The increasing demand of simulation products and virtual reality is increasing the market penetration of visual computing. The market for PC computing has become less attractive in the recent years, owing to the decreasing popularity of PC gaming. The growing demand of video content on mobile devices, such as smartphones, automotive media system, and tablets is fueling the growth of the global visual computing market. Moreover, the increasing internet penetration, along with strengthening data speed of wireless networks in the developing markets has supported the growth of the global visual computing market in the recent years. The growing demand of gaming consoles is offering significant opportunities for the growth of the global visual computing market.
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Visual computing is widely used in image processing, visualization, video processing, computer graphics, augmented and virtual reality. The graphics hardware and software in modern computing devices have superior capabilities to support visual computing. The modern graphical processing unit (GPU) has powerful computing technology, along with smaller size and lower cost. The advancement in the design efficiency of graphical processing unit has increased its market penetration in various consumer centric applications, such as, gaming & consoles, media & entertainment, and others. The market for visual computing is also expected to grow significantly in applications, such as scientific research and e-learning during the forecast period.
The global visual computing market comprises broad and complex value chain network, including component manufacturers, along with various service providers and technology integrators at different levels of value chain. Based on components, the global visual computing market can be broadly categorized as hardware, and software. Based on display platform, the global visual computing market can be segmented as interactive whiteboard, interactive table, monitor, interactive kiosk, interactive video wall, and others. On the basis of industry vertical, the global visual computing market can be categorized as gaming, media & entertainment, healthcare, automotive, defense, manufacturing and others. Among the industry verticals, gaming, and media & entertainment accounted for the largest market share in the global visual computing market during 2014. This segment is expected to maintain its dominance during the forecast period, owing to the growing market of on-demand video, along with the popularity of cloud based services in e-gaming. Among the components of the global visual computing market, the software segment is expected to grow at the fastest pace, owing to the complex technology integration within various operating platforms.
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North America accounted for the largest share in the global visual computing market during 2014. The high internet penetration, along with the growth in demand of cloud based services has led to the market dominance of North America in global visual computing market. Europe accounted for the second largest share in the global visual computing market during 2014. Asia-Pacific is the fastest growing market for visual computing, owing to increasing internet penetration, along with the growing demand of gaming consoles from the developing markets. Country wise, the U.S., Canada, Japan, China, Germany, Italy, the U.K., India, Brazil, Spain, South Korea and South Africa are the major markets for visual computing.
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The global visual computing market is highly consolidated. The top three players of the global visual computing market accounted for more than 70% share in the market. Nvidia Corporation accounted for the largest share in the global visual computing market during 2014. The market dominance of Nvidia is due to their high proprietary learning curve, along with their absolute cost advantage. With the increasing number of mergers and acquisitions, the global visual computing market is expected to continue with its consolidation during the forecast period.
Some of the competitors in the global visual computing market are Nvidia Corporation, Advanced Micro Devices Inc. (AMD), Intel Corporation, Imagination Technologies Limited, ARM Ltd., Cubix Corporation, Exxact Corporation, and Biodigital Inc.
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