歐洲國防部門身臨其境型現實市場分析與預測:2023-2033
市場調查報告書
商品編碼
1399752

歐洲國防部門身臨其境型現實市場分析與預測:2023-2033

Europe Immersive Reality for Defense Market - Analysis and Forecast, 2023-2033

出版日期: | 出版商: BIS Research | 英文 98 Pages | 商品交期: 1-5個工作天內

價格

根據預測,歐洲國防部門身臨其境型現實市場規模預計將從2022年的6.3億美元成長到2033年的41.3億美元,預測期內成長率為18.72%。

由於對創新技術解決方案的需求不斷成長,以提高訓練、模擬和作戰的有效性,國防部門的身臨其境型現實市場正在迅速發展,成為國防和軍事工業的關鍵領域。

國防部門的身臨其境型現實是更新軍事技術背後的驅動力,提供了重新定義舊防禦範式的各種技術和應用。隨著軍事機構和軍隊面臨越來越多的威脅和行動障礙,身臨其境型現實的引入有望突破可能的界限。

主要市場統計數據
預測期 2023-2033
2023年評估 7.4億美元
2033年預測 41.3億美元
複合年成長率 18.72%

身臨其境型現實技術正在迅速改變國防應用領域,帶來許多好處,包括提高訓練、模擬和操作效率。這些尖端系統因其成本效益、沉浸感和多功能性而對於現代國防行動至關重要。進階訓練和模擬是身臨其境型現實在國防部門中最常見的兩種用途。士兵們使用虛擬實境 (VR) 和擴增實境(AR) 設備在安全可控的環境中配合措施真實的戰鬥場景,以完善他們的能力並培養戰術性專業知識。這不僅降低了訓練成本,也提高了軍事人員的績效。

除了訓練之外,身臨其境型現實還可以幫助任務規劃和執行。 HUD 和 AR 系統為士兵、飛行員和指揮官提供即時資訊,以提高戰場情境察覺和決策能力。此外,身臨其境型現實在遠端控制和無人機操作中發揮著至關重要的作用。操作員可以透過VR頭戴裝置沉浸在戰場中,精準地控制無人車和無人機。

本報告調查了歐洲國防部門身臨其境型現實市場,並提供了市場背景和概述,分析了市場成長的各種影響因素、專利趨勢、各種計劃、市場規模趨勢和預測以及各種分類。,編譯主要國家詳細分析、競爭形勢、主要企業分析等

市場分類

細分1:按用途

  • 3D建模
  • 模擬與培訓
  • 維護與監控
  • 情境察覺

細分 2:按國家/地區

  • 法國
  • 德國
  • 俄羅斯
  • 英國
  • 其他

細分 3:按類型

  • 擴增實境(AR)
  • 虛擬實境(VR)
  • 混合實境(MR)

目錄

執行摘要

調查範圍

第1章 市場

  • 產業展望
    • 國防部門的身臨其境型現實:概述
    • 正在進行和即將進行的計劃
    • 身臨其境型現實的未來趨勢
    • Start-Ups及投資形勢
    • 供應鏈分析
    • 專利分析
  • 業務動態
    • 業務促進因素
    • 業務挑戰
    • 經營策略
    • 經營策略
    • 商業機遇

第2章 歐洲

  • 國防部門的身臨其境型現實(按地區)
  • 歐洲
    • 市場
    • 目的
    • 產品
    • 歐洲(按國家/地區)

第3章競爭基準化分析/公司簡介

  • 競爭基準化分析
  • Bohemia Interactive Simulations
  • Indra Sistemas, SA
  • Thales Group
  • Varjo
  • 其他主要企業簡介
  • 資料預測/建模的要素
Product Code: DSM1710SS

Introduction to Europe Immersive Reality for Defense Market

The Europe immersive reality for defense market is estimated to reach $4.13 billion by 2033 from $0.63 billion in 2022, at a growth rate of 18.72% during the forecast period 2023-2033. The field of immersive reality for defense applications is rapidly evolving as a critical domain within the defense and military industries, driven by the growing need for innovative technical solutions to improve training, simulation, and operational effectiveness. Immersive reality refers to a set of technologies that surround users/trainees in virtual settings, delivering a multimodal experience that can reproduce real-world scenarios with remarkable fidelity and immersion.

The field of immersive reality for defense applications is a driving force behind the change of military technologies, providing a diverse range of technologies and applications that challenge old defensive paradigms. As military agencies and armed forces continue to face increasing threats and operational obstacles, the incorporation of immersive reality is poised to push the boundaries of what is possible.

