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Home » ICT » Infrastructure/Network Security » IIN-1771015
  • Global Affective Computing Market Insights, Opportunity Analysis, Market Shares and Forecast 2017 – 2023

  • Publish: March 2016 | Report Code: IIN-1771015

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Affective computing can be explained as the study and development of devices and systems that can recognize, interpret, process, and simulate human affects and emotions. It is a large field which spans across psychology, computer science, and cognitive science. This field of science is a human-computer interaction in which a device gains the ability to detect and accordingly respond to its user's stimuli and other emotions. Global affective computing market is anticipated to grow with a CAGR of 34.7% in the forecast year 2016-2023. Factors driving global affective computing infrastructure includes:

  • Emerging trends in wearable devices
  • Continuous research and development taking place in body gesture, and facial expression
  • Applications various sectors such as government, healthcare etc.
  • Rising tech savvy population





In coming years, the demand of affective computing will increase owing to the demand of wearable devices. In 2016 approx. 325 million wearable devices are connected to internet and is anticipated to reach up to 929 million globally. A computing device with this capacity could gather cues to user emotion from a variety of sources. Posture, gestures, speech, facial expressions, the rhythm or force of key strokes and the change of temperature of the hand on a mouse can all lead to changes in the emotional state of the user, and these all can be detected and interpreted by a computer system. A built-in camera is there which captures images of the user and algorithms are used to process the data so that meaningful information is obtained.  Gesture recognition and speech recognition are among the other technologies which are being explored for affective computing applications. Affective computing could offer benefits in immensely large range of applications. The advancement in the field of computer technology and other field of science has paved the way for a new technology that is termed as “Affective Computing”. Affective Computing includes the futuristic development through which machines are designed to act and guess the emotions like the human mind, which include making affective inferences about the surrounding environment and also recognizing the pattern. The main function of affective computing is to gather, process, store and interprets human emotions such as: excitement, contentment, guilt satisfaction, amusement, relief, shame, and pride. And these things creates large amount of important data that is present in the dark form (human language, videos, emotions and body gesture) that conventional data analysis software are not able to process, here comes the requirement to develop affective computing.

With the growing demand, affective computing market industries are moving towards bigger market and hence there exists the probability of attaining better opportunities for the growth of market. Affective computing is ready to change the way organizations, especially across healthcare, retail, government & defense, and academic sectors, gather, organize, collaborate, and deliver information. This turns out to be a big revolution in the global IT market and has very strong potential of growth. The growing trend of wearable devices and tech savvy people and its application in sectors such as security, government, medical etc. has made big players of the market to come into the field.

 

There are lot more factors driving the market such as applications in wide no of sectors such as government, healthcare, psychiatry, security sector, medical sector, Neurology, Dialog/Automatic call center, robotics etc. and also there is increase in the number of tech savvy people who also have played a crucial role in making affective marketing so popular and also a highly revenue oriented field.  The increase in the use of internet also has led to the use and demand of affective computing.  Affective computing also utilizes various aspects of technology such as facial affect detection, body gestures, blood volume pulse etc. On the other hand, restraints are also there restricting the market growth. Few restraints for this market are privacy concerns; devices can recognize interpret, process, and simulate human affects and risk of misuse of the technology; computers start to make emotionally distorted, harmful decision. In spite of hindering factors some opportunities are there too which are expected to increase the market in near future. Research in multimodal detection and recognition to achieve higher accuracy and collaboration among affection researchers from different disciplines are some opportunities for the market.

Source: OBRC Analysis

The global affective computing infrastructure market is segmented into by software, hardware, industrial sector, application and technology. Based on software segment, the market is further sub-segmented into:

  • Speech recognition software
  • Gesture recognition software
  • Facial expression recognition software
  • Neutral analytic software
  • Enterprise software
  • Others







Based on hardware segment, market is further sub-segmented into:

  • Sensors
  • Cameras
  • Storage device and processors
  • Others





Based on industrial sector, market is further sub-segmented into:·

  • Security sector
  • Medical sector
  • Neurology
  • Psychiatry
  • Dialog/automatic call center environment
  • Robotics







Based on application segment, the market is further sub-segmented into:

  • Hands-free computing
  • Distance education
  • Internet banking
  • Virtual sales assistant
  • Social interfaces






Based on technology segment, the market is further sub-segmented into:

  • Emotional speech
  • Facial effect detection
  • Body gestures
  • Touchless Technology
  • Blood volume pulse
  • Facial electromyography
  • Galvanic skin response
  • Visual aesthetics










The revenue for the above industrial verticals are specific to the Affective computing. However, the total revenue of these application in general has been excluded from the scope of the report. Also, the total market revenue has been calculated by summing up Application, Software, Hardware, technology and Industrial sector segment. However, the solution segment only includes software solutions and excluded hardware solutions from the scope of the report.

