About Gesture Recognition Gesture recognition is the ability of a device to identify and respond to different gestures, such as movement of hands, fingers, arms, head, or the entire body, of an individual. Gesture recognition technology can be 2D-based or 3D-based. It uses a camera-enabled device that beams an invisible infrared light onto the individual, which is reflected back to the camera and onto a gesture recognition IC. The IC, with the help of gesture recognition software, creates depth maps of the images received and responds appropriately to the movements. Thus, no physical contact is required between individuals and devices. For instance, Microsoft has developed Kinect that can be used for Xbox gaming consoles. The device would ideally contain a chip with gesture recognition software to detect the gestures by users. Gesture recognition technology when combined with voice recognition, facial recognition, eye-tracking, and other related technologies provide a very powerful technology that can completely change the way we control machines. Technavio's analysts forecast the global gesture recognition market for gaming consoles to... Research Beam Model: Research Beam Product ID: 250878 2500 USD New
Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019
 
 

Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019

  • Category : ICT & Media
  • Published On : July   2015
  • Pages : 40
  • Publisher : Technavio
 
 
 
About Gesture Recognition

Gesture recognition is the ability of a device to identify and respond to different gestures, such as movement of hands, fingers, arms, head, or the entire body, of an individual. Gesture recognition technology can be 2D-based or 3D-based. It uses a camera-enabled device that beams an invisible infrared light onto the individual, which is reflected back to the camera and onto a gesture recognition IC. The IC, with the help of gesture recognition software, creates depth maps of the images received and responds appropriately to the movements. Thus, no physical contact is required between individuals and devices. For instance, Microsoft has developed Kinect that can be used for Xbox gaming consoles. The device would ideally contain a chip with gesture recognition software to detect the gestures by users. Gesture recognition technology when combined with voice recognition, facial recognition, eye-tracking, and other related technologies provide a very powerful technology that can completely change the way we control machines.

Technavio's analysts forecast the global gesture recognition market for gaming consoles to grow at a CAGR of 48% in terms of revenue over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the global gesture recognition market for gaming consoles for the period 2015-2019. It presents the vendor landscape and a corresponding detailed analysis of the vendors in the market.

Technavio's report, Global Gesture Recognition Market for Gaming Consoles 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions
• Americas
• APAC
• EMEA

Key Vendors
• Microsoft
• SoftKinetic
• Sony

Market Driver
• Use of 3D Camera
• For a full, detailed list, view our report

Market Challenge
• Lack of Compatible Games
• For a full, detailed list, view our report

Market Trend
• Growing Number of Vendors
• For a full, detailed list, view our report

Key Questions Answered in this Report
• What will the market size be in 2019 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?

01. Executive Summary
02. Market Overview
03. List of Abbreviations
04. Scope of the Report
04.1 Definitions
04.1.1 Gaming Consoles
04.1.2 Gesture
04.1.3 2D Gesture Recognition
04.1.4 3D Gesture Recognition
04.2 Market Size Calculation
04.3 Geographical Segmentation
04.4 Vendor Segmentation
04.5 Base Year
04.6 Common Currency Conversion Rates
05. Introduction
05.1 Gesture Recognition Technology Overview
05.1.1 Definition
05.1.2 How it works
05.2 History
05.3 Current Scenario
05.4 Future Perspective
06. Market Size and Forecast
07. Geographical Analysis
07.1 Americas
07.2 EMEA
07.3 APAC
08. Five Forces Analysis
08.1 Bargaining Power of Suppliers
08.2 Bargaining Power of Buyers
08.3 Threat of Rivalry
08.4 Threat of New Entrants
08.5 Threat of Substitutes
09. Market Growth Drivers
10. Market Challenges
11. Market Trends
12. Vendor Landscape
12.1 Competitive Scenario
13. Key Vendor Analysis
13.1 Microsoft
13.1.1 Key Facts
13.1.2 Business overview
13.1.3 Business segmentation by revenue 2014
13.1.4 Microsoft in gesture recognition for gaming consoles
13.2 SoftKinetic
13.2.1 Key facts
13.2.2 Business overview
13.2.3 Key offerings
13.2.4 Markets served
13.2.5 Key partners
13.2.6 Gesture recognition for gaming consoles
13.2.7 Recent developments
13.2.8 Key highlights
13.3 Sony
13.3.1 Key facts
13.3.2 Business overview
13.3.3 Business segmentation by revenue 2015
13.3.4 Key highlights for gesture recognition in gaming consoles
14. Other Reports in this Series
List of Exhibits
Exhibit 1: Global Gesture Recognition Market for Gaming Consoles by Unit Shipments 2014-2019 (millions of units)
Exhibit 2: Global Gesture Recognition Market for Gaming Consoles by Revenue 2014-2019 ($ millions)
Exhibit 3: Comparison Between Gaming Consoles and Gesture Recognition Devices for Gaming Consoles 2014-2019 (millions of units)

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