Global Visual Technologies in Education Market Become Dominant At CAGR Of 32.88% By 2021

“The Latest Research Report Global Visual Technologies in Education Market 2017-2021 provides information on pricing, market analysis, shares, forecast, and company profiles for key industry participants. – MarketResearchReports.biz”

About Visual Technologies in Education Market

A technique that can capture, organize, filter, and distribute content or information visible to human eyes is known as the visual technology. The emergence of the Internet and rapid adoption of digitization have resulted in the incorporation of various visual technologies in day-to-day lives.

Visual technologies are increasingly being used in the education sector to provide experimental and collaborative learning environments for students and faculties in K-12 schools and universities. The report discusses the use of services, solutions and products offered by companies in technologies such as three-dimensional (3-D) printing, visual data analytics, augmented reality (AR) and virtual reality (VR). Visual technology products such as 3-D printers, VR head gear, and software solutions for data analytics are discussed in the report.

Technavios analysts forecast the global visual technologies in education market to grow at a CAGR of 32.88% during the period 2017-2021.

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Covered in this report

The report covers the present scenario and the growth prospects of the global visual technologies in education market for 2017-2021. To calculate the market size, the report considers the revenues generated from services and products.

The market is divided into the following segments based on geography:

Americas

APAC

EMEA

Technavio’s report, Global Visual Technologies in Education Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

Alchemy VR

EON Reality

Magic Leap

Oculus

Qlik

Stratasys

VR

Other prominent vendors

DAQRI

QuiverVision

Gamooz

Discovery Communication

Google

Seiko EPSON

HTC Global Services

Zebronics

LG Electronics

Homido

Immersive VR Education

3D Systems

Meta

ExOne

Blippar

InGage

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Market driver

Surging investments in improving technology infrastructure

For a full, detailed list, view our report

Market challenge

High hardware price due to steep R&D expenditure

For a full, detailed list, view our report

Market trend

Rising popularity of IoT and wearable devices

For a full, detailed list, view our report

Key questions answered in this report

What will the market size be in 2021 and what will the growth rate be?

What are the key market trends?

What is driving this market?

What are the challenges to market growth?

Who are the key vendors in this market space?

What are the market opportunities and threats faced by the key vendors?

What are the strengths and weaknesses of the key vendors?

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

Global education technology

PART 05: Market landscape

Global visual technologies in education market

Five forces analysis

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PART 06: Geographical segmentation

Global visual technologies in education market by geography

Visual technologies in education market in North America

Visual technologies in education market in Europe

Visual technologies in education market in APAC

Visual technologies in education market in ROW

PART 07: Market segmentation by product

Global visual technologies in education market by product

Global visual technologies in education market by 3-D printing

Global visual technologies in education market by visual data analytics

Global visual technologies in education market by AR

Global visual technologies in education market by VR

PART 08: Market segmentation by end-user

Global visual technologies in education market by end-user

Global visual technologies in education market by higher education

Global visual technologies in education market by K-12

PART 09: Decision framework

PART 10: Drivers and challenges

Market drivers

Market challenges

PART 11: Market trends

Rising popularity of IoT and wearable devices

Increasing adoption of maker spaces and learning commons

Inclusion of robotics in STEAM teaching

Paradigm shift toward mobile technology

Emergence of mixed reality

PART 12: Vendor landscape

Competitive scenario

Competitive benchmarking

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