 

Geographically, the global affective computing infrastructure market is segmented on the basis of four main regions, which include:

 

  • North America (U.S, Canada)
  • Europe (UK, France, Germany, RoE)
  • Asia Pacific (China, India, Japan, RoAPAC)
  • Rest of World





North America is expected to hold the largest share in affective computing market in 2016 because it is the most technologically advanced region with the presence of different business verticals such as healthcare, retail & e-commerce and BFSI etc. Asia Pacific offers prospective growth opportunities and it is projected to be the fastest growing region. This growth is due to the increasing rate of wearable devices and also the increasing use of affective computing in various sectors.

 The major market players of the global affective computing market are:

  • APPLE INC.
  • COGNITEC SYSTEMS
  • CONGNIVUE CORPORATION
  • EYESIGHT TECHNOLOGIES
  • GESTSURE TECHNOLOGIES, INC
  • GESTUREK
  • IBM
  • INTEL CORPORATION
  • Others










Detailed analysis of these companies provided in this report comprises Overview, SCOT Analysis, Product Portfolio, Strategic Initiative and Strategic Analysis.

These companies using various strategies such as merger & acquisition, collaboration, partnership and product launching. Example In 2016, Apple Organization took strategic initiative and acquired EMOTIENT a United States based Organization which has framed a technology which holds the ability to detect individual’s emotion by his or her expressions.

Why to buy the report:

This report will provide you:

  • Provide you the business strategies adopted by market player such as in the year 2016, APPLE Inc, Acquired EMOTIENT.
  • Provide in detail the different segments such as by software, hardware, industrial sector, application, technology etc. which are affecting the global affective computing market.
  • Provide you the patent analysis of the affecting computing market.
  • Identify, understand, and the strength, opportunities, challenges and threat of the affective computing market.
  • Provide you various regulatory policies which are affecting the global affective computing market.






How we are different from others:

At Occam’s we provide an extensive portfolio which is comprehensive market analysis along with the market size, market share, and market segmentations. Our report on affecting computing market offers the longest chain of market segmentation which is covering major market segmentation based on hardware, software, application, technology etc. The report tracks the major market trends in the global Affective Computing market such as rising demand of smart devices & wearables and constant innovations in specific time intervals considering cognitive and computer science. For each market segments covered in global affective computing report, we provide opportunity matrix, and DRO analysis, that enable the clear growth assessment across each market segment. The report discusses competitive landscape of the Affective Computing industry, with giving extensive strategy analysis of more than 15 companies. Moreover, the report discusses various models such as; 360degree analysis, See Saw analysis, and Porter five force model and so on. For high level analysis in the report we provide a comparative analysis of historic and current year data. 

Key findings of the affective computing market:

  • Affective Computing includes the futuristic development through which machines are designed to act and guess the emotions like the human mind, which include making affective inferences about the surrounding environment and also recognizing the pattern.
  • The main function of affective computing is to gather, process, store and interprets human emotions such as: excitement, contentment, guilt satisfaction, amusement, relief, shame, and pride.
  • North America is the leading market for the global revenue management market in 2016.
  • Asia Pacific offers prospective growth opportunities and it is projected to be the fastest growing region.
  • Merger & Acquisition is the key strategy adopted by the various market players of global affective computing market.
  • Touchless Technology is the major segment of Technology. 

