Ubiquitous/Pervasive Computing Market, Global Forecast & Analysis (2011 - 2016)
We still view computers primarily as machines that run programs in a virtual environment, such that we enter to perform a task and leave when we finish. Pervasive computing presumes an altogether different vision. A device can be a portal into an application-data space, not a repository of custom software that a user must manage. An application is a means by which a user performs a task, not software written to exploit a device’s capabilities. Aa computing environment is an information-enhanced physical space, not a virtual environment that exists to store and run software. The technological advances necessary to build a pervasive computing environment fall into four broad areas: devices, networking, middleware, and applications. The Ubiquitous/Pervasive Computing Market research report aims to capture the market roadmap with market sizes, revenue forecasts, value chain, market & product trends, price trends and regulations, competitive landscape, leading players and their key developments, strategies, and profiles. It also aims to analyze the market by products, applications, and geography.
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TABLE OF CONTENTS
1 INTRODUCTION
1.1 KEY TAKE-AWAYS
1.2 REPORT DESCRIPTION NOT MORE THAN TWO PARAGRAPHS
1.3 MARKETS COVERED
1.4 STAKEHOLDERS
1.5 RESEARCH METHODOLOGY
1.5.1 MARKET SIZE
1.5.2 KEY DATA POINTS TAKEN FROM SECONDARY SOURCES
1.5.3 KEY DATA POINTS TAKEN FROM PRIMARY SOURCES
1.5.4 ASSUMPTIONS MADE FOR THIS REPORT
1.5.5 LIST OF COMPANIES COVERED DURING PRIMARIES
2 EXECUTIVE SUMMARY
2.1 OVERVIEW OF THE MARKET ONE PARAGRAPH
2.2 PARENT MARKET TABLE
2.3 METHOD OF ANALYSIS
2.4 KEY FINDINGS
2.5 RECOMMENDATIONS
3 MARKET OVERVIEW
3.1 HISTORY AND EVOLUTION OF PERVASIVE COMPUTING
3.2 MARKET DEFINITION AND SEGMENTATION
3.3 GLOBAL MARKET ESTIMATES AND FORECASTS
3.4 GLOBAL MARKET DYNAMICS
3.4.1 DRIVERS
3.4.2 RESTRAINTS
3.4.3 OPPORTUNITIES
3.5 BURNING ISSUES
3.6 WINNING IMPERATIVES
3.7 PATENT ANALYSIS
4 PERVASIVE COMPUTING BY PRODUCTS
4.1 INTRODUCTION TO PERVASIVE COMPUTING
4.1.1 SEGMENTATION BY TECHNOLOGY PRODUCTS
4.1.1.1 CURRENT TECHNOLOGY PRODUCTS
4.1.1.1.1 SOFTPHONE
4.1.1.1.2 BLUTOOTH HANDSFREE
4.1.1.1.3 PDA/MOBILE PHONE
4.1.1.1.4 PHONE/CAMERA
4.1.1.1.5 MATCHBOX COMPUTER
4.1.1.1.6 WEB SERVER
4.1.1.2 WEARABLE COMPUTING PRODUCTS
4.1.1.2.1 WATCH PHONE
4.1.1.2.2 WATCH CAMERA
4.1.1.2.3 WEARABLE I/O (INPUT/OUTPUT)
4.1.1.2.3.1 LCD JACKET
4.1.1.2.3.2 GLASSTRONS
4.1.1.2.3.3 DESIGNER GEAR
4.1.1.3 OTHER
4.1.1.3.1 USABILITY
4.1.1.3.2 BRAINWAVES
5 PERVASIVE COMPUTING BY MOBILE COMPUTING
5.1 BASIC INTRODUCTION AND VISION
5.2 ISSUES
5.3 WIRELESS COMMUNICATIONS
5.3.1 WIRELES PROBLEM
5.4 AD-HOC NETWORKING
5.4.1 AD-HOC NETWORK APPLICATIONS
5.4.2 AD-HOC COLLABORATIVE WORKING
5.5 INTEGRATION OF MOBILE SYSTEMS
6 SEGMENTATION BY CONTEXT ADAPTATION & ADAPTATION APPLICATION ARCHITECTURE
6.1 CONTEXT AWERNESS
6.2 USER SELECTION
6.3 MAP ADAPTATION
6.4 ADAPTING VECTOR MAPS
6.5 ADAPTATION ARCHITECHTURE
6.5.1 POLICY BASED ADAPTIVE SYSTEMS
6.5.2 OBLIGATION POLICY
6.5.3 ROLES
7 SEGMENTATION BY INTELLIGENT ENVIRONMENT
7.1 SMART DUST TECHNOLOGY
7.2 FUTURE SMART DUST
7.3 PERVASIVE COMPUTER PROBLEMS
7.4 SCALLING FACTORS
7.5 VISION BASED INTERACTION
8 APPLICATIONS WITH PERVASIVE COMPUTING
8.1 IT APPLICATIONS
8.1.1 SECURITY
8.1.2 PRIVACY AND MANAGEMENT
8.1.3 MOBILITY AND NETWORKING
8.1.4 INFORMATION ACCESS
8.1.5 TEXT RETRIEVAL
8.1.6 MULTIMEDIA DOCUMENT RETRIEVAL
8.1.7 SPEECH RECOGNITION
8.1.8 GESTURE RECOGNITION
8.1.9 OTHERS
8.2 OTHERS APPLICATIONS
9 GEOGRAPHIC ANALYSIS
9.1 NORTH AMERICA
9.2 EUROPE
9.3 JAPAN
9.4 APAC (EXCLUDING JAPAN, TAIWAN AND KOREA)
9.5 REST OF THE WORLD (ROW)
10 COMPETITIVE LANDSCAPE AND ANALYSIS
10.1.1 NEW PRODUCT DEVELOPMENT & ANNOUNCEMENTS
10.1.2 MERGERS AND ACQUISITIONS
10.1.3 AGREEMENTS, PARTNERSHIPS AND COLLABORATIONS
11 KEY PLAYERS
11.1 PALO ALTO RESEARCH CTR INC
11.2 FUJITSU LABORATORIES OF AMERICA, INC
11.3 MARUHACHI WAREHOUSE CO., LTD.
11.4 NEO MTEL CO., LTD.
11.5 BLAZON MARKETING INC
Growth opportunities and latent adjacency in Ubiquitous/Pervasive