Table of Content
1 Introduction
1.1. Study Objectives
1.2. Market Definition and Scope
1.2.1. Inclusions and Exclusions
1.3. Study Scope
1.3.1. Markets Covered
1.3.2. Geographic Segmentation
1.3.3. Years Considered for the study
1.4. Currency
1.5. Limitations
1.6. Stakeholders
1.7. Summary of Changes
1.8. Impact of Recession
2 Research Methodology
2.1. Research Data
2.1.1. Secondary Data
2.1.1.1. Major Secondary Sources
2.1.1.2. Key Data from Secondary Sources
2.1.2. Primary Data
2.1.2.1. Primary Interviews with Experts
2.1.2.2. Key Data from Primary Sources
2.1.2.3. Key Industry Insights
2.1.2.4. Breakdown of Primaries
2.2. Market Size Estimation
2.2.1. Bottom-Up Approach
2.2.1.1. Approach for Capturing Market Share by Bottom-Up Analysis (Demand Side)
2.2.2. Top-Down Approach
2.2.2.1. Approach for Capturing Market Share by Top-Down Analysis (Supply Side)
2.3. Market Breakdown and Data Triangulation
2.4. Research Assumptions
2.5. Risk Assessment
2.6. Assumptions of Recession
2.7. Limitations of Research
3 Executive Summary
4 Premium Insights
5 Market Overview
5.1. Introduction
5.2. Market Dynamics
5.3. Value Chain Analysis
5.4. Ecosystem Analysis
5.5. Technology Analysis
5.6. Patent Analysis
5.7. Case Study Analysis
5.8. Trends Impacting Businesses of Market Players and Raw Material Suppliers
5.9. Trade Analysis
5.10. Porters Five Force Analysis
5.10.1. Threat from New Entrants
5.10.2. Threat of Substitutes
5.10.3. Bargaining Power of Suppliers
5.10.4. Bargaining Power of Buyers
5.10.5. Intensity of Competitive Rivalry
5.11. Tariff and Regulatory Landscape
5.11.1. Regulatory Bodies, Government Agencies, and Other Organizations
5.12. Key Stakeholders and Buying Criteria
5.12.1. Key Stakeholders in Buying Process
5.12.2. Buying Criteria
5.13. Pricing Analysis
5.13.1. Average Selling Price Trends of Key Players, By Product Type
5.13.2. Average Selling Price Trends, By Region
5.14. Key Conferences and Events (2023-2025)
6 Human Augmentation Market, By Product Type
6.1. Introduction
6.2. Wearable Devices
6.2.1. By Type
6.2.1.1. Wristwear
6.2.1.1.1. Smartwatch
6.2.1.1.2. Wristband
6.2.1.2. Bodywear
6.2.1.2.1. Innerwear
6.2.1.2.2. Outerwear
6.2.1.3. Footwear
6.2.1.3.1. Special purpose footwear
6.2.1.3.2. Casual footwear
6.2.1.4. Eyewear
6.2.1.5. Neckwear
6.2.1.6. Others
6.2.2. By Application
6.2.2.1. Consumer
6.2.2.2. Healthcare
6.2.2.3. Enterprise & Industrial
6.2.2.4. Others
6.3. Biometric System
6.3.1. By Authentication Type
6.3.1.1. Single-factor recognition
6.3.1.1.1. Fingerprint Recognition
6.3.1.1.2. IRIS Recognition
6.3.1.1.3. Palm Print Recognition
6.3.1.1.4. Face Recognition
6.3.1.1.5. Vein Recognition
6.3.1.1.6. Signature Recognition
6.3.1.1.7. Voice Recognition
6.3.1.1.8. Others
6.3.1.1.9. Multi-factor recognition
6.3.1.1.9.1. Biometric Smart Card
6.3.1.1.9.2. Biometric PIN
6.3.1.1.9.3. Multimodal
6.3.2. By Vertical
6.3.2.1. Government
6.3.2.2. Military & Defense
6.3.2.3. Healthcare
6.3.2.4. Banking & Finance
6.3.2.5. Consumer Electronics
6.3.2.6. Security
6.3.2.7. Travel & Immigration
6.3.2.8. Automotive
6.3.2.9. Others
6.4. Virtual Reality Devices
6.4.1. By Offering
6.4.1.1. Hardware
6.4.1.1.1. Head-mounted displays (HMD)
6.4.1.1.2. Gesture tracking devices
6.4.1.1.3. Projectors & display walls
6.4.1.2. Software
6.4.2. By Application
6.4.2.1. Consumer
6.4.2.2. Commercial
6.4.2.3. Enterprise
6.4.2.4. Healthcare
6.4.2.5. Aerospace & Defense
6.4.2.6. Others
6.5. Augmented Reality Devices
6.5.1. By Offering
6.5.1.1. Hardware
6.5.1.1.1. Head-mounted display (HMD)
6.5.1.1.2. Head-up display (HUD)
6.5.1.2. Software
6.5.2. By Application
6.5.2.1. Consumer
6.5.2.2. Aerospace & Defense
6.5.2.3. Healthcare
6.5.2.4. Enterprise
6.5.2.5. Commercial
6.5.2.6. Automotive
6.5.2.7. Energy
6.5.2.8. Others
6.6. Exoskeletons
6.6.1. By Type
6.6.1.1. Powered
6.6.1.2. Passive
6.6.2. By Application
6.6.2.1. Healthcare
6.6.2.2. Defense
6.6.2.3. Industrial
6.6.2.4. Others
6.7. Intelligent Virtual Assistants (IVA)
6.7.1. By Type
6.7.1.1. Chatbot
6.7.1.2. IVA Smart Speaker
6.7.2. By Application
6.7.2.1. Consumer Electronics
6.7.2.2. BFSI
6.7.2.3. Healthcare
6.7.2.4. Education
6.7.2.5. Retail
6.7.2.6. Government
6.7.2.7. Utilities
6.7.2.8. Travel & Hospitality
6.7.2.9. Others
7 Human Augmentation Market, By Technology
7.1. Introduction
7.1.1. Artificial Intelligence (AI) Integration
7.1.1.1. AI-Powered Augmentation
7.1.1.2. Cognitive Augmentation
7.1.2. Quantum Computing Augmentation
7.1.2.1. Quantum-enhanced Processing
7.1.2.2. Quantum Communication
7.1.3. Biohacking and Bio-Augmentation
7.1.3.1. Genetic Engineering
7.1.3.2. Brain-Computer Interfaces
8 Human Augmentation Market, By Functionality
8.1. Introduction
8.2. Body Worn
8.3. Non-body Worn
9 Human Augmentation Market, By End-user
9.1. Introduction
9.2. Consumer
9.3. Commercial
9.4. Medical
9.5. Aerospace & Defense
9.6. Industrial
9.7. Others
10 Human Augmentation Market, By Region
10.1. Introduction
10.2. North America
10.2.1. Impact of Recession
10.2.2. US
10.2.3. Canada
10.2.4. Mexico
10.3. Europe
10.3.1. Impact of Recession
10.3.2. UK
10.3.3. Germany
10.3.4. France
10.3.5. Rest of Europe
10.4. Asia Pacific
10.4.1. Impact of Recession
10.4.2. China
10.4.3. Japan
10.4.4. South Korea
10.4.5. Rest of Asia Pacific
10.5. RoW
10.5.1. Impact of Recession
10.5.2. Middle East & Africa
10.5.3. South America
11 Competitive Landscape
11.1. Market Evaluation Framework
11.2. Market Share Analysis, 2022
11.3. Five-Year Company Revenue Analysis
11.4. Company Evaluation Matrix
11.4.1. Stars
11.4.2. Emerging Leaders
11.4.3. Pervasive Players
11.4.4. Participants
11.5. Startups/SME Evaluation Matrix
11.5.1. Progressive Companies
11.5.2. Responsive Companies
11.5.3. Dynamic Companies
11.5.4. Starting Blocks
11.6. Competitive Benchmarking
11.7. Company Footprint
11.8. Competitive Situation and Trends
12 Company Profiles
12.1. Introduction
12.2. Key Players
12.2.1. Samsung Electronics
12.2.2. Sony Corporation
12.2.3. Meta
12.2.4. Microsoft
12.2.5. Alphabet
12.2.6. Apple
12.2.7. Ekso Bionics
12.2.8. Vuzix Corporation
12.2.9. Garmin Ltd.
12.2.10. Fossil Group
12.2.11. B-Temia Inc.
12.2.12. Casio
12.2.13. Magic Leap, Inc.
12.2.14. ReWalk Robotics
12.2.15. CYBERDYNE, Inc.
12.3. Other Players
12.3.1. Polar Electro
12.3.2. P&S Mechanics CO., Ltd
12.3.3. LifeSense Group
12.3.4. ATOUN Inc.
12.3.5. Mobvoi
12.3.6. Rex Bionics Pty Ltd.
12.3.7. Atheer, Inc.
12.3.8. Second Sight Medical Products
12.3.9. Inbenta Holdings Inc.
12.3.10. Mycroft AI, Inc.
12.3.11. Scope AR
12.3.12. CyberGlove Systems
12.3.13. Merge labs, Inc.
12.3.14. Wearable Robotics srl
12.3.15. GOQii
12.3.16. Raytheon Company
13 Appendix
13.1. Discussion Guide
13.2. Knowledge Store: MarketsandMarkets’ Subscription Portal
13.3. Available Customizations
13.4. Related Reports
13.5. Author Details
Note: The current table of contents is tentative and is subject to change as we progress with our research.