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keyword:Jason Tsai26 result(s)

Press Releases
Shipments of Mobile Phone Camera Modules Forecast to Reach 5.02 Billion in 2022, Three Camera Modules Still Mainstream Accounting for More than 40%, Says TrendForce

2022/05/24

Consumer Electronics

According to TrendForce research, smartphone camera module shipments will increase to 502 billion units in 2022, an annual growth rate of 5% Since the price-performance ratio of whole devices is the primary basis for consumer purchases, the cost of high-standard solutions such as the five-camera design and main cameras sporting hundreds of millions of pixels will inevitably be passed on to the manufacturer with little improvement in sales performance Therefore, the three-camera module remains the mainstream design this year and is forecast to account for more than 40% of total shipments Only some smartphone models will adopt a four-camera design to differentiate their specifications, while the number of products with dual-cameras or less will fall, with entry-level models being the primary candidates By combining a high-pixel main camera with two low-pixel function cameras, a mobile phone can retain a three-camera design while taking into account hardware costs TrendForce believes that this is also the primary reason for the development of low-end and mid-range products towards a three-camera or even four-camera design in addition to the increased adoption of low-pixel function cameras including 2-megapixel depth cameras and macro cameras Growth momentum in mobile phone camera module shipments in 2022 will come primarily from additional numbers of low-pixel cameras prompted by the three-camera design Although a high-resolution main camera with better specifications allows mobile phone brands to provide better photographic performance, pixel specifications have not continued to climb higher and mainstream cameras linger at approximately 50 million pixels, causing a slight stagnation in demand TrendForce indicates that mobile phone brands are currently curtailing competition in the hardware specifications of mobile phone camera modules but remain focused on photographic and video performance as promotional features of their mobile phones and will emphasize dynamic photography, night photography and other scenarios to highlight product advantages This can be achieved not only by strengthening the optical performance of the camera module itself but also through algorithms and software, thereby increasing the enthusiasm of mobile phone brands to invest in self-developed chips In addition to Apple and Samsung, which have long used their own SoCs, other mobile phone brands have also tried to launch self-developed chips to enhance image processing performance such as Xiaomi's Surging C1 and OPPO's MariSilicon X and VIVO's V1+ For additional insights from TrendForce analysts on the latest tech industry news, trends, and forecasts, please visit our blog at https://insidertrendforcecom/

Press Releases
With an Assist from Oculus Quest 2, 2022 AR/VR Device Shipments Revised Up to 14.19 Million Units, Says TrendForce

2022/02/16

Consumer Electronics

AR/VR device shipments revised up to 1419 million units in 2022, with an annual growth rate of 439%, according to TrendForce research Growth momentum will come from increased demand for remote interactivity stemming from the pandemic, as well as Oculus Quest 2’s price reduction strategy Microsoft HoloLens 2 and Oculus Quest 2 are first in market share for AR and VR, respectively According to TrendForce, the topic of the Metaverse has driven brands to actively plan for and stimulate product shipment performance However, the AR/VR device market has yet to experienced explosive growth due to two factors: component shortages and the difficulty of developing new technologies In addition, cosmetic and size considerations have made the more optically and technically difficult Pancake design the first choice for new high-end products Furthermore, various embedded tracking feedback technologies key to enhancing the user's immersive experience such as eye tracking and 6DoF further affect the development progress of a new product as a whole Since there are no new foreboding products on the horizon, TrendForce believes, no other branded products have a chance at supplanting the current mainstream status of Oculus or Microsoft until at least 2023 The Oculus Quest 2, which costs between US$200 and US$400, is currently the most popular AR/VR device in the consumer market TrendForce expects Oculus to launch an advanced version of the Quest product within two years, reaching a hardware performance equivalent of US$700 or down to a retail price of US$500 with discounts This product is expected to expand the size of the high-end consumer AR/VR market The commercial market is dominated by the HoloLens 2 which costs more than US$1,000 and upwards of US$3,500 Since the commercial market places more emphasis on the benefits of hardware and software integration, manufacturers that dominate commercial systems, software, and platforms have the advantage Thus, Apple has become another focus in the AR/VR device market Strong shipments of Oculus and Microsoft products will likely force Apple to release relevant products to join the competition this year However, TrendForce states, considering hardware performance requirements and gross profit margins, Apple will likely target the commercial market and adopt the same pricing strategy as HoloLens, hardware priced in the thousands of dollars and a monthly subscription-based software solution Overall, TrendForce believes that the launch of new products this year by Apple, Meta, and Sony may be delayed and will not add significant growth to the overall AR/VR market for the time being For additional insights from TrendForce analysts on the latest tech industry news, trends, and forecasts, please visit our blog at https://insidertrendforcecom/