1.            INTRODUCTION

1.1.         EXECUTIVE SUMMARY

1.2.         MARKET SCOPE

2.            MARKET OVERVIEW

2.1.         GLOBAL AFFECTIVE COMPUTING MARKET: EVOLUTION & TRANSITION

2.2.         INDUSTRY STRUCTURE

2.3.         REGULATORY FRAMEWORK

2.4.         TOTAL MARKET ANALYSIS

2.4.1.     TOP 5 FINDINGS

2.4.2.     TOP 5 OPPORTUNITY MARKETS

2.4.3.     TOP 5 COMPANIES

2.4.4.     TOP 3 COMPETITIVE STRATEGIES

2.5.         ESTIMATION ANALYSIS

2.6.         STRATEGIC ANALYSIS

2.6.1.     INVESTMENT VS. ADOPTION MODEL

2.6.2.     360 DEGREE INDUSTRY ANALYSIS

2.6.3.     PORTERS 5 FORCE MODEL

2.6.4.     SEE-SAW ANALYSIS

2.6.5.     CONSUMER ANALYSIS AND KEY BUYING CRITERIA

2.7.         COMPETITIVE ANALYSIS

2.7.1.     KEY STRATEGIES AND ANALYSIS

2.7.2.     MARKET SHARE $ TOP COMPANY ANALYSIS

2.8.         STRATEGIC RECOMMENDATIONS & KEY CONCLUSIONS

2.8.1.     INVESTMENT OPPORTUNITIES BY REGIONS

2.8.2.     OPPORTUNITIES IN EMERGING APPLICATIONS

2.8.3.     INVESTMENT OPPORTUNITY IN FASTEST GROWING SEGMENT

3.            MARKET DETERMINANTS

3.1.         MARKET DRIVERS& MARKET IMPACT

3.1.1.     EMERGING TRENDS IN WEARABLE DEVICES

3.1.2.     CONTINUOUS RESEARCH AND DEVELOPMENT TAKING PLACE IN BODY GESTURE, AND FACIAL EXPRESSION.

3.1.3.     APPLICATIONS VARIOUS SECTORS SUCH AS GOVERNMENT, HEALTHCARE ETC

3.1.4.     RISING TECH SAVVY POPULATION

3.2.         MARKET RESTRAINTS& MARKET IMPACT

3.2.1.     PRIVACY CONCERNS; DEVICES CAN RECOGNIZE INTERPRET, PROCESS, AND SIMULATE HUMAN AFFECTS

3.2.2.     RISK OF MISUSE OF THE TECHNOLOGY; COMPUTERS START TO MAKE EMOTIONALLY DISTORTED, HARMFUL DECISION

3.3.         MARKET OPPORTUNITIES

3.3.1.     RESEARCH IN MULTIMODAL DETECTION AND RECOGNITION TO ACHIEVE HIGHER ACCURACY

3.3.2.     COLLABORATION AMONG AFFECTION RESEARCHERS FROM DIFFERENT DISCIPLINES

3.4.         MARKET CHALLENGES

3.4.1.     RISK OF FALSE INTERPRETATION

3.4.2.     FALSE OR MISLEADING EMOTIONS CAN LEAD TO FALSE RESULTS

4.            MARKET SEGMENTATION

4.1.         GLOBAL AFFECTIVE COMPUTING MARKET BY SOFTWARE

4.1.1.     MARKET DEFINITION AND SCOPE

4.1.2.     DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

4.1.3.     COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

4.1.4.     OPPORTUNITY MATRIX

4.1.5.     MARKET SEGMENTATION

4.1.5.1. GLOBAL SPEECH RECOGNITION SOFTWARE MARKET

4.1.5.1.1.              APPLICATIONS

4.1.5.1.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.1.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.1.5.1.4.              KEY PLAYERS & KEY PRODUCTS

4.1.5.1.5.              KEY CONCLUSIONS

4.1.5.2. GLOBAL GESTURE RECOGNITION SOFTWARE MARKET

4.1.5.2.1.              APPLICATIONS

4.1.5.2.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.2.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.1.5.2.4.              KEY PLAYERS & KEY PRODUCTS

4.1.5.2.5.              KEY CONCLUSIONS

 

4.1.5.3. GLOBAL FACIAL EXPRESSION RECOGNITION SOFTWARE MARKET

4.1.5.3.1.              APPLICATIONS

4.1.5.3.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.3.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.1.5.3.4.              KEY PLAYERS & KEY PRODUCTS

4.1.5.3.5.              KEY CONCLUSIONS

4.1.5.4. GLOBAL NEURAL ANALYTICS SOFTWARE MARKET

4.1.5.4.1.              APPLICATIONS

4.1.5.4.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.4.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.1.5.4.4.              KEY PLAYERS & KEY PRODUCTS

4.1.5.4.5.              KEY CONCLUSIONS

4.1.5.5. GLOBAL ENTERPRISE SOFTWARE MARKET

4.1.5.5.1.              APPLICATIONS

4.1.5.5.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.5.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.1.5.5.4.              KEY PLAYERS & KEY PRODUCTS

4.1.5.5.5.              KEY CONCLUSIONS

4.1.5.6. GLOBAL OTHERS MARKET

4.1.5.6.1.              APPLICATIONS

4.1.5.6.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.1.5.6.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.1.5.6.4.              KEY PLAYERS & KEY PRODUCTS

4.1.5.6.5.              KEY CONCLUSIONS

 

4.2.         GLOBAL AFFECTIVE COMPUTING MARKET BY HARDWARE

4.2.1.     MARKET DEFINITION AND SCOPE

4.2.2.     DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

4.2.3.     COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

4.2.4.     OPPORTUNITY MATRIX

4.2.5.     MARKET SEGMENTATION

4.2.5.1. GLOBAL SENSORS MARKET

4.2.5.1.1.              APPLICATIONS

4.2.5.1.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.2.5.1.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.2.5.1.4.              KEY PLAYERS & KEY PRODUCTS

4.2.5.1.5.              KEY CONCLUSIONS

4.2.5.2. GLOBAL CAMERAS MARKET

4.2.5.2.1.              APPLICATIONS

4.2.5.2.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.2.5.2.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.2.5.2.4.              KEY PLAYERS & KEY PRODUCTS

4.2.5.2.5.              KEY CONCLUSIONS

4.2.5.3. GLOBAL STORAGE DEVICES AND PROCESSORS MARKET

4.2.5.3.1.              APPLICATIONS

4.2.5.3.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.2.5.3.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.2.5.3.4.              KEY PLAYERS & KEY PRODUCTS

