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한글목차
3D 텔레프레전스 시장 규모는 향후 몇 년 동안 18.7%의 CAGR로 2029년까지 68억 달러 규모로 성장할 것으로 예상됩니다. 예측 기간 동안의 성장은 AL 및 머신러닝의 발전, 하이브리드 업무 솔루션에 대한 수요 증가, 5G 기술 도입, 헬스케어 애플리케이션, IoT 기기와의 통합에 기인할 것으로 보입니다. 예측 기간의 주요 동향으로는 증강현실(AR) 통합, 클라우드 서비스와의 통합, 보안 기능 강화, 설계 및 엔지니어링 분야의 원격 협업, 기술 발전 등이 있습니다.
원격근무 방법론의 채택이 급증할 것으로 예상되며, 당분간 조사 방법론 시장 확대를 견인할 것으로 보입니다. 원격근무 기법에는 조직과 개인 모두 전통적인 사무실 환경 밖에서 효과적으로 업무를 수행하기 위해 시행하는 전략, 기법, 가이드라인이 포함됩니다. 3D 텔레프레전스(3D telepresence)는 원격 근무에 있어 중요한 역할을 하며, 몰입감 있는 협업 경험, 가상 업무 공간, 원격 근무자의 접근성 향상, 기존 화상 회의의 한계 극복을 촉진합니다. 회의 기기 제공업체인 올빼미연구소(Owl Labs)의 조사에 따르면, 2021년 대비 원격 근무를 선택하는 미국 근로자의 수가 24% 증가한 것으로 나타났습니다. 또한, 하이브리드 근무에 대한 관심도 16% 증가했으며, 62%의 근로자가 원격 근무를 통해 생산성이 향상되었다고 답했습니다. 결과적으로, 원격근무 도입 확대가 3D 텔레프레전스 시장 확대의 원동력이 되고 있습니다.
3D 텔레프레전스 시장의 주요 기업들은 현실적이고 몰입감 있는 커뮤니케이션 경험에 대한 수요 확대를 위해 커뮤니케이션, 특히 실감형 3D 비디오 커뮤니케이션 솔루션 분야의 혁신적인 기술 발전에 주력하고 있습니다. 실감형 3D 영상통신 솔루션은 실제 3차원 경험을 충실하게 시뮬레이션하면서 영상통신을 할 수 있는 기술을 말합니다. 예를 들어, 미국에 본사를 둔 영화 같은 3D 화상 회의 솔루션 제공업체인 Rec Room Inc.는 2022년 10월 자체 소셜 3D 커뮤니케이션 엔진인 RealityOS를 발표했습니다. 이 획기적인 기술은 현실 세계에서의 상호작용을 충실하게 반영하는 가상 환경에서의 상호작용을 촉진하고, 공유 작업 공간, 영구 회의실, 회의 중 비디오, 음성, 채팅, 안전한 클라우드 브라우저, 다양한 앱 및 캘린더와의 원활한 통합 등의 기능을 갖추고 있습니다. 실감나는 3D 영상 커뮤니케이션 솔루션이 제공하는 기능은 특히 원격 근무 및 가상 회의에서 커뮤니케이션과 협업에 혁명을 일으킬 수 있는 잠재력을 가지고 있습니다.
