The increasing demand for AR and VR devices is driven by their ability to enhance understanding through immersive visualization, transforming corporate training, and advancing education. These technologies enable personalized learning experiences and real-world application, preparing individuals for career readiness. As AR and VR technologies continue to innovate and expand, they are reshaping how businesses and educational institutions approach training and learning, making these devices indispensable tools in both sectors. The ongoing advancements in AR and VR are paving the way for more interactive and effective ways to engage learners and professionals alike.
By Offering Type: software segment to account larger market share in the forecasted year.
In 2028, the software segment dominated the AR and VR market, driven by technological advancements and cost reductions that have made these technologies more accessible to educational institutions. As AR and VR solutions become more affordable, schools and universities are increasingly integrating them into their curricula, transforming traditional learning methods. The availability of user-friendly software tools and platforms has further encouraged educators to develop and implement AR and VR content, significantly enhancing the overall educational experience by offering immersive, interactive learning opportunities.
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By Deployment: cloud to account for a larger market share in the forecasted year.
In 2028, the cloud deployment segment captured the larger market share in the AR and VR for education market. This growth is fueled by the scalability and flexibility that cloud solutions offer, allowing institutions to easily adjust resources based on demand. Additionally, cloud deployment reduces infrastructure costs, making advanced technologies more accessible for educational institutions. The ability to access learning materials anytime and anywhere enhances the learning experience, while centralized management and updates ensure that the latest features and security measures are in place. Integration with learning management systems (LMS) and the continuous innovation provided by cloud platforms further drive the adoption of AR and VR technologies in education.
By Device Type: projectors & displays device type to account for a larger market share in the forecasted year.
In 2028, projectors and displays dominated the AR and VR market share, driven by significant advancements in display technology. High-resolution displays, superior color reproduction, and faster refresh rates have elevated the visual quality of AR and VR content, providing users with more realistic and immersive experiences. These technological improvements have spurred demand for high-quality projectors and display devices, which are essential for delivering the enhanced visuals that modern AR and VR applications require. As a result, projectors and displays have become critical components in the AR and VR ecosystem, meeting the growing expectations for visual performance in these cutting-edge technologies.
North America is expected to hold the largest share of the AR and VR in the Education Market during the forecast period.
In 2028, North America led the AR and VR in education industry, driven by the region's robust education industry and the presence of numerous prominent educational institutions. The continuous pursuit of quality education, coupled with technological advancements, has accelerated the adoption of smart education and advanced classroom technologies in both educational and corporate settings. These innovations have created personalized learning environments tailored to individual and organizational needs. The US and Canada were key contributors to this market, benefiting from well-established economies that support strong investments in R&D. The rapidly growing startup culture, widespread digitalization across industry verticals, increased adoption of smart connected devices, and ongoing technological advancements have further fueled the expansion of the education sector in North America.
Sony Group Corporation (Japan), HTC Corporation (Taiwan), Meta (US), Google (US), Microsoft (US), Panasonic Holdings Corporation (Japan), Vuzix (US), Cornerstone OnDemand, Inc. (US), Anthology Inc. (US), Lenovo (Hong Kong).
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