Report Description
This report analyzes the global affective computing market by type (hardware, software) by vertical (retail, IT & telecom) by deployment (cloud, on-premise) by organization size (SME’s, large enterprises) by technology (touch, touchless); it also studies the top manufacturers in the market.
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The major players in global affective computing market include:
• Google LLC (U.S.)
• Microsoft Corporation (U.S.)
• IBM Corporation (U.S.)
• Saffron Technologies Inc. (U.S.)
• Qualcomm Inc. (U.S.)
• Elliptic Labs A/S (Norway)
• Eyesight Technologies Ltd. (Israel)
• Pyreos Limited (Scotland)
• Softkinetic Systems (Belgium)
• SiteCorp. (The Netherlands)
• Dream Face Technologies (U.S.)
• Gesturetek (U.S.)
• Palantir Technologies (U.S.)
• Affectiva (U.S.)
• Emotional Recognition (U.K)
• Numenta (U.S.)
• CrowdEmotion (U.K)
• SRI International (U.S.)
• Feel Wristband (Sentio Solutions) (U.S.)
• Vokaturi (The Netherlands)
The market revenue and share have been analyzed with respect to the following regions and countries:
Americas
North America
U.S.
Canada
Europe
Western Europe