Visual Computing Market Scope
Visual Computing is a visual aspect or interactions of computing certain things related to computer visions and computer science. This visual computing is widely used in image processing, visualization, computer graphics, video processing, augmented and virtual reality. GPU (Graphics Processing Unit) is the basic need for modern visual computing technology and hence propelling the computer graphics towards various application areas such as gaming, media & entertainment, healthcare, and automotive among others. Increasing Demand for Simulation Products and Virtual Reality and significant growth in an application such as scientific research and e-learning will drive the visual computing market in the forecasting period.
According to AMA, the Global Visual Computing market is expected to see growth rate of 21.0%
The market for visual computing is fragmented and the key players, such as Nvidia Corporation, ARM Holding Plc. and Intel Corporation among others are focusing on the product introduction in order to deliver enhanced services to their clients and increase their customer base.
Nvidia Corp. (United States), Intel Corp. (United States), Advanced Micro Devices, Inc. (United States), ARM Holdings plc. (United Kingdom), Imagination Technologies Group Plc. (United Kingdom), Marvell Technology Group Limited (Bermuda), Bio-digital Inc. (United States), Cubix Corporation (United States) and Softkinetic (Belgium) are some of the key players that are part of study coverage.
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.
Segmentation Overview
The study have segmented the market of Global Visual Computing market by Type (Interactive Whiteboard, Interactive Kiosk, Interactive Table, Interactive Video Wall, Monitor and Others), by Application (Gaming, Media and Entertainment, Healthcare, Automotive, Manufacturing, Defense and Intelligence and Others) and Region with country level break-up.
On the basis of geography, the market of Visual Computing has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
In January 2017, Nvidia Corporation introduced an open platform media streamer based on visual computing which will find application in gaming and streaming among other things.
Market Trend
- Adoption of Computation and Image Processing In Smartphones and In Other Mobiles
- Acceptance of Advanced APIs in Smartphones and Other Devices Efficiently for Visual Computing
Market Drivers
- Demand from the Industries Such As Gaming, Animation, and Healthcare
- Increasing Demand for Simulation Products and Virtual Reality World Widely
- Accumulative Demand for Improved Graphics and Sounds in Computer Games
- Increasing Use of Smart Whiteboards in Educational Institutions
Opportunities
- Growing Focus on Gaming Graphics Card to Increase the Accuracy Level of Games in Both Developed and Developing Countries
- Emerging Applications Related to Visual Computing World Widely
- Increase in R&D Initiatives Globally
Restraints
- High Establishment and Manufacturing Cost
- Lack of Skilled Labour for Virtual Computing
Challenges
- Lack of Awareness About the Concept in Emerging Countries
- Issue Related to Sensitivity to Lighting Conditions and Power Consumptions
Key Target Audience
Visual Computing hardware Manufacturers, Government and Research Organizations, Associations and Industrial Bodies, Research and Consulting Firms and Others