KEY MARKET STATISTICS
Forecast Period2023 - 2033
2023 Evaluation$0.74 Billion
2033 Forecast$4.13 Billion
CAGR18.72%

Market Introduction

Immersive reality technologies are rapidly transforming the landscape of defense applications, providing numerous advantages such as improved training, simulation, and operational efficiency. These cutting-edge systems are indispensable in modern defense operations due to their cost-effectiveness, realism, and varied functions. Advanced training and simulation are two of the most common applications of immersive reality in the defense sector. Soldiers can engage in realistic combat scenarios, perfect their abilities, and build tactical expertise in a safe and controlled environment using virtual reality (VR) and augmented reality (AR) devices. This not only cuts training expenses but also improves military personnel performance.

Aside from training, immersive reality is useful in mission planning and execution. HUDs and augmented reality systems are utilized to give real-time information to soldiers, pilots, and commanders, improving situational awareness and decision-making on the battlefield. Furthermore, immersive reality plays a pivotal role in remote operations and drone piloting. Operators can immerse themselves in the battlefield through VR headsets, controlling unmanned vehicles and drones with precision and accuracy.

Market Segmentation:

Segmentation 1: by Application

  • 3D Modeling
  • Simulation and Training
  • Maintenance and Monitoring
  • Situational Awareness

Segmentation 2: by Country

  • France
  • Germany
  • Russia
  • U.K.
  • Rest-of-Europe

Segmentation 3: by Type

  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)

How can this report add value to an organization?

Product/Innovation Strategy: The product segment helps the reader to understand the different types of immersive solutions available for defense deployment and their potential in Europe region.

Growth/Marketing Strategy: The Europe immersive reality for defense market has seen some major development by key players operating in the market, such as partnership, collaboration, and joint venture. The favored strategy for the collaboration between defense agencies and private players is primordially contracting the development and delivery of advanced materials and specialized composite components for space system applications.

Competitive Strategy: Key players in the Europe immersive reality for defense market have been analyzed and profiled in the study, inclusive of major segmentations and service offerings companies provide in the technology segments, respectively. Moreover, a detailed competitive benchmarking of the players operating in the immersive reality for defense market has been done to help the reader understand how players stack against each other, presenting a clear market landscape. Additionally, comprehensive competitive strategies such as partnerships, agreements, and collaborations will aid the reader in understanding the revenue pockets in the market.

Methodology: The research methodology design adopted for this specific study includes a mix of data collected from primary and secondary data sources. Both primary resources (key players, market leaders, and in-house experts) and secondary research (a host of paid and unpaid databases), along with analytical tools, are employed to build the predictive and forecast models.

Key Market Players and Competition Synopsis

The companies that are profiled have been selected based on thorough secondary research, which includes analyzing company coverage, product portfolio, market penetration, and insights that are gathered from primary experts.

Key Companies Profiled:

  • Bohemia Interactive Simulations
  • Indra Sistemas, S.A.
  • Thales Group
  • Varjo

Table of Contents

Executive Summary

Scope of the Study

1. Markets

  • 1.1. Industry Outlook
    • 1.1.1. Immersive Reality for Defense Market: Overview
    • 1.1.2. Ongoing and Upcoming Programs
      • 1.1.2.1. U.S. Army's Squad Immersive Virtual Trainer (SiVT)
      • 1.1.2.2. Remote Augmented Reality Maintenance Assistance (RARM-A)
      • 1.1.2.3. Mixed and Immersive Reality Assessment Generation Engine (MIRAGE)
      • 1.1.2.4. Virtual Battlespace Simulation (VBS) Training and Military Operations in Urbanized Terrain (MOUT) Training
    • 1.1.3. Futuristic Trends in Immersive Reality
      • 1.1.3.1. Neuromorphic Computing
      • 1.1.3.2. Brain-Computer Interface (BCI) in Immersive Reality Solutions
      • 1.1.3.3. Immersive Synthetic Training Environment (STE)
      • 1.1.3.4. Tactical Augmented Reality (TAR)
      • 1.1.3.5. Virtual Squad Training System (VSTS)
      • 1.1.3.6. Artificial Intelligence (AI) Integration in AR-Based Military Simulations
    • 1.1.4. Startups and Investment Landscape
    • 1.1.5. Supply Chain Analysis
    • 1.1.6. Patent Analysis
  • 1.2. Business Dynamics
    • 1.2.1. Business Drivers
      • 1.2.1.1. Increasing Need for Training with Enhanced Situational and Spatial Awareness toward Increased Soldier Lethality
      • 1.2.1.2. Development toward Multi-Domain Operations (MDO) Army by 2035
    • 1.2.2. Business Challenges
      • 1.2.2.1. Tackling Cybersickness and Information Overload
      • 1.2.2.2. Security Concerns in Immersive Solutions
    • 1.2.3. Business Strategies
      • 1.2.3.1. Mergers and Acquisitions
    • 1.2.4. Corporate Strategies
      • 1.2.4.1. Partnerships, Collaborations, Agreements, and Contracts
    • 1.2.5. Business Opportunities
      • 1.2.5.1. Advancements toward Next-Generation Command and Control (C2) System Platforms
      • 1.2.5.2. Development of Glass Box Systems