Press Releases
Metaverse Applications Expected to Propel Global Virtual Reality Content Revenue to US$8.3 Billion for 2025, Says TrendForce

2021/12/08

Emerging Technologies

Factors such as the rising popularity of topics related to the metaverse and UGC (user-generated content), as well as the rapid increase in AR/VR device shipment, will likely result in the creation of a growing body of virtual reality content in the market, according to TrendForce’s latest investigations TrendForce expects annual global virtual reality content revenue to grow at a 40% CAGR from US$216 billion in 2021 to US$831 billion in 2025 TrendForce further indicates that gaming/entertainment, videos, and social interactions comprise the primary categories of virtual reality content Incidentally, as the construction of the virtual world and the development of virtual reality content are unlikely to be accomplished by only a handful of companies alone, companies in this space will therefore place an increasing emphasis on UGC instead Leading companies will likely leverage the build-out of virtual reality platforms/environments and the provisioning of developmental tools/interfaces in order to not only lower the barrier to entry for content creation, but also raise user participation, thereby driving up the content market for virtual reality applications In consideration of profitability, most companies still adopt a wait-and-see approach towards the virtual reality market because content development for the virtual world entails substantial time and expenses The vast majority of UGC, however, is not profit-driven Hence, TrendForce believes that UGC is likely a more suitable point of entry into the virtual reality market for most companies that wish to do so Furthermore, companies that specialize in metaverse applications will place increasing emphasis on developing platforms, building comprehensive ecosystems, and lowering the barrier to entry for content creation through the appropriate development tools and interfaces On the whole, factors that affect the development of the global virtual reality content market include not only the availability of platforms and their respective contents, but also the build-out of hardware equipment and infrastructures, such as high-speed computing chip adoption as well as 5G and Wi-Fi 6 deployment On the other hand, as the virtual world places a high demand on instant, lifelike, and stable interactions, the ability to resolve signal disruptions has in turn become a topic that demands attention With regards to end devices, the penetration rate of AR/VR devices going forward will primarily be determined by suppliers’ pricing strategies In light of the growth of virtual reality application content, companies will look to expand their user base via low-priced hardware devices and compensate for their reduced hardware profitability through software sales Finally, in response to the demand for more immersive and interactive user experiences, the integration of more sensors and better feedback design is set to become the next major trend of AR/VR device development For additional insights from TrendForce analysts on the latest tech industry news, trends, and forecasts, please visit our blog at https://insidertrendforcecom/

Press Releases
AR/VR Device Shipment for 2022 Expected to Reach 12.02 Million Units Thanks to Rising Opportunities in Metaverse, Says TrendForce

