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Rising Trend of Wearable Devices Propels Global Visual Technologies in Education Market

Rising Trend of Wearable Devices Propels Global Visual Technologies in Education Market

The market of visual technologies in education is undergoing major evolution due to advancements in the learning processes. The report presents an in-depth analysis of the market trends and drivers that are likely to boost the growth in the global market, restraints that might pull down the demand, along with the lading players existing worldwide. According to an analyst, the market is anticipated to witness a steady growth with a CAGR of 32.4% within the period from 2017 to 2021.

The major driving factor supporting the rise of global visual technologies in education market is the growth in investment to enhance and improve technological infrastructure. Moreover, there has been a surge in the trend of wearable devices and uptake of Internet of Things (IoT). The only factor that is likely to hamper the market growth is the increased cost of hardware because of elevated investment in research and development of the technology.

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Based on the product type the visual technologies in education market is segmented into visual data analytics, 3D printing, virtual reality, and augmented reality. Among these, 3D printing segment offers services for example software, printing, and support which enables students to build a realistic 3D mini-models in the domains such as mathematics, engineering, applied science, and architecture. On the basis of end user the market is divided into K-12 and higher education. Among these, the higher education segment is leading the market owing to the higher requirement for visual technologies for studying mathematics, technology, engineering, science. Moreover, students studying culture, demographics, and history also have high importance of VR and AR technologies.

The competitive scenario appears to be highly fragmented because of the emergence of various big and small players in the market. Several start-up companies are getting attracted to invest in the market due to high scope of growth and expansion in global market in the coming years. EON Reality, Alchemy VR, Stratasys, VR, Magic Leap, Qlik are some of the prominent players in the market.

With the advancement of technology vendors are working towards developing something new and innovative such as 3D printing, VR, and AR to gain an edge over the other key players and to sustain their position in the global market. Some of the other prominent vendors are DAQRI, QuiverVision, Gamooz, Google, Discovery Communication, Zebronics, Seiko EPSON, LG Electronics, 3D Systems, Immersive VR Education, HTC Global Services, Homido, Meta, Blippar, ExOne, and InGage. Additionally, the geographical segmentation is divided into Asia Pacific, Europe, Middle East, and Africa, and Americas. The research report provides a thorough understanding of the competitive landscape along with recommendations from market experts.


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