4.2.5.3.5.              KEY CONCLUSIONS

4.2.5.4. GLOBAL OTHER HARDWARE MARKET

4.2.5.4.1.              APPLICATIONS

4.2.5.4.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.2.5.4.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.2.5.4.4.              KEY PLAYERS & KEY PRODUCTS

4.2.5.4.5.              KEY CONCLUSIONS

4.3.         GLOBAL AFFECTIVE COMPUTING MARKET BY INDUSTRIAL SECTOR

4.3.1.     MARKET DEFINITION AND SCOPE

4.3.2.     DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

4.3.3.     COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

4.3.4.     OPPORTUNITY MATRIX

4.3.5.     MARKET SEGMENTATION

4.3.5.1. GLOBAL SECURITY SECTOR MARKET

4.3.5.1.1.              APPLICATIONS

4.3.5.1.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.1.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.3.5.1.4.              KEY PLAYERS & KEY PRODUCTS

4.3.5.1.5.              KEY CONCLUSIONS

4.3.5.2. GLOBAL MEDICAL SECTOR MARKET

4.3.5.2.1.              APPLICATIONS

4.3.5.2.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.2.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.3.5.2.4.              KEY PLAYERS & KEY PRODUCTS

4.3.5.2.5.              KEY CONCLUSIONS

4.3.5.3. GLOBAL NEUROLOGY MARKET

4.3.5.3.1.              APPLICATIONS

4.3.5.3.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.3.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.3.5.3.4.              KEY PLAYERS & KEY PRODUCTS

4.3.5.3.5.              KEY CONCLUSIONS

4.3.5.4. GLOBAL PSYCHIATRY MARKET

4.3.5.4.1.              APPLICATIONS

4.3.5.4.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.4.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.3.5.4.4.              KEY PLAYERS & KEY PRODUCTS

4.3.5.4.5.              KEY CONCLUSIONS

4.3.5.5. GLOBAL DIALOG/AUTOMATIC CALL CENTRE ENVIRONMENT MARKET

4.3.5.5.1.              APPLICATIONS

4.3.5.5.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.5.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.3.5.5.4.              KEY PLAYERS & KEY PRODUCTS

4.3.5.5.5.              KEY CONCLUSIONS

4.3.5.6. GLOBAL ROBOTICS MARKET

4.3.5.6.1.              APPLICATIONS

4.3.5.6.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.3.5.6.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.3.5.6.4.              KEY PLAYERS & KEY PRODUCTS

4.3.5.6.5.              KEY CONCLUSIONS

 

4.4.         GLOBAL AFFECTIVE COMPUTING MARKET BY APPLICATION

4.4.1.     MARKET DEFINITION AND SCOPE

4.4.2.     DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

4.4.3.     COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

4.4.4.     OPPORTUNITY MATRIX

4.4.5.     MARKET SEGMENTATION

4.4.5.1. GLOBAL HANDS-FREE COMPUTING MARKET

4.4.5.1.1.              APPLICATIONS

4.4.5.1.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.4.5.1.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.4.5.1.4.              KEY PLAYERS & KEY PRODUCTS

4.4.5.1.5.              KEY CONCLUSIONS

4.4.5.2. GLOBAL DISTANCE EDUCATION MARKET

4.4.5.2.1.              APPLICATIONS

4.4.5.2.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.4.5.2.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.4.5.2.4.              KEY PLAYERS & KEY PRODUCTS

4.4.5.2.5.              KEY CONCLUSIONS

4.4.5.3. GLOBAL INTERNET BANKING MARKET

4.4.5.3.1.              APPLICATIONS

4.4.5.3.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.4.5.3.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.4.5.3.4.              KEY PLAYERS & KEY PRODUCTS

4.4.5.3.5.              KEY CONCLUSIONS

4.4.5.4. GLOBAL VIRTUAL SALES ASSISTANT MARKET

4.4.5.4.1.              APPLICATIONS

4.4.5.4.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.4.5.4.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.4.5.4.4.              KEY PLAYERS & KEY PRODUCTS

4.4.5.4.5.              KEY CONCLUSIONS

4.4.5.5. GLOBAL SOCIAL INTERFACES MARKET

4.4.5.5.1.              APPLICATIONS

4.4.5.5.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.4.5.5.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.4.5.5.4.              KEY PLAYERS & KEY PRODUCTS

4.4.5.5.5.              KEY CONCLUSIONS

4.5.         GLOBAL AFFECTIVE COMPUTING MARKET BY TECHNOLOGY

4.5.1.     MARKET DEFINITION AND SCOPE

4.5.2.     DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

4.5.3.     COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

4.5.4.     OPPORTUNITY MATRIX

4.5.5.     MARKET SEGMENTATION

4.5.5.1. GLOBAL EMOTIONAL SPEECH MARKET

4.5.5.1.1.              APPLICATIONS

4.5.5.1.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.5.5.1.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.5.5.1.4.              KEY PLAYERS & KEY PRODUCTS

