1 INTRODUCTION 19
1.1 OBJECTIVES OF THE STUDY 19
1.2 MARKET DEFINITION 19
1.3 MARKET SCOPE 20
1.3.1 REGIONAL SCOPE 21
1.3.2 YEARS CONSIDERED 21
1.4 CURRENCY & PRICING 21
1.5 MARKET STAKEHOLDERS 22

2 RESEARCH METHODOLOGY 23
2.1 RESEARCH DATA 23
2.1.1 SECONDARY DATA 24
2.1.1.1 Secondary sources 25
2.1.2 PRIMARY DATA 25
2.1.2.1 Key data from primary sources 26
2.1.2.2 Breakdown of primaries 26
2.1.3 MARKET DEFINITION & SCOPE 27
2.1.4 SEGMENT DEFINITIONS 27
2.1.4.1 AR VR market in aviation, by application 27
2.1.4.2 AR VR market in aviation, by product 27
2.1.4.3 AR VR market in aviation, by vertical 27
2.1.4.4 AR VR market in aviation, by technology 27
2.1.4.5 AR VR market in aviation, by function 28
2.1.4.6 AR VR market in aviation, by component 28
2.2 RESEARCH APPROACH AND METHODOLOGY 28
2.2.1 BOTTOM-UP APPROACH 28
2.2.1.1 AR VR market in aviation 28
2.2.1.2 AR VR market in aviation by training function 29
2.2.1.3 AR VR market in aviation by operations function 29
2.2.1.4 Total AR VR market in aviation, by country, application, vertical,
and product 30
2.2.2 TOP-DOWN APPROACH 30
2.2.2.1 AR VR market in aviation, by technology 30
2.3 DATA TRIANGULATION & VALIDATION 31
2.3.1 TRIANGULATION THROUGH SECONDARY 31
2.3.2 TRIANGULATION THROUGH PRIMARIES 31
2.4 RESEARCH LIMITATIONS 33
2.5 RESEARCH ASSUMPTIONS 33
2.6 RISKS 34

3 EXECUTIVE SUMMARY 35

4 PREMIUM INSIGHTS 38
4.1 AR VR MARKET IN AVIATION, 2019–2025 38
4.2 AR VR MARKET IN AVIATION, BY FUNCTION 38
4.3 AR VR MARKET IN AVIATION, BY TECHNOLOGY 39
4.4 AR VR MARKET IN AVIATION, BY COUNTRY 39

5 MARKET OVERVIEW 40
5.1 INTRODUCTION 40
5.2 MARKET DYNAMICS 40
5.2.1 DRIVERS 41
5.2.1.1 Increased demand for higher efficiency and cost saving in aviation 41
5.2.1.2 Reduced chances of human error 41
5.2.1.3 Improved passenger experience 42
5.2.2 RESTRAINTS 42
5.2.2.1 Privacy concerns regarding personal data 42
5.2.2.2 Associated health risks 42
5.2.3 OPPORTUNITIES 43
5.2.3.1 Integration of Artificial Intelligence (AI) and Machine
Learning (ML) with AR VR 43
5.2.4 CHALLENGES 43
5.2.4.1 Technology limitations 43
5.2.4.2 Cyber security issues 44

6 INDUSTRY TRENDS 45
6.1 INTRODUCTION 45
6.2 DIGITAL REALITY 45
6.2.1 AUGMENTED REALITY (AR) TECHNOLOGY TRENDS 46
6.2.1.1 360-degree view for pilots 46
6.2.1.2 3D aircraft inspection and maintenance 46
6.2.1.3 Enhanced aviation manufacturing 46
6.2.2 VIRTUAL REALITY (VR) TECHNOLOGY TRENDS 47
6.2.2.1 Immersive training 47
6.2.2.2 Passenger experience 47
6.2.3 MIXED REALITY (MR) TECHNOLOGY TRENDS 47
6.2.3.1 MR approach towards MRO 47
6.2.3.2 MR in aviation training and manufacturing 48
6.2.4 FUTURISTIC TREND: WEARABLE COCKPITS 48
6.3 INNOVATION & PATENT REGISTRATIONS 48