목차
제1장 주요 요약
제2장 시장 특징
제3장 시장 동향과 전략
제4장 시장 - 금리, 인플레이션, 지정학, 코로나, 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오
제5장 세계의 성장 분석과 전략 분석 프레임워크
세계 3D 텔레프레전스 PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인, 억제요인)
최종 이용 산업 분석
세계의 3D 텔레프레전스 시장 : 성장률 분석
세계의 3D 텔레프레전스 시장 실적 : 규모와 성장, 2019-2024
세계의 3D 텔레프레전스 시장 예측 : 규모와 성장, 2024-2029, 2034F
세계 3D 텔레프레전스 전체 시장(TAM)
제6장 시장 세분화
세계의 3D 텔레프레전스 시장 : 제품별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
소프트웨어
하드웨어
세계의 3D 텔레프레전스 시장 : 기술별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
3D 디스플레이 기술
3D 카메라 기술
센서와 추적 기술
세계의 3D 텔레프레전스 시장 : 용도별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
교육
광고
회의
고객 서비스
헬스케어
엔터테인먼트
소매
기타 용도
세계의 3D 텔레프레전스 시장 : 최종사용자별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
중소기업
대기업
세계의 3D 텔레프레전스 시장, 소프트웨어 하위 세분화, 유형별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
3D 렌더링 소프트웨어
협업 플랫폼
가상 환경 소프트웨어
세계의 3D 텔레프레전스 시장, 하드웨어 하위 세분화, 유형별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
3D 카메라
디스플레이 시스템
오디오 기기
처리 유닛
제7장 지역별·국가별 분석
세계의 3D 텔레프레전스 시장 : 지역별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
세계의 3D 텔레프레전스 시장 : 국가별, 실적과 예측, 2019-2024, 2024-2029F, 2034F
제8장 아시아태평양 시장
제9장 중국 시장
제10장 인도 시장
제11장 일본 시장
제12장 호주 시장
제13장 인도네시아 시장
제14장 한국 시장
제15장 서유럽 시장
제16장 영국 시장
제17장 독일 시장
제18장 프랑스 시장
제19장 이탈리아 시장
제20장 스페인 시장
제21장 동유럽 시장
제22장 러시아 시장
제23장 북미 시장
제24장 미국 시장
제25장 캐나다 시장
제26장 남미 시장
제27장 브라질 시장
제28장 중동 시장
제29장 아프리카 시장
제30장 경쟁 구도와 기업 개요
3D 텔레프레전스 시장 : 경쟁 구도
3D 텔레프레전스 시장 : 기업 개요
Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
Huawei Technologies Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
Siemens AG Overview, Products and Services, Strategy and Financial Analysis
Raytheon Technologies Corporation Overview, Products and Services, Strategy and Financial Analysis
제31장 기타 주요 기업과 혁신적 기업
Panasonic Corporation
Cisco Systems Inc.
Qualcomm Incorporated
NTT Ltd.
ZTE Corporation
Logitech International S.A.
Polycom Inc.
Unity Technologies
Barco NV
Dimension Data
OBS Solutions
Avaya Inc.
ON24 Inc.
Videxio
Eon Reality Inc.
제32장 세계의 시장 경쟁 벤치마킹과 대시보드
제33장 주요 인수합병
제34장 최근의 시장 동향
제35장 시장 잠재력이 높은 국가, 부문, 전략
3D 텔레프레전스 시장 2029 : 새로운 기회를 제공하는 국가
3D 텔레프레전스 시장 2029 : 새로운 기회를 제공하는 부문
3D 텔레프레전스 시장 2029 : 성장 전략
시장 동향에 기반한 전략
경쟁 전략
제36장 부록
ksm
영문 목차
영문목차
3D telepresence denotes an advanced form of telecommunication technology facilitating users to engage with remote individuals or environments within a three-dimensional (3D) virtual space in real-time. Its purpose is to establish a sense of presence and immersion, replicating the depth and spatial perception inherent in face-to-face interactions.
The primary product categories encompass software and hardware. Software, functioning as a set of instructions governing a computer's actions and enabling specific tasks based on user commands, encompasses diverse technologies. These include 3D display technology, 3D camera technology, as well as sensors and tracking technology. These technologies find application across various sectors such as education, advertising, conferencing, customer service, healthcare, entertainment, and retail. End-users span a spectrum from small and medium enterprises (SMEs) to large enterprises.
The 3D telepresence market research report is one of a series of new reports from The Business Research Company that provides 3D telepresence market statistics, including 3D telepresence industry global market size, regional shares, competitors with a 3D telepresence market share, detailed 3D telepresence market segments, market trends and opportunities, and any further data you may need to thrive in the 3D telepresence industry. This 3D telepresence market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The 3D telepresence market size has grown rapidly in recent years. It will grow from $2.88 billion in 2024 to $3.42 billion in 2025 at a compound annual growth rate (CAGR) of 18.7%. The growth in the historic period can be attributed to increased internet penetration, corporate adoption, rising demand for remote work solutions, globalization, entertainment and gaming industry.
The 3D telepresence market size is expected to see rapid growth in the next few years. It will grow to $6.8 billion in 2029 at a compound annual growth rate (CAGR) of 18.7%. The growth in the forecast period can be attributed to advancements in AL and machine learning, increased demand for hybrid work solutions, 5G technology implementation, healthcare applications, integration with IoT devices. Major trends in the forecast period include augmented reality (AR) integration, integration with cloud services, enhanced security features, remote collaboration in design and engineering, technological advancements.
The anticipated surge in the adoption of remote work methodologies is poised to drive the expansion of the 3D telepresence market in the foreseeable future. Remote work practices encompass the strategies, methodologies, and guidelines implemented by both organizations and individuals to effectively conduct work outside the traditional office setting. Within remote work practices, 3D telepresence plays a crucial role, facilitating immersive collaborative experiences, virtual workplaces, enhanced accessibility for remote workers, and overcoming the limitations of conventional video conferencing. As of July 2022, a survey conducted by Owl Labs, a US-based provider of video conferencing devices, revealed a 24% increase in the number of US workers opting for remote work compared to 2021. Moreover, interest in hybrid work rose by 16%, with 62% of workers reporting increased productivity when working remotely. Consequently, the growing adoption of remote work practices stands as a driving force behind the expansion of the 3D telepresence market.
Prominent players in the 3D telepresence market are directing their efforts toward innovative technological advancements in communication, particularly in the realm of lifelike 3D video communication solutions, aiming to boost demand for realistic and immersive communication experiences. A lifelike 3D video communication solution denotes technology that enables individuals to engage in video communication, closely simulating a real-life, three-dimensional experience. For example, in October 2022, Rec Room Inc., a US-based provider of cinematic 3D video conferencing solutions, introduced RealityOS, its proprietary social 3D communications engine. This groundbreaking technology facilitates interaction in a virtual environment closely mirroring real-world interactions and includes features such as shared workspaces, persistent rooms, in-meeting video, audio, and chat, secure cloud browsers, and seamless integration with various apps and calendars. The capabilities offered by lifelike 3D video communication solutions hold the potential to revolutionize communication and collaboration, particularly in the context of remote work and virtual meetings.
In August 2023, Square Yards Consulting Private Limited, an Indian prop-tech platform, finalized the acquisition of PropVR for an undisclosed sum. This strategic move is anticipated to bolster Square Yards' mission of revolutionizing the digital real estate journey for its clientele, including customers, agents, and property developers. Moreover, it aligns with Square Yards' ambitious goal of digitalizing and cataloging the physical built environment by generating digital replicas of each property. PropVR, an India-based innovator in 3D telepresence technology, was identified as an ideal asset to support this vision.
Major companies operating in the 3D telepresence market report are Microsoft Corporation, Huawei Technologies Co. Ltd., Sony Corporation, Siemens AG, Raytheon Technologies Corporation, Panasonic Corporation, Cisco Systems Inc., Qualcomm Incorporated, NTT Ltd., ZTE Corporation, Logitech International S.A., Polycom Inc., Unity Technologies, Barco NV, Dimension Data, OBS Solutions, Avaya Inc., ON24 Inc., Videxio, Eon Reality Inc., Vuzix Corporation, Interaxon Inc., ObEN Inc., Voxon Photonics, TelePresence Tech
North America was the largest region in the 3D telepresence market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the 3d telepresence market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the 3d telepresence market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain
The 3D telepresence market includes revenues earned by entities by providing services such as virtual meetings and conferences, avatar customization, spatial audio, real-time communication, and security and privacy features. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The 3D telepresence market consists of sales of integration with hardware devices, telepresence robots, virtual reality (VR) headsets, and gesture recognition systems. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
3D Telepresence Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on 3d telepresence market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Where is the largest and fastest growing market for 3d telepresence ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The 3d telepresence market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The market characteristics section of the report defines and explains the market.
The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
The forecasts are made after considering the major factors currently impacting the market. These include:
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
Market segmentations break down the market into sub markets.
The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:1) By Product: Software; Hardware
2) By Technology: 3D Display Technology; 3D Camera Technology; Sensors And Tracking Technology
3) By Application: Education; Advertising; Conferencing; Customer Service; Healthcare; Entertainment; Retail; Other Applications
4) By End-User: Small And Medium Enterprises (SMEs); Large Enterprise
Subsegments:
1) By Software: 3D Rendering Software; Collaboration Platforms; Virtual Environment Software
2) By Hardware: 3D Cameras; Display Systems; Audio Equipment; Processing Units
Companies Mentioned: Microsoft Corporation; Huawei Technologies Co. Ltd.; Sony Corporation; Siemens AG; Raytheon Technologies Corporation