4.5.5.1.5.              KEY CONCLUSIONS

4.5.5.2. GLOBAL FACIAL EFFECT DETECTION MARKET

4.5.5.2.1.              APPLICATIONS

4.5.5.2.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.5.5.2.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.5.5.2.4.              KEY PLAYERS & KEY PRODUCTS

4.5.5.2.5.              KEY CONCLUSIONS

4.5.5.3. GLOBAL BODY GESTURES MARKET

4.5.5.3.1.              APPLICATIONS

4.5.5.3.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.5.5.3.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.5.5.3.4.              KEY PLAYERS & KEY PRODUCTS

4.5.5.3.5.              KEY CONCLUSIONS

4.5.5.4. GLOBAL BLOOD VOLUME PULSE MARKET

4.5.5.4.1.              APPLICATIONS

4.5.5.4.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.5.5.4.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.5.5.4.4.              KEY PLAYERS & KEY PRODUCTS

4.5.5.4.5.              KEY CONCLUSIONS

4.5.5.5. GLOBAL FACIAL ELECTROMYOGRAPHY MARKET

4.5.5.5.1.              APPLICATIONS

4.5.5.5.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.5.5.5.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.5.5.5.4.              KEY PLAYERS & KEY PRODUCTS

4.5.5.5.5.              KEY CONCLUSIONS

4.5.5.6. GLOBAL GALVANIC SKIN RESPONSE MARKET

4.5.5.6.1.              APPLICATIONS

4.5.5.6.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.5.5.6.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.5.5.6.4.              KEY PLAYERS & KEY PRODUCTS

4.5.5.6.5.              KEY CONCLUSIONS

4.5.5.7. GLOBAL VISUAL AESTHETICS MARKET

4.5.5.7.1.              APPLICATIONS

4.5.5.7.2.              ADOPTION SCENARIO & MARKET DETERMINANTS

4.5.5.7.3.              MARKET ESTIMATIONS AND FORECASTS 2014-2022 ($MILLION)

4.5.5.7.4.              KEY PLAYERS & KEY PRODUCTS

4.5.5.7.5.              KEY CONCLUSIONS

5.            COMPETITIVE LANDSCAPE

5.1.         KEY STRATEGIES

5.1.1.     LIST OF M&A

5.1.2.     LIST OF JV

5.1.3.     LIST OF PRODUCT LAUNCHES

5.1.4.     LIST OF PARTNERSHIP

6.            GLOBAL AFFECTIVE COMPUTING MARKET BY REGION

6.1.         DECISION SUPPORT DATABASE & ESTIMATION METHODOLOGY

6.2.         COMPARATIVE ANALYSIS ACROSS MARKET SEGMENTS

6.3.         OPPORTUNITY MATRIX

6.4.         GEOGRAPHIC SEGMENTATION

6.4.1.     NORTH AMERICA

6.4.1.1. INDUSTRY APPLICATION ANALYSIS

6.4.1.2. TOP COUNTRY ANALYSIS

6.4.1.2.1.              U.S.

6.4.1.2.1.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022($MILLION)

6.4.1.2.1.2.          KEY PLAYERS & KEY PRODUCTS

6.4.1.2.1.3.          KEY CONCLUSIONS

6.4.1.2.2.              CANADA

6.4.1.2.2.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.1.2.2.2.          KEY PLAYERS & KEY PRODUCTS

6.4.1.2.2.3.          KEY CONCLUSIONS

6.4.2.     EUROPE

6.4.2.1. INDUSTRY APPLICATION ANALYSIS

6.4.2.2. TOP COUNTRY ANALYSIS

6.4.2.2.1.              UK

6.4.2.2.1.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.2.2.1.2.          KEY PLAYERS & KEY PRODUCTS

6.4.2.2.1.3.          KEY CONCLUSIONS

6.4.2.2.2.              FRANCE

6.4.2.2.2.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.2.2.2.2.          KEY PLAYERS & KEY PRODUCTS

6.4.2.2.2.3.          KEY CONCLUSIONS

6.4.2.2.3.              GERMANY

6.4.2.2.3.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.2.2.3.2.          KEY PLAYERS & KEY PRODUCTS

6.4.2.2.3.3.          KEY CONCLUSIONS

6.4.2.2.4.              REST OF EUROPE

6.4.2.2.4.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.2.2.4.2.          KEY PLAYERS & KEY PRODUCTS

6.4.2.2.4.3.          KEY CONCLUSIONS

6.4.3.     ASIA PACIFIC

6.4.3.1. INDUSTRY APPLICATION ANALYSIS

6.4.3.2. TOP COUNTRY ANALYSIS

6.4.3.2.1.              CHINA

6.4.3.2.1.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.3.2.1.2.          KEY PLAYERS & KEY PRODUCTS

6.4.3.2.1.3.          KEY CONCLUSIONS

6.4.3.2.2.              INDIA

6.4.3.2.2.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.3.2.2.2.          KEY PLAYERS & KEY PRODUCTS

