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keyword:Jason Tsai27 result(s)

Press Releases
Value of 5G Market Will Reach US$37 Billion in 2026 as Applications Related to Metaverse Act as Notable Demand Driver, Says TrendForce



TrendForce forecasts that the value of the global 5G market will reach US$145 billion in 2023 thanks to the promotion of 5G private networks by enterprises and the upgrading of the equipment purposed for small cells and 5G FWA Then, the global 5G market will further scale up to US$37 billion in 2026, with the CAGR for the 2023~2026 period coming to 110% Applications related to the Metaverse will help spur the demand for 5G networks during the period TrendForce states that the main application segments of the market for 5G networks are industrial manufacturing, energy and utilities, medical solutions, smart vehicles, public transportation, and consumer electronics Regarding the distribution of the projected total market value of US$37 billion in 2026 by application, industrial manufacturing will have the largest share of 32% Manufacturing companies will leverage 5G to mainly upgrade their factories, such as making production processes more intelligent and combining production processes with solutions related to data visualization and analysis Energy and utilities will have the second largest share of 18% The connection of smart energy meters to a power grid will require a 5G network Furthermore, 5G technologies will be embedded in the energy equipment for monitoring power generation and predicative maintenance Medical solutions will have the third largest share of 15% Efforts to incorporate 5G into the field of healthcare will mainly focus on telemedicine that can raise clinical efficiency in remote areas As for smart vehicles and public transportation, their collective portion of the total market value in 2026 will come to 25% Since 5G offers lower latency, carmakers and suppliers for automotive components want to leverage this advantage to develop better advanced driver assistance systems (ADAS) Turning to public transportation, 5G is expected to play a vital role in the development of platforms for mobility as a service (MaaS) Lastly, with regard to consumer electronics, this application segment will account for 10% of the total market value in 2026 Various 5G solutions will be embedded in smart appliances and devices so that they are all interconnected Regarding Taiwan-based companies that are involved in the 5G market, they mainly focus on products related to small cells, commercial private 5G networks used by enterprises, and 5G FWA equipment In recent years, the build-out of 5G infrastructure worldwide has been proceeding at a rapid pace This has also contributed to significant advances in technologies for edge computing Taiwan’s SERCOM, for example, has developed 5G small cells and 5G FWA equipment Shipments of its products have also been ramped up in order to meet the surging market demand generated by the aforementioned developments Askey, which is another network equipment provider from Taiwan, came to CES 2023 to promote its 5G private networks The company seeks to expand its presence in the European and North American markets for 5G applications and services Demand for Applications Related to Metaverse Will Not Truly Take Off Until After Two to Three Years, but It Will Act as Notable Demand Driver in Meantime TrendForce points out that the biggest difference between applications under the Metaverse and those under cloud services is that the former places much greater emphasis on interactions among multiple parties Through real-time image rendering and data synchronization, the Metaverse seeks to create a shared platform among users, as opposed to the more traditional video-based communications Moreover, Metaverse platforms create digital twins of users for engaging in deeper real-time interactions through speech, visual cues, movements (as performed by avatars), etc Data transmissions associated with these virtual activities are much larger in scale and more complex, so the platforms will require a high-speed and reliable network in order to provide the full user experience Currently, the Metaverse is a newly emerged concept, so companies that are involved in the related applications and services are still in the initial exploratory phase Also, more time is needed to develop the key technologies such AR/VR and control interfaces that allow users to sense and operate within a virtual environment Therefore, TrendForce believes the market for Metaverse-related applications will take at least two to three years of cultivation Development efforts will remain focused on social media, multi-player games, education services, simulation training, remote collaboration, and virtual meetings Among the global telecom operators and network equipment manufacturers, Nokia, Ericsson, and Huawei are now eyeing opportunities coming from the Metaverse To support related services and applications, these companies have invested resources to upgrade their network equipment and optimize their network environments In doing so, they will be able to handle the high-speed computing demand generated by large-scale and real-time virtual interactions that are taking place on Metaverse platforms Nokia, for example, is developing two key Metaverse technologies through its subsidiary Bell Labs: human augmentation and digital-physical future As for Ericsson, it is now working on time-critical communication as one of its core 5G offerings Time-critical communication can optimize 5G hardware and ensure highly reliable real-time services Compared with Nokia and Ericsson that mainly focus on improving 5G technologies, Huawei is also deploying hardware across Africa in addition to its existing markets in North America and Europe For instance, Safaricom, which is the largest telecom operator in Kenya, has become the first telecom operator in East Africa to roll out a commercial 5G high-speed network by adopting Huawei’s solutions for network infrastructure For additional insights from TrendForce analysts on the latest tech industry news, trends, and forecasts, please visit our blog at https://insidertrendforcecom/

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


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


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


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


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/

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