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The 3D Motion Capture Market is segmented by Type (Hardware, Software, Services), System (Optical, Non-optical), Application (Biomechanical Research and Medical, Media and Entertainment, Engineering and Industrial Applications), and Geography.
Fastest Growing Market:
The global 3D motion capture market was valued at USD 145.53 million in 2019 and is expected to reach USD 283.53 million by 2025, registering a CAGR of 12.12%, during the forecast period (2020 - 2025). The dynamic and evolving nature of the market has resulted in the emergence of various kinds of products on the market, including markerless, inertial/non-inertial systems, active/passive systems, and portable/fixed systems.
3D motion capture, sometimes referred to as mo-cap or mocap, for short, is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for the validation of computer vision and robotics. In film-making and video game development, it refers to the process of recording actions of human actors and using that information to animate digital characters. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture. In many fields, motion capture is sometimes called motion tracking.
|Biomechanical Research and Medical|
|Media and Entertainment|
|Engineering and Industrial Applications|
|Middle East & Africa|
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The 3D motion capture market is moderately fragmented. The market comprises several global and regional players, a fairly-contested market space, and is witnessing a rise in the number of smaller and more technologically advanced players. The firm-concentration ratio is expected to record high growth over the forecast period, partly because, several software firms are looking at this market as a lucrative opportunity. Some of the key players in the 3D motion capture market are Codamotion and Motion Analysis Corporation among others.
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study
2. RESEARCH METHODOLOGY
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1 Market Overview
4.2 Introduction to Market Drivers and Restraints
4.3 Market Drivers
4.3.1 Rise in Creation of More Realistic Experiences for Virtual Reality Environments
4.3.2 Increased Usage of Computer Vision in Sports Industry
4.4 Market Restraints
4.4.1 Complexities Associated with the Technology
4.5 Industry Value Chain Analysis
4.6 Industry Attractiveness - Porters Five Forces Analysis
4.6.1 Threat of New Entrants
4.6.2 Bargaining Power of Buyers/Consumers
4.6.3 Bargaining Power of Suppliers
4.6.4 Threat of Substitute Products
4.6.5 Intensity of Competitive Rivalry
5. MARKET SEGMENTATION
5.1 By Type
5.2 By System
5.2.1 Optical 3D Motion Capture Systems
188.8.131.52 Active 3D Motion Capture Systems
184.108.40.206 Passive 3D Motion Capture Systems
5.2.2 Non-optical 3D Motion Capture Systems
220.127.116.11 Inertial 3D Motion Capture Systems
18.104.22.168 Electromagnetic 3D Motion Capture Systems
22.214.171.124 Motorized 3D Motion Capture Systems
5.3 By Application
5.3.1 Biomechanical Research and Medical
5.3.2 Media and Entertainment
5.3.3 Engineering and Industrial Applications
5.3.5 Other Applications
5.4.1 North America
126.96.36.199 United States
188.8.131.52 United Kingdom
184.108.40.206 Rest of Europe
220.127.116.11 Rest of Asia-Pacific
5.4.4 Latin America
18.104.22.168 Rest of Latin America
5.4.5 Middle East & Africa
6. COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Codamotion – Charnwood Dynamics Ltd.
6.1.2 Motion Analysis Corporation
6.1.3 Noraxon USA Inc.
6.1.4 Notch Interfaces Inc.
6.1.5 Leyard (OptiTrack)
6.1.6 PhaseSpace Inc.
6.1.7 Phoenix Technologies Inc.
6.1.8 Qualisys AB
6.1.9 AIQ Synertial Ltd.
6.1.10 Vicon Motion Systems Ltd.
6.1.11 Xsens Technologies BV
7. INVESTMENT ANALYSIS
8. MARKET OPPORTUNITIES AND FUTURE TRENDS