6.4.3.2.2.3.          KEY CONCLUSIONS

6.4.3.2.3.              JAPAN

6.4.3.2.3.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.3.2.3.2.          KEY PLAYERS & KEY PRODUCTS

6.4.3.2.3.3.          KEY CONCLUSIONS

6.4.3.2.4.              REST OF ASIA PACIFIC

6.4.3.2.4.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.3.2.4.2.          KEY PLAYERS & KEY PRODUCTS

6.4.3.2.4.3.          KEY CONCLUSIONS

6.4.4.     ROW

6.4.4.1. INDUSTRY APPLICATION ANALYSIS

6.4.4.2. TOP COUNTRY ANALYSIS

6.4.4.2.1.              LATIN AMERICA

6.4.4.2.1.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.4.2.1.2.          KEY PLAYERS & KEY PRODUCTS

6.4.4.2.1.3.          KEY CONCLUSIONS

6.4.4.2.2.              MIDDLE EAST & AFRICA

6.4.4.2.2.1.          MARKET ESTIMATIONS AND FORECASTS 2014-2022

6.4.4.2.2.2.          KEY PLAYERS & KEY PRODUCTS

6.4.4.2.2.3.          KEY CONCLUSIONS

7.            COMPANY PROFILES

7.1.         INTEL CORPORATION

7.1.1.       OVERVIEW

7.1.2.     PRODUCT PORTFOLIO

7.1.3.     KEY INNOVATION SECTOR

7.1.4.     STRATEGIC INITIATIVES

7.1.5.     SCOT ANALYSIS

7.1.6.     STRATEGIC ANALYSIS

7.2.         GESTSURE TECHNOLOGIES, INC

7.2.1.     OVERVIEW

7.2.2.     PRODUCT PORTFOLIO

7.2.3.     KEY INNOVATION SECTOR

7.2.4.     STRATEGIC INITIATIVES

7.2.5.     SCOT ANALYSIS

7.2.6.     STRATEGIC ANALYSIS

7.3.         APPLE, INC.

7.3.1.     OVERVIEW

7.3.2.     PRODUCT PORTFOLIO

7.3.3.     KEY INNOVATION SECTOR

7.3.4.     STRATEGIC INITIATIVES

7.3.5.     SCOT ANAL

7.3.6.     STRATEGIC ANALYSIS

7.4.         SOFTKINETIC

7.4.1.     OVERVIEW

7.4.2.     PRODUCT PORTFOLIO

7.4.3.     KEY INNOVATION SECTOR

7.4.4.     STRATEGIC INITIATIVES

7.4.5.     SCOT ANALYSIS

7.4.6.     STRATEGIC ANALYSIS

7.5.         SAFFRON TECHNOLOGY

7.5.1.     OVERVIEW

7.5.2.     PRODUCT PORTFOLIO

7.5.3.     KEY INNOVATION SECTOR

7.5.4.     STRATEGIC INITIATIVES

7.5.5.     SCOT ANALYSIS

7.5.6.     STRATEGIC ANALYSIS

7.6.         QUALCOMM

7.6.1.     OVERVIEW

7.6.2.     PRODUCT PORTFOLIO

7.6.3.     KEY INNOVATION SECTOR

7.6.4.     STRATEGIC INITIATIVES

7.6.5.     SCOT ANALYSIS

7.6.6.     STRATEGIC ANALYSIS

7.7.         MICROSOFT

7.7.1.     OVERVIEW

7.7.2.     PRODUCT PORTFOLIO

7.7.3.     KEY INNOVATION SECTOR

7.7.4.     STRATEGIC INITIATIVES

7.7.5.     SCOT ANALYSIS

7.7.6.     STRATEGIC ANALYSIS

7.8.         IBM

7.8.1.     OVERVIEW

7.8.2.     PRODUCT PORTFOLIO

7.8.3.     KEY INNOVATION SECTOR

7.8.4.     STRATEGIC INITIATIVES

7.8.5.     SCOT ANALYSIS

7.8.6.     STRATEGIC ANALYSIS

7.9.         COGNITEC SYSTEMS

7.9.1.     OVERVIEW

7.9.2.     PRODUCT PORTFOLIO

7.9.3.     KEY INNOVATION SECTOR

7.9.4.     STRATEGIC INITIATIVES

7.9.5.     SCOT ANALYSIS

7.9.6.     STRATEGIC ANALYSIS

7.10.      EYESIGHT TECHNOLOGIES

7.10.1.  OVERVIEW

7.10.2.  PRODUCT PORTFOLIO

7.10.3.  KEY INNOVATION SECTOR

