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Global Gesture Recognition Market Growth at 73.1%, 2016-2020 With Samsung, Microsoft, eyeSight Tech & Crunchfish Dominating - Research and Markets

DUBLIN, September 23, 2016 /PRNewswire/ --

Research and Markets has announced the addition of the "Global Gesture Recognition Market 2016-2020" report to their offering.

The global gesture recognition market to grow at a CAGR of 73.1% during the period 2016-2020.

The report covers the present scenario and the growth prospects of the global gesture recognition market for 2016-2020. To calculate the market size, the report considers the revenue generated by vendors providing gesture recognition technology for consumer electronic devices such as smartphones, tablets, gaming consoles, and smart TVs.

One of the key trends for market growth will be increase in research & development activities. As gesture recognition is still in its introductory stage, many pure-play gesture recognition technology companies have been steadily increasing the amount of time and effort spent on R&D activities in a bid to provide more robust and accurate products. A number of large corporations are expected to consider acquisitions of pure-play gesture recognition technology companies to improve and expand their product portfolios. Many mobile phone manufacturers are targeting to have gesture recognition incorporated in many of their products by the end of the forecast period. Sony acquired Softkinetic Systems in 2015 for their body sensing and image recognition technology. Keeping the future requirements in mind, gesture recognition vendors have been enhancing their focus on R&D to meet the expected rising demand in the coming years.

According to the report, motion-controlled gaming will be a key driver for market growth. Motion-control gaming has gained popularity in the global gaming console market. Major gaming console manufacturers such as Microsoft, Sony, and Nintendo have motion controllers in their product line. Microsoft has Kinect that works as a motion controller as well as gesture recognition device. Sony's PlayStation Move can be used with its PlayStation Eye camera and up to four such motion controllers can be connected at once to enable multi-player gaming. Nintendo's Wii Remote is a motion controller that can be used with Wii U game consoles.

Further, the report states that high cost of 3D cameras will be a major challenge for the market. Using 2D cameras for gesture recognition in PCs will become a common trend in the near future. Extra cost of integrating gesture recognition through addition of a 2D camera is as low as one dollar, which could decline even further to just a few tens of cents. This has helped the market to grow to some extent. However, addition of 3D cameras and depth sensors is expensive, as it increases the cost of consumer electronic devices. This is a major challenge for manufacturers who not willing to take the risk to include 3D technology, as they fear of losing in the competition.

Key vendors

  • Crunchfish
  • eyeSight Technologies
  • Infineon Technologies
  • Freescale Semiconductor
  • Intel
  • Jabil
  • Microchip Technology
  • Microsoft
  • PointGrab
  • Pyreos
  • Qualcomm
  • Rithmio
  • Samsung Electronics
  • Softkinetic
  • Sony
  • Texas Instruments
  • Thalmic Labs

Key Topics Covered:

Part 01: Executive summary

Part 02: Scope of the report

Part 03: Market research methodology

Part 04: Introduction

Part 05: Market landscape

Part 06: Market segmentation by technology

Part 07: Market segmentation by product

Part 08: Geographical segmentation

Part 09: Market drivers

Part 10: Impact of drivers

Part 11: Market challenges

Part 12: Impact of drivers and challenges

Part 13: Market trends

Part 14: Vendor landscape

Part 15: Vendor analysis

Part 16: Appendix

For more information about this report visit http://www.researchandmarkets.com/research/g5hxc2/global_gesture

Media Contact:

Research and Markets

Laura Wood, Senior Manager

[email protected]

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