2. Europe

  • 2.1. Immersive Reality for Defense Market (by Region)
  • 2.2. Europe
    • 2.2.1. Market
      • 2.2.1.1. Key Players in Europe
      • 2.2.1.2. Business Drivers
      • 2.2.1.3. Business Challenges
    • 2.2.2. Application
      • 2.2.2.1. Europe Immersive Reality for Defense Market (by Application)
    • 2.2.3. Product
      • 2.2.3.1. Europe Immersive Reality for Defense Market (by Type)
    • 2.2.4. Europe (by Country)
      • 2.2.4.1. U.K.
        • 2.2.4.1.1. Market
          • 2.2.4.1.1.1. Key Players in the U.K.
        • 2.2.4.1.2. Application
          • 2.2.4.1.2.1. U.K. Immersive Reality for Defense Market (by Application)
        • 2.2.4.1.3. Product
          • 2.2.4.1.3.1. U.K. Immersive Reality for Defense Market (by Type)
      • 2.2.4.2. Germany
        • 2.2.4.2.1. Market
          • 2.2.4.2.1.1. Key Players in Germany
        • 2.2.4.2.2. Application
          • 2.2.4.2.2.1. Germany Immersive Reality for Defense Market (by Application)
        • 2.2.4.2.3. Product
          • 2.2.4.2.3.1. Germany Immersive Reality for Defense Market (by Type)
      • 2.2.4.3. France
        • 2.2.4.3.1. Market
          • 2.2.4.3.1.1. Key Players in France
        • 2.2.4.3.2. Application
          • 2.2.4.3.2.1. France Immersive Reality for Defense Market (by Application)
        • 2.2.4.3.3. Product
          • 2.2.4.3.3.1. France Immersive Reality for Defense Market (by Type)
      • 2.2.4.4. Russia
        • 2.2.4.4.1. Market
          • 2.2.4.4.1.1. Key Players in Russia
        • 2.2.4.4.2. Application
          • 2.2.4.4.2.1. Russia Immersive Reality for Defense Market (by Application)
        • 2.2.4.4.3. Product
          • 2.2.4.4.3.1. Russia Immersive Reality for Defense Market (by Type)
      • 2.2.4.5. Rest-of-Europe
        • 2.2.4.5.1. Application
          • 2.2.4.5.1.1. Rest-of-Europe Immersive Reality for Defense Market (by Application)
        • 2.2.4.5.2. Product
          • 2.2.4.5.2.1. Rest-of-Europe Immersive Reality for Defense Market (by Type)