7.10.4.  STRATEGIC INITIATIVES

7.10.5.  SCOT ANALYSIS

7.10.6.  STRATEGIC ANALYSIS

7.11.      PYREOS LIMITED

7.11.1.  OVERVIEW

7.11.2.  PRODUCT PORTFOLIO

7.11.3.  KEY INNOVATION SECTOR

7.11.4.  STRATEGIC INITIATIVES

7.11.5.  SCOT ANALYSIS

7.11.6.  STRATEGIC ANALYSIS

7.12.      PALANTIR

7.12.1.  OVERVIEW

7.12.2.  PRODUCT PORTFOLIO

7.12.3.  KEY INNOVATION SECTOR

7.12.4.  STRATEGIC INITIATIVES

7.12.5.  SCOT ANALYSIS

7.12.6.  STRATEGIC ANALYSIS

7.13.      NUMENTA

7.13.1.  OVERVIEW

7.13.2.  PRODUCT PORTFOLIO

7.13.3.  KEY INNOVATION SECTOR

7.13.4.  STRATEGIC INITIATIVES

7.13.5.  SCOT ANALYSIS

7.13.6.  STRATEGIC ANALYSIS

7.14.      GESTUREK

7.14.1.  OVERVIEW

7.14.2.  PRODUCT PORTFOLIO

7.14.3.  KEY INNOVATION SECTOR

7.14.4.  STRATEGIC INITIATIVES

7.14.5.  SCOT ANALYSIS

7.14.6.  STRATEGIC ANALYSIS

7.15.      CONGNIVUE CORPORATION

7.15.1.  OVERVIEW

7.15.2.  PRODUCT PORTFOLIO

7.15.3.  KEY INNOVATION SECTOR

7.15.4.  STRATEGIC INITIATIVES

7.15.5.  SCOT ANALYSIS

7.15.6.  STRATEGIC ANALYSIS

 

LIST OF TABLES

 

1.            GLOBAL AFFECTIVE COMPUTING MARKET, BY SOFTWARE, 2014-2023 ($ BILLION)

2.            GLOBAL AFFECTIVE COMPUTING MARKET, BY SPEECH RECOGNITION SOFTWARE, BY GEOGRAPHY, 2014-2023 ($ BILLION)

3.            GLOBAL AFFECTIVE COMPUTING MARKET, BY GESTURE RECOGNITION SOFTWARE, BY GEOGRAPHY, 2014-2023 ($ BILLION)

4.            GLOBAL AFFECTIVE COMPUTING MARKET, BY FACIAL EXPRESSION RECOGNITION SOFTWARE, BY GEOGRAPHY, 2014-2023 ($ BILLION)

5.            GLOBAL AFFECTIVE COMPUTING MARKET, BY NEURAL ANALYTICS SOFTWARE, BY GEOGRAPHY, 2014-2023 ($ BILLION)

6.            GLOBAL AFFECTIVE COMPUTING MARKET, BY ENTERPRISE SOFTWARE, BY GEOGRAPHY, 2014-2023 ($ BILLION)

7.            GLOBAL AFFECTIVE COMPUTING MARKET, BY HARDWARE, 2014-2023 ($ BILLION)

8.            GLOBAL AFFECTIVE COMPUTING MARKET, BY SENSORS, BY GEOGRAPHY, 2014-2023 ($ BILLION)

9.            GLOBAL AFFECTIVE COMPUTING MARKET, BY CAMERAS, BY GEOGRAPHY, 2014-2023 ($ BILLION)

10.          GLOBAL AFFECTIVE COMPUTING MARKET, BY STORAGE DEVICES AND PROCESSORS, BY GEOGRAPHY, 2014-2023 ($ BILLION)

11.          GLOBAL AFFECTIVE COMPUTING MARKET, BY OTHER HARDWARE, BY GEOGRAPHY, 2014-2023 ($ BILLION)

12.          GLOBAL AFFECTIVE COMPUTING MARKET, BY INDUSTRIAL SECTOR, BY GEOGRAPHY, 2014-2023 ($ BILLION)

13.          GLOBAL AFFECTIVE COMPUTING MARKET, BY SECURITY SECTOR, BY GEOGRAPHY, 2014-2023 ($ BILLION)

14.          GLOBAL AFFECTIVE COMPUTING MARKET, BY MEDICAL SECTOR, BY GEOGRAPHY, 2014-2023 ($ BILLION)

15.          GLOBAL AFFECTIVE COMPUTING MARKET, BY NEUROLOGY, BY GEOGRAPHY, 2014-2023 ($ BILLION)

16.          GLOBAL AFFECTIVE COMPUTING MARKET, BY PSYCHIATRY, BY GEOGRAPHY, 2014-2023 ($ BILLION)

17.          GLOBAL AFFECTIVE COMPUTING MARKET, BY DIALOG/AUTOMATIC CALL CENTRE ENVIRONMENT, BY GEOGRAPHY, 2014-2023 ($ BILLION)

