Global VR in Education Sector Market to Grow at a CAGR of 55% by 2021 - Latest Market Trend is the Incorporation of SLAM Technology - Research and Markets

DUBLIN--()--Research and Markets has announced the addition of the "Global VR in Education Sector Market 2017-2021" report to their offering.

The global VR in education sector market to grow at a CAGR of 55.42% during the period 2017-2021.

The report, Global VR in Education Sector 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.

The latest trend gaining momentum in the market is incorporation of SLAM technology. Simultaneous localization and mapping (SLAM) is a popular and important autonomous mapping and navigation technique in mobile robotics. This technology was mainly used in NASA robots for creation of unknown environments maps. In addition, given its high accuracy feature, it is used in their positioning devices. 13th Lab, a Swedish company implemented the first SLAM for consumer devices and continues to be the unchallenged leader in this field.

According to the report, one of the major drivers for this market is upgrades the learning process. Like other technologies that have improved collaboration and social learning, VR also plays a vital role in meeting students' learning needs. As the technology is personalized, it provides a platform to students to apply their knowledge and learn effectively without the fear of being discriminated. Further, faculty can create virtual content and ensure an immersive learning experience to students, who can manage their practical learning based on their level of understanding of the subject.

Key vendors

  • Oculus VR
  • Google
  • Alchemy VR
  • Discovery Communications

Other prominent vendors

  • Cinoptics
  • EPSON
  • HTC
  • Sony
  • FOVE
  • LG Electronics
  • Others

Key Topics Covered:

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

PART 05: Market landscape

PART 06: Market segmentation by product

PART 07: Market segmentation by end-user

PART 08: Geographical segmentation

PART 09: Decision framework

PART 10: Drivers and challenges

PART 11: Market trends

PART 12: Vendor landscape

PART 13: Key vendor analysis

PART 14: Other prominent vendors

PART 15: Appendix

For more information about this report visit http://www.researchandmarkets.com/research/mg8h7v/global_vr_in

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Related Topics: Virtual and Augmented Reality

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Related Topics: Virtual and Augmented Reality