3. Competitive Benchmarking and Company Profiles

  • 3.1. Competitive Benchmarking
  • 3.2. Bohemia Interactive Simulations
    • 3.2.1. Company Overview
      • 3.2.1.1. Role of Bohemia Interactive Simulations in the Immersive Reality for Defense Market
      • 3.2.1.2. Customers
      • 3.2.1.3. Product Portfolio
    • 3.2.2. Business Strategies
      • 3.2.2.1. Mergers and Acquisitions
    • 3.2.3. Corporate Strategies
      • 3.2.3.1. Partnerships, Collaborations, Agreements, and Contracts
    • 3.2.4. Analyst View
  • 3.3. Indra Sistemas, S.A.
    • 3.3.1. Company Overview
      • 3.3.1.1. Role of Indra Sistemas, S.A. in the Immersive Reality for Defense Market
      • 3.3.1.2. Customers
      • 3.3.1.3. Product Portfolio
    • 3.3.2. Business Strategies
      • 3.3.2.1. Mergers and Acquisitions
    • 3.3.3. Corporate Strategies
      • 3.3.3.1. Partnerships, Collaborations, Agreements, Investments, and Contracts
    • 3.3.4. Analyst View
  • 3.4. Thales Group
    • 3.4.1. Company Overview
      • 3.4.1.1. Role of Thales Group in the Immersive Reality for Defense Market
      • 3.4.1.2. Customers
      • 3.4.1.3. Product Portfolio
    • 3.4.2. Business Strategies
      • 3.4.2.1. Mergers and Acquisitions
    • 3.4.3. Analyst View
  • 3.5. Varjo
    • 3.5.1. Company Overview
      • 3.5.1.1. Role of Varjo in the Immersive Reality for Defense Market
      • 3.5.1.2. Customers
      • 3.5.1.3. Product Portfolio
    • 3.5.2. Corporate Strategies
      • 3.5.2.1. Partnerships, Collaborations, Agreements, and Contracts
    • 3.5.3. Analyst View
  • 3.6. Other Key Player Profiles
  • 3.7. Factors for Data Prediction and Modeling

List of Figures

  • Figure 1: Immersive Reality for Defense Market, $Billion, 2022-2033
  • Figure 2: Immersive Reality for Defense (by Application), $Million, 2022 and 2033
  • Figure 3: Immersive Reality for Defense Market (by Type), $Million, 2022 and 2033
  • Figure 4: Immersive Reality for Defense Market (by Region), $Billion, 2033
  • Figure 5: Supply Chain Analysis
  • Figure 6: Immersive Reality for Defense Market, Business Dynamics
  • Figure 7: Share of Key Market Developments, January 2021-September 2023
  • Figure 8: Competitive Benchmarking of Key Players
  • Figure 9: Research Methodology
  • Figure 10: Top-Down and Bottom-Up Approach
  • Figure 11: Assumptions and Limitations

List of Tables

  • Table 1: Startups and Investments, 2021-2023
  • Table 2: Patents, January 2021-September 2023
  • Table 3: Mergers and Acquisitions, January 2021-September 2023
  • Table 4: Partnerships, Collaborations, Agreements, and Contracts, January 2021-September 2023
  • Table 5: Immersive Reality for Defense Market (by Region), $Million, 2022-2033
  • Table 6: Europe Immersive Reality for Defense Market (by Application), $Million, 2022-2033
  • Table 7: Europe Immersive Reality for Defense Market (by Type), $Million, 2022-2033
  • Table 8: U.K. Immersive Reality for Defense Market (by Application), $Million, 2022-2033
  • Table 9: U.K. Immersive Reality for Defense Market (by Type), $Million, 2022-2033
  • Table 10: Germany Immersive Reality for Defense Market (by Application), $Million, 2022-2033
  • Table 11: Germany Immersive Reality for Defense Market (by Type), $Million, 2022-2033
  • Table 12: France Immersive Reality for Defense Market (by Application), $Million, 2022-2033
  • Table 13: France Immersive Reality for Defense Market (by Type), $Million, 2022-2033
  • Table 14: Russia Immersive Reality for Defense Market (by Application), $Million, 2022-2033
  • Table 15: Russia Immersive Reality for Defense Market (by Type), $Million, 2022-2033
  • Table 16: Rest-of-Europe Immersive Reality for Defense Market (by Application), $Million, 2022-2033
  • Table 17: Rest-of-Europe Immersive Reality for Defense Market (by Type), $Million, 2022-2033
  • Table 18: Benchmarking and Weightage Parameters
  • Table 19: Bohemia Interactive Simulations: Product Portfolio
  • Table 20: Bohemia Interactive Simulations: Mergers and Acquisitions
  • Table 21: Bohemia Interactive Simulations: Partnerships, Collaborations, Agreements, and Contracts
  • Table 22: Indra Sistemas, S.A.: Product Portfolio
  • Table 23: Indra Sistemas, S.A.: Mergers and Acquisitions
  • Table 24: Indra Sistemas, S.A.: Partnerships, Collaborations, Agreements, and Contracts
  • Table 25: Thales Group: Product Portfolio
  • Table 26: Thales Group: Mergers and Acquisitions
  • Table 27: Varjo: Product Portfolio
  • Table 28: Varjo: Partnerships, Collaborations, Agreements, and Contracts
  • Table 29: Other Key Players Profile in the Immersive Reality for Defense Market