18.          GLOBAL AFFECTIVE COMPUTING MARKET, BY ROBOTICS, BY GEOGRAPHY, 2014-2023 ($ BILLION)

19.          GLOBAL AFFECTIVE COMPUTING MARKET, BY APPLICATION, 2014-2023 ($ BILLION)

20.          GLOBAL AFFECTIVE COMPUTING MARKET, BY HANDS-FREE COMPUTING, BY GEOGRAPHY, 2014-2023 ($ BILLION)

21.          GLOBAL AFFECTIVE COMPUTING MARKET, BY DISTANCE EDUCATION, BY GEOGRAPHY, 2014-2023 ($ BILLION)

22.          GLOBAL AFFECTIVE COMPUTING MARKET, BY INTERNET BANKING, BY GEOGRAPHY, 2014-2023 ($ BILLION)

23.          GLOBAL AFFECTIVE COMPUTING MARKET, BY VIRTUAL SALES ASSISTANT, BY GEOGRAPHY, 2014-2023 ($ BILLION)

24.          GLOBAL AFFECTIVE COMPUTING MARKET, BY SOCIAL INTERFACES, BY GEOGRAPHY, 2014-2023 ($ BILLION)

25.          NORTH AMERICA AFFECTIVE COMPUTING MARKET2014-2023 ($ MILLION)

26.          EUROPE AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

27.          ASIA PACIFIC AFFECTIVE COMPUTING MARKET2014-2023 ($ MILLION)

28.          REST OF THE WORLD AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

 

LIST OF FIGURES

 

1.            GLOBAL AFFECTIVE COMPUTING MARKET, BY SPEECH RECOGNITION SOFTWARE, 2014-2023 ($ BILLION)

2.            GLOBAL AFFECTIVE COMPUTING MARKET, BY GESTURE RECOGNITION SOFTWARE, 2014-2023 ($ BILLION)

3.            GLOBAL AFFECTIVE COMPUTING MARKET, BY FACIAL EXPRESSION RECOGNITION SOFTWARE, 2014-2023 ($ BILLION)

4.            GLOBAL AFFECTIVE COMPUTING MARKET, BY NEURAL ANALYTICS SOFTWARE, 2014-2023 ($ BILLION)

5.            GLOBAL AFFECTIVE COMPUTING MARKET, BY ENTERPRISE SOFTWARE, 2014-2023 ($ BILLION)

6.            GLOBAL AFFECTIVE COMPUTING MARKET, BY SENSORS, 2014-2023 ($ BILLION)

7.            GLOBAL AFFECTIVE COMPUTING MARKET, BY CAMERAS, 2014-2023 ($ BILLION)

8.            GLOBAL AFFECTIVE COMPUTING MARKET, BY STORAGE DEVICES AND PROCESSORS, 2014-2023 ($ BILLION)

9.            GLOBAL AFFECTIVE COMPUTING MARKET, BY OTHER HARDWARE, 2014-2023 ($ BILLION)

10.          GLOBAL AFFECTIVE COMPUTING MARKET, BY SECURITY SECTOR, 2014-2023 ($ BILLION)

11.          GLOBAL AFFECTIVE COMPUTING MARKET, BY MEDICAL SECTOR, 2014-2023 ($ BILLION)

12.          GLOBAL AFFECTIVE COMPUTING MARKET, BY NEUROLOGY, 2014-2023 ($ BILLION)

13.          GLOBAL AFFECTIVE COMPUTING MARKET, BY PSYCHIATRY, 2014-2023 ($ BILLION)

14.          GLOBAL AFFECTIVE COMPUTING MARKET, BY DIALOG/AUTOMATIC CALL CENTRE ENVIRONMENT, 2014-2023 ($ BILLION)

15.          GLOBAL AFFECTIVE COMPUTING MARKET, BY ROBOTICS, 2014-2023 ($ BILLION)

16.          GLOBAL AFFECTIVE COMPUTING MARKET, BY HANDS-FREE COMPUTING, 2014-2023 ($ BILLION)

17.          GLOBAL AFFECTIVE COMPUTING MARKET, BY DISTANCE EDUCATION, 2014-2023 ($ BILLION)

18.          GLOBAL AFFECTIVE COMPUTING MARKET, BY INTERNET BANKING, 2014-2023 ($ BILLION)

19.          GLOBAL AFFECTIVE COMPUTING MARKET, BY VIRTUAL SALES ASSISTANT, 2014-2023 ($ BILLION)

20.          GLOBAL AFFECTIVE COMPUTING MARKET, BY SOCIAL INTERFACES, 2014-2023 ($ BILLION)

21.          UNITED STATES (US) AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

22.          CANADA AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

23.          UNITED KINGDOM (UK) AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

24.          GERMANY AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

25.          SPAIN AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

26.          ITALY AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

27.          ROE AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

28.          INDIA AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

29.          CHINA AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

30.          JAPAN AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

31.          AUSTRALIA AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

32.          RO APAC AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

33.          LATIN AMERICA AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

34.          MENA AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

35.          AFRICA AFFECTIVE COMPUTING MARKET 2014-2023 ($ MILLION)

 

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