2021/11/18

Emerging Technologies

The growth of the metaverse will drive an increasing number of companies to participate in the build-out of the virtual world, with use cases such as social communities, gaming/entertainment, content creation, virtual economy, and industrial applications all becoming important points of focus in the coming years, according to TrendForce’s latest investigations Apart from increases in both computing power of semiconductors and coverage of low-latency, high-speed networks, the metavere’s development will also depend on the adoption of AR/VR devices by end users TrendForce expects global AR/VR device shipment for 2022 to reach 1202 million units, a 264% YoY increase, with Oculus and Microsoft each taking leadership position in the consumer and commercial markets, respectively TrendForce further indicates that the success of AR/VR devices in the consumer and commercial markets will be determined by their retail prices and degree of system integration, respectively, while these two factors are also responsible for leading companies’ continued competitive advantages However, gross and net profit considerations regarding AR/VR hardware have made it difficult to not only price these devices competitively, but also increase the volume of AR/VR device shipment Even so, the growing popularity of the metaverse will drive more and more hardware brands to enter the AR/VR market and push online service platform providers to either directly or indirectly propel the growth of the hardware market in 2022 Regarding the consumer market, AR/VR device suppliers may look to expand their user base and increase their market penetration via low-priced yet high-spec devices, while compensating for their reduced hardware profitability through software sales Oculus, for instance, has adopted such a strategy to maintain its advantage in the market, thereby raising the market share of the Oculus Quest products to a forecasted 66% next year Regarding the commercial market, there has been a growth in applications ranging from remote interactions and virtual collaborations to digital twins; hence, enterprises have become increasingly willing to adopt AR/VR devices Compared to the consumer market, which is mainly driven by products with low prices and high specs, the commercial market is comprised of enterprises that are more willing to choose high-priced and high-performance products, although such products must be paired with a full system integration solution or customized services Possessing substantial competency in the industrial ecosystem, Microsoft enjoys a relatively large competitive advantage in the commercial market, as the company’s HoloLens 2 became one of the few commercial AR devices with an annual shipment exceeding 200,000 units this year It should also be pointed out that, given the rapid advancements in high-speed 5G networks, video-based remote assistance applications enabled by low-priced AR glasses and 5G smartphones’ computing and networking functions will become yet another commercial AR/VR use case TrendForce believes that these applications can serve as a low-cost, easily deployable early trial that will not only raise enterprises’ willingness to adopt more AR/VR commercial applications going forward, but also accelerate the development of commercial services related to the metaverse For additional insights from TrendForce analysts on the latest tech industry news, trends, and forecasts, please visit our blog at https://insidertrendforcecom/

Press Releases
AR/VR Devices Shipment Projected to Reach 43.2 Million Units in 2025, Driven by Glasses-Like AR/VR Devices, Says TrendForce

2020/07/23

Display

Total shipment of AR/VR devices is expected to reach 512 million units in 2020, according to TrendForce Thanks to the release of various glasses-like AR/VR devices, the AR/VR devices market is likely to rapidly expand from 2021 to 2022, with a forecasted shipment of 432 million units in 2025 This market is projected to reach a compound annual growth rate (CAGR) of 531% from 2020 to 2025 TrendForce analyst Jason Tsai indicates that the accelerating growth of the AR/VR devices market can be attributed to aggressive product strategies from branded manufacturers In particular, glasses-like AR/VR devices are projected to become a popular choice with which companies will expand their presence in the consumer electronics market An increasing number of brands are expected to release new products between 2021 and 2022 For instance, Apple, Huawei, and Samsung, among other companies, may release glasses-like AR/VR devices and in turn expand the market even further Jason Tsai also states that, given the consumer electronics market’s high demand on product appearances and retail prices, AR/VR devices are manufactured with lightweight optical designs, in addition to having their computing units and batteries kept in separate housings, allowing the devices to resemble normal eyeglasses in terms of product appearance If AR/VR devices are designed to receive computing ability, power, network connectivity, or even apps from an external connection to smartphones, then these devices will be marketed as smartphone peripherals, much like smart watches, smart bracelets, and TWS Bluetooth headsets, in terms of product positioning As a result, smartphone brands are likely to make a proactive effort in developing related products while driving the market forward Furthermore, these glasses-like, consumer AR/VR devices contain only several key components, including optical components, projectors (which serve as their light source), and optical engines To keep a diminutive size, the projectors used in these devices are mostly small-sized LCD or Si-OLED displays For instance, AR glasses mostly employ a birdbath optical design, which projects light from a Si-OLED display source mounted on the top or side of the glasses The adoption of Si-OLED displays has encouraged BOE and Seeya Technology to enter the industry and compete with existing Si-OLED suppliers Sony, Epson, and Kopin, demonstrating a wave of optimism in the AR/VR market TrendForce believes the AR/VR market will see rapid expansion in 2021 and 2022 as various brands begin participating in AR/VR development, which will also lead to the development of related key components, such as optical components and Si-OLED displays

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