7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN AVIATION,
BY TECHNOLOGY 53
7.1 INTRODUCTION 54
7.2 AUGMENTED REALITY 55
7.2.1 MARKER-BASED 55
7.2.1.1 Low memory and processing capacity requirements 55
7.2.1.2 Passive markers 56
7.2.1.3 Active markers 56
7.2.2 NON-MARKER-BASED 56
7.2.2.1 Real-time and more interactive augmentation 56
7.2.2.2 Model-based tracking 56
7.2.2.3 Image-based tracking 56
7.3 VIRTUAL REALITY 57
7.3.1 IMMERSIVE 57
7.3.1.1 Enhanced user experience 57
7.3.1.2 Semi-immersive 57
7.3.1.3 Fully immersive 58
7.3.2 NON-IMMERSIVE 58
7.3.2.1 Low-cost solutions and technical ease 58

8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN AVIATION,
BY FUNCTION 59
8.1 INTRODUCTION 60
8.2 TRAINING 61
8.2.1 PILOTS 61
8.2.1.1 Immersive simulator training essential for pilots 61
8.2.2 CREW & GROUND SUPPORT STAFF 62
8.2.2.1 Well-trained crew & ground staff ensures smooth functioning of airlines 62
8.2.3 ENGINEERS 62
8.2.3.1 Reduced human error drives the demand for AR VR training for engineers 62
8.3 OPERATIONS 63
8.3.1 AIRLINES 63
8.3.1.1 Need to reduce airline operating costs drives the demand for AR VR 63
8.3.2 MRO 64
8.3.2.1 Quick MRO turnaround time drives the use of AR VR technology 64
8.3.3 AIRPORTS 64
8.3.3.1 Increased need for connected and smart airports drives the demand for AR VR technology 64
8.3.4 AIRCRAFT 65
8.3.4.1 Demand for VR-based in-flight entertainment drives its market 65
8.3.5 OEMS 65
8.3.5.1 Optimizing aviation manufacturing and design made possible
with AR VR 65

9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN AVIATION,
BY PRODUCT 67
9.1 INTRODUCTION 68
9.2 HEAD-MOUNTED DISPLAYS 69
9.2.1 EASY REAL-TIME ACCESS TO INFORMATION AND INCREASED FIELD
OF VIEW FOR PILOTS 69
9.3 HEAD-UP DISPLAYS 69
9.3.1 ASSISTS PILOTS WITH NAVIGATIONAL INFORMATION DURING TAKE-
OFF AND LANDING 69
9.4 HANDHELD DEVICES 70
9.4.1 IMPROVED EFFICIENCY OF CABIN CREW TRAINING DRIVES THE MARKET 70
9.5 GESTURE-TRACKING DEVICES 71
9.5.1 USED AS A MEDIUM TO INTERACT AND NAVIGATE IN THE VIRTUAL WORLD 71

10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN AVIATION,
BY COMPONENT 72
10.1 INTRODUCTION 73
10.2 HARDWARE 74
10.2.1 SENSORS 75
10.2.1.1 Accurate input of physical environment helps track a user’s position 75
10.2.2 PROCESSORS & CONTROLLERS 75
10.2.2.1 Need for better computing power drives the market 75
10.2.3 DISPLAYS 75
10.2.3.1 Demand for next-generation miniature displays drives the market 75
10.2.4 CAMERAS 75
10.2.4.1 Use of 3D cameras aids growth of the AR VR market 75
10.2.5 OTHERS 75
10.3 SOFTWARE 76
10.3.1 AUGMENTED REALITY 76
10.3.1.1 Widely used in crew training programs 76
10.3.2 VIRTUAL REALITY 77
10.3.2.1 Increasing use of simulators in training programs drives the market 77

11 AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN AVIATION,
BY APPLICATION 78
11.1 INTRODUCTION 79
11.2 ON-BOARD 80
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11.2.1 IN-FLIGHT ENTERTAINMENT 81
11.2.1.1 Need to upgrade passenger experience is accelerating the use of VR devices in aviation 81
11.2.2 FLIGHT DECK SYSTEMS 81
11.2.2.1 Trend of automated pilot assistance to drive the demand for AR VR
in cockpits 81
11.3 OFF-BOARD 82
11.3.1 INCREASING EFFICIENCY AND COST SAVINGS ARE POSSIBLE USING
AR VR TECHNOLOGY 82

12 AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN AVIATION,
BY VERTICAL 83
12.1 INTRODUCTION 84
12.2 CIVIL 85
12.3 MILITARY 85

13 REGIONAL ANALYSIS 86
13.1 INTRODUCTION 87
13.2 NORTH AMERICA 88
13.2.1 US 91
13.2.1.1 Presence of key AR VR players is driving demand in the US 91
13.2.2 CANADA 92
13.2.2.1 High projected demand is expected to drive the market 92
13.3 EUROPE 93
13.3.1 FRANCE 96
13.3.1.1 Partnerships between aircraft OEMs and AR VR players driving
the market 96
13.3.2 UK 97
13.3.2.1 High passenger traffic driving the need for operational efficiency
via AR VR technology at airports 97
13.3.3 GERMANY 99
13.3.3.1 Partnerships between airlines and AR VR players driving the market 99
13.3.4 REST OF EUROPE 100
13.3.4.1 Military fighter procurement and presence of major airports driving the demand for AR VR technology 100
13.4 ASIA PACIFIC 102
13.4.1 CHINA 104
13.4.1.1 Large aircraft fleet and military spending driving the demand 104
13.4.2 INDIA 105
13.4.2.1 New airport projects driving the demand for off-board AR VR technology 105
13.4.3 JAPAN 107
13.4.3.1 Strong capabilities in electronics driving the market 107
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13.4.4 SINGAPORE 108
13.4.4.1 AR VR in MRO training and operations driving the market 108
13.4.5 REST OF ASIA PACIFIC 109
13.4.5.1 AR VR demand is driven by passenger traffic due to increased tourism 109
13.5 REST OF THE WORLD 110
13.5.1 LATIN AMERICA 112
13.5.1.1 Presence of aircraft OEMs driving the market 112
13.5.2 MIDDLE EAST 113
13.5.2.1 Airlines & MRO training and operations driving the demand 113
13.5.3 AFRICA 115
13.5.3.1 Growth in passenger traffic driving the market 115
14 COMPETITIVE LANDSCAPE 117
14.1 INTRODUCTION 117
14.2 COMPETITIVE ANALYSIS 119
14.2.1 AR VR MARKET IN AVIATION COMPETITIVE LEADERSHIP MAPPING
(OVERALL MARKET) 119
14.2.1.1 Visionary Leaders 119
14.2.1.2 Innovators 119
14.2.1.3 Dynamic differentiators 119
14.2.1.4 Emerging companies 119
14.3 COMPETITIVE SCENARIO 123
14.3.1 CONTRACTS 123
14.3.2 NEW PRODUCT LAUNCHES 124
14.3.3 COLLABORATIONS AND PARTNERSHIPS 124
14.3.4 OTHER STRATEGIES 125
15 COMPANY PROFILES 126
(Business Overview, Products Offered, Recent Developments, SWOT Analysis, MnM View)*
15.1 MICROSOFT CORPORATION 126
15.2 GOOGLE INC. 129
15.3 EON REALITY 132
15.4 AERO GLASS 133
15.5 UPSKILL 134
15.6 SITA 136
15.7 HTC 137
15.8 BOHEMIA INTERACTIVE SIMULATIONS 139
15.9 OCULUS VR 140
15.10 SKYLIGHTS AERO 141
15.11 MAGIC LEAP INC. 143
15.12 PTC INC 144
15.13 FOUNTX 146
15.14 FUTURE VISUAL 147
15.15 JASOREN 148
15.16 ATHEER, INC. 149
15.17 ELBIT SYSTEMS LTD. 150
15.18 HONEYWELL INTERNATIONAL INC. 152
15.19 SONY 153
15.20 IBM CORPORATION 154
*Details on Business Overview, Products Offered, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.

16 APPENDIX 155
16.1 DISCUSSION GUIDE 155
16.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 158
16.3 AVAILABLE CUSTOMIZATIONS 160
16.4 RELATED REPORTS 161