CAGR over the analysis period.

The U.S. Market is Estimated at US$3.7 Billion While China is Forecast to Grow at 37.7% CAGR

The AR and VR in Training market in the U.S. is estimated at US$3.7 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$15.5 Billion by the year 2030 trailing a CAGR of 37.7% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 35.9% and 34.4% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 27.2% CAGR.

Global AR and VR in Training Market - Key Trends & Drivers Summarized

Why Are AR and VR Technologies Transforming Traditional Training Models Across Industries?

Augmented Reality (AR) and Virtual Reality (VR) are fundamentally reshaping the global training landscape by offering immersive, interactive, and risk-free environments for skill development, simulation, and experiential learning. These technologies enable learners to visualize complex processes, interact with virtual elements, and repeat training scenarios without physical constraints or material costs. Industries such as healthcare, manufacturing, defense, aviation, construction, and energy are leveraging AR/VR to overcome limitations of traditional training-such as safety risks, resource-intensive setups, and limited scalability. With the growing need for remote learning, upskilling, and digital workforce preparedness, AR and VR are emerging as critical enablers of high-impact, retention-boosting training solutions.

The effectiveness of AR/VR-based training lies in its ability to simulate real-world scenarios in a controlled, repeatable format. Whether it's surgical procedures, equipment assembly, battlefield tactics, or hazardous environment protocols, immersive technologies allow trainees to gain proficiency without jeopardizing safety or operational continuity. These platforms reduce learning curves, minimize errors, and improve decision-making under pressure. As businesses grapple with accelerating digitization and skill shortages, AR and VR are being integrated into corporate learning management systems (LMS), technical certification programs, and vocational training curricula as strategic tools for employee engagement and performance enhancement.

How Are Hardware, Software, and AI Convergence Accelerating Adoption in Training Ecosystems?

The convergence of lightweight AR/VR hardware, advanced simulation software, and AI-driven analytics is expanding the capabilities and scalability of immersive training platforms. Modern head-mounted displays (HMDs)-such as Oculus Quest, Microsoft HoloLens, and Magic Leap-offer greater mobility, higher visual fidelity, and improved comfort, making them more viable for extended training sessions. Meanwhile, mobile AR applications powered by smartphones and tablets are democratizing access to augmented learning tools, particularly in sectors like education, retail, and field services where portability is crucial.

On the software side, training content is being developed using 3D modeling tools, game engines (like Unity and Unreal Engine), and extended reality (XR) platforms that support interactive, scenario-based modules. AI integration enhances these solutions through personalized learning paths, real-time feedback, and adaptive content delivery. Computer vision and natural language processing (NLP) are also enabling more intuitive interactions within AR/VR environments. Cloud-based delivery models are making immersive training accessible at scale, supporting global deployment and cross-site consistency. These technological advancements are not only reducing deployment costs but also making AR/VR training platforms more modular, customizable, and analytically driven-critical for aligning training KPIs with broader organizational goals.

Where Is Market Demand Expanding and Which Sectors Are Leading Deployment of AR and VR Training?

Market demand for AR and VR in training is expanding across both public and private sectors, with rapid adoption in North America, Western Europe, and Asia-Pacific. The United States remains the dominant market, fueled by significant investments from defense, aerospace, healthcare, and corporate training segments. In Europe, countries like Germany, France, and the U.K. are integrating immersive training into manufacturing, automotive, and energy sector workforce development initiatives. Meanwhile, Asia-Pacific is witnessing accelerated growth due to smart city projects, digital education reforms, and rising investments in Industry 4.0 technologies-particularly in China, Japan, South Korea, and India.

Healthcare and medical education are among the top adopters, using VR to simulate surgeries, anatomy exploration, and emergency response scenarios, while AR aids real-time procedural guidance. Defense and aerospace sectors rely heavily on VR for combat simulation, equipment handling, and pilot training under mission-realistic conditions. Industrial sectors-such as oil & gas, construction, and logistics-use AR for on-site maintenance training, safety drills, and remote assistance. In the corporate world, AR/VR is being applied to onboarding, sales enablement, customer service coaching, and soft skills development. Educational institutions are also integrating immersive technologies into STEM and vocational programs, reinforcing cross-sector demand and expanding market opportunity.

What Is Driving the Global Growth of the AR and VR in Training Market?

The growth in the AR and VR in training market is driven by several factors, including the need for scalable and effective workforce development, rising digital transformation across industries, and advances in immersive technology ecosystems. A primary driver is the measurable improvement in training efficiency, retention, and learner engagement that AR/VR platforms deliver compared to traditional methods. Organizations are seeking high-ROI training tools that reduce time-to-competency, lower operational risk, and improve learning outcomes-needs that immersive training platforms directly address.

Increased availability of cost-effective AR/VR hardware, expanding 5G connectivity, and cloud-based XR content delivery are enhancing platform accessibility and adoption across geographies. Government initiatives supporting digital skills development and smart infrastructure are also accelerating integration in public training programs. Additionally, the global push for remote work, hybrid learning models, and virtual collaboration post-pandemic is reinforcing the relevance of immersive technologies in delivering location-independent, high-quality training experiences. As AR and VR training evolve into mainstream capabilities across global enterprises, a forward-looking question emerges: Can immersive training technologies scale fast enough to bridge the global skills gap and future-proof the workforce in an increasingly digitized, automated world?

SCOPE OF STUDY:

The report analyzes the AR and VR in Training market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware, Software, Services); Training Type (Product Knowledge Training, Process Training, Leadership Training, Soft Skills Training, Safety Training); Enterprise Size (Large Enterprises, Small & Medium-sized Enterprises); End-Use (Consumer Electronics, Aerospace & Defense, Automotive, Healthcare, Manufacturing, Transportation & Logistics, Education, Oil, Gas, & Chemicals, Energy & Utilities, Building & Construction, Other End-Uses)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 37 Featured) -

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA <> CHINA <> MEXICO <> CANADA <> EU <> JAPAN <> INDIA <> 176 OTHER COUNTRIES.

Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.

COMPLIMENTARY PREVIEW

Contact your sales agent to request an online 300+ page complimentary preview of this research project. Our preview will present full stack sources, and validated domain expert data transcripts. Deep dive into our interactive data-driven online platform.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

III. MARKET ANALYSIS

IV. COMPETITION

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