Immersive Reality For Defense Global Market Report 2025
상품코드:1730903
리서치사:The Business Research Company
발행일:On Demand Report
페이지 정보:영문 175 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
세계의 방위용 몰입형 리얼리티 시장 규모는 향후 수년간 급성장이 전망될 예정입니다. 예측기간중의 성장 예측은 AI나 기계학습의 발전, AR 및 VR 트레이닝에 대한 방위예산 증가, 원격전 솔루션 수요 확대, IoT 및 웨어러블 기술과 통합, 가상 환경의 사이버 보안 강화 등 몇 가지 요인으로 인한 것입니다.
합성훈련환경의 성장은 방위시장에서의 몰입형 리얼리티의 확대를 촉진할 것으로 예측됩니다. 현실적인 전투 상황을 시뮬레이션함으로써 몰입형 현실은 의사결정을 개선하고 방위훈련에 있어서의 작전위험을 저감합니다. 2022년 9월 Teal Group Corporation은 무인 항공기 시스템의 조달 지출은 2023년 연간 약 121억 달러에서 2032년에는 164억 달러로 증가해 연간 43억 달러 증가가 전망될 것으로 보고했습니다.
방위용 몰입형 리얼리티 시장의 기업은 파일럿 훈련의 강화, 상황 인식의 향상, 임무 계획의 최적화, 현실적인 전투 시뮬레이션의 작성을 목적으로, 복합 현실 조종석 등의 기술 혁신에 주력하고 있습니다. 복합현실형 콕핏은 가상현실과 증강현실을 결합하여 조종사에 몰입감 있는 대화형 실시간 작전 훈련 경험을 제공합니다. 2025년 1월, Vertex Solutions LLC는 T-38로 구성된 업그레이드된 최초의 재구성 가능한 강화 몰입형 훈련장치(eITD)를 미국 공군 제19공군의 제24분견대에 납입했습니다.
목차
제1장 주요 요약
제2장 시장 특징
제3장 시장 동향과 전략
제4장 시장 - 거시경제 시나리오 금리, 인플레이션, 지정학, 신형 코로나 바이러스 감염의 영향과 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오
제5장 세계의 성장 분석과 전략 분석 프레임워크
세계의 방위용 몰입형 리얼리티 PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
최종 이용 산업의 분석
세계의 방위용 몰입형 리얼리티 시장 : 성장률 분석
세계의 방위용 몰입형 리얼리티 시장 실적: 규모와 성장, 2019-2024년
세계의 방위용 몰입형 리얼리티 시장 예측 : 규모와 성장, 2024-2029년, 2034년
세계의 방위용 몰입형 리얼리티 총 시장 규모(TAM)
제6장 시장 세분화
세계의 방위용 몰입형 리얼리티 시장 : 컴포넌트별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
하드웨어
소프트웨어
서비스
세계의 방위용 몰입형 리얼리티 시장 : 기술별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
가상현실(VR)
증강현실(AR)
복합현실(MR)
세계의 방위용 몰입형 리얼리티 시장 : 용도별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
트레이닝과 시뮬레이션
의료 연수 및 헬스케어 서포트
유지보수 및 수리
전투 작전
세계의 방위용 몰입형 리얼리티 시장 : 하드웨어 유형별 세분화, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
헤드 마운트 디스플레이
시뮬레이터
센서
카메라
웨어러블
세계의 방위용 몰입형 리얼리티 시장 : 소프트웨어 유형별 세분화, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
시뮬레이션 소프트웨어
몰입형 용도
3차원 시각화 도구
인공지능 및 머신러닝 통합
데이터 통합 소프트웨어
협업 도구
세계의 방위용 몰입형 리얼리티 시장 : 서비스 유형별 세분화, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
교육 및 시뮬레이션 서비스
시스템 통합 서비스
유지보수 및 지원 서비스
컨설팅 및 맞춤화
컨텐츠 작성
사이버 보안 서비스
제7장 지역별/국가별 분석
세계의 방위용 몰입형 리얼리티 시장 : 지역별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
세계의 방위용 몰입형 리얼리티 시장 : 국가별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
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 프로파일
방위용 몰입형 리얼리티 시장 : 경쟁 구도
방위용 몰입형 리얼리티 시장 : 기업 프로파일
EON Reality Inc. : 개요, 제품 및 서비스, 전략 및 재무 분석
Lockheed Martin Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
Honeywell International Inc. : 개요, 제품 및 서비스, 전략 및 재무 분석
Thales Group : 개요, 제품 및 서비스, 전략 및 재무 분석
HCL Technologies Limited : 개요, 제품 및 서비스, 전략 및 재무 분석
제31장 기타 주요 기업 및 혁신 기업
CAE Inc.
AVEVA Group PLC
Barco NV
Vertex Solutions LLC
Magic Leap Inc.
Varjo Technologies Oy
Bohemia Interactive Simulations sro
Vection Technologies Ltd
Indra Sistemas SA
HTX Labs Inc.
Red Six Aerospace Inc.
VRgineers Inc.
Blippar Ltd.
SimX Inc.
Imagine 4D Inc.
제32장 세계 시장 경쟁 벤치마킹과 대시보드
제33장 주요 인수합병(M&A)
제34장 최근 시장 동향
제35장 시장의 잠재력이 높은 국가, 부문, 전략
방위용 몰입형 리얼리티 시장(2029년) : 새로운 기회를 제공하는 국가
방위용 몰입형 리얼리티 시장(2029년) : 새로운 기회를 제공하는 부문
방위용 몰입형 리얼리티 시장(2029년) : 성장 전략
시장 동향에 기초한 전략
경쟁 전략
제36장 부록
JHS
영문 목차
영문목차
Immersive reality for defense involves the use of advanced virtual, augmented, and mixed reality technologies to enhance military training, operations, and decision-making. It enables realistic simulations, mission planning, situational awareness, and remote collaboration by immersing personnel in interactive, data-rich environments.
The key components of immersive reality for defense include hardware, software, and services. Hardware encompasses the physical devices and components that facilitate virtual, augmented, and mixed reality experiences for military applications. The various technologies include virtual reality (VR), augmented reality (AR), and mixed reality (MR), which are applied in domains such as training and simulation, medical training and healthcare support, maintenance and repair, and combat operations.
The immersive reality for the defense market research report is one of a series of new reports from The Business Research Company that provides immersive reality for defense market statistics, including immersive reality for the defense industry's global market size, regional shares, competitors with a immersive reality for the defense market share, detailed immersive reality for defense market segments, market trends and opportunities, and any further data you may need to thrive in the immersive reality for the defense industry. This immersive reality for the defense 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 immersive reality for defense market size has grown rapidly in recent years. It will grow from $2.33 billion in 2024 to $2.71 billion in 2025 at a compound annual growth rate (CAGR) of 16.2%. The growth during the historic period can be attributed to several factors, including advancements in training and simulation, enhancement of situational awareness, the rise of remote operations and maintenance, improvements in battlefield planning and strategy, and the use of immersive reality in medical training and rehabilitation.
The immersive reality for defense market size is expected to see rapid growth in the next few years. It will grow to $4.91 billion in 2029 at a compound annual growth rate (CAGR) of 16.0%. The projected growth during the forecast period can be attributed to several factors, including advancements in AI and machine learning, increasing defense budgets for AR/VR training, growing demand for remote warfare solutions, integration with IoT and wearable technology, and enhanced cybersecurity for virtual environments. Key trends during this period include AI-driven virtual simulations, AI-powered battlefield visualization, haptic feedback and tactile interfaces, cloud-based immersive training platforms, and 5G-enabled real-time collaboration.
The growth of synthetic training environments is expected to drive the expansion of immersive reality in the defense market. These environments are computer-generated simulations created to replicate real-world scenarios for training purposes. The demand for synthetic training environments is increasing due to advancements in immersive technologies, which provide enhanced realism, cost-effectiveness, and scalability for military training, while reducing the reliance on live exercises. By simulating realistic combat situations, immersive reality improves decision-making and lowers operational risks in defense training. For example, in September 2022, Teal Group Corporation, a US-based aerospace and defense market analysis firm, reported that unmanned aerial systems procurement spending is expected to rise from nearly $12.1 billion annually in 2023 to $16.4 billion by 2032, marking an increase of $4.3 billion per year. This growth is projected to total $162.2 billion over the next decade, reflecting the growing role of synthetic training environments in driving the immersive reality defense market forward.
Companies in the immersive reality for defense market are focusing on technological innovations such as mixed reality cockpits to enhance pilot training, improve situational awareness, optimize mission planning, and create realistic combat simulations. Mixed reality cockpits combine virtual and augmented reality to offer pilots immersive, interactive, and real-time operational training experiences. For instance, in January 2025, Vertex Solutions LLC, a US-based technology company, delivered its first upgraded reconfigurable enhanced immersive training device (eITD), configured as a T-38, to the U.S. Air Force's Detachment 24 at the 19th Air Force. This delivery marked the integration of mixed reality cockpits into the Air Force's Fighter Bomber Fundamentals curriculum, revolutionizing advanced pilot training with cutting-edge simulation technology.
In March 2023, Leonardo SpA, an Italy-based aerospace, defense, and security company, partnered with Varjo to improve pilot training realism and efficiency through high-fidelity extended reality (XR) solutions. This collaboration uses Varjo's advanced XR technology to create immersive and highly realistic simulation experiences, enhancing training effectiveness for both aviation and defense sectors. Varjo, based in Finland, is known for its expertise in extended reality (XR) technology.
Major players in the immersive reality for defense market are EON Reality Inc., Lockheed Martin Corporation, Honeywell International Inc., Thales Group, HCL Technologies Limited, CAE Inc., AVEVA Group PLC, Barco NV, Vertex Solutions LLC, Magic Leap Inc., Varjo Technologies Oy, Bohemia Interactive Simulations s.r.o., Vection Technologies Ltd, Indra Sistemas S.A., HTX Labs Inc., Red Six Aerospace Inc., VRgineers Inc., Blippar Ltd., SimX Inc., Imagine 4D Inc., and VRMADA LLC.
North America was the largest region in the immersive reality for defense market in 2024. The regions covered in immersive reality for defense report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the immersive reality for defense market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The immersive reality for defense market consists of revenues earned by entities by providing services such as military training and simulation, mission planning and rehearsal, situational awareness and battlefield visualization, and remote maintenance and repair assistance. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive reality for defense market includes sales of virtual reality (VR) headsets, augmented reality (AR) glasses, mixed reality (MR) systems, and military training simulators. 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 and 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.
Immersive Reality For Defense 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 immersive reality for defense 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 immersive reality for defense ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive reality for defense 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 Component: Hardware; Software; Services
3) By Application: Training And Simulation; Medical Training And Healthcare Support; Maintenance And Repair; Combat Operations
Subsegments:
1) By Hardware: Head-Mounted Displays; Simulators; Sensors; Cameras; Wearables
2) By Software: Simulation Software; Immersive Applications; Three-Dimensional Visualization Tools; Artificial Intelligence/Machine Learning Integration; Data Integration Software; Collaboration Tools
3) By Service: Training And Simulation Services; System Integration Services; Maintenance And Support Services; Consulting And Customization; Content Creation; Cybersecurity Services
Companies Mentioned: EON Reality Inc.; Lockheed Martin Corporation; Honeywell International Inc.; Thales Group; HCL Technologies Limited
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery format: PDF, Word and Excel Data Dashboard.
Table of Contents
1. Executive Summary
2. Immersive Reality For Defense Market Characteristics
3. Immersive Reality For Defense Market Trends And Strategies
4. Immersive Reality For Defense Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market
5. Global Immersive Reality For Defense Growth Analysis And Strategic Analysis Framework
5.1. Global Immersive Reality For Defense PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global Immersive Reality For Defense Market Growth Rate Analysis
5.4. Global Immersive Reality For Defense Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global Immersive Reality For Defense Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global Immersive Reality For Defense Total Addressable Market (TAM)
6. Immersive Reality For Defense Market Segmentation
6.1. Global Immersive Reality For Defense Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Hardware
Software
Services
6.2. Global Immersive Reality For Defense Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Virtual Reality (VR)
Augmented Reality (AR)
Mixed Reality (MR)
6.3. Global Immersive Reality For Defense Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Training And Simulation
Medical Training And Healthcare Support
Maintenance And Repair
Combat Operations
6.4. Global Immersive Reality For Defense Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Head-Mounted Displays
Simulators
Sensors
Cameras
Wearables
6.5. Global Immersive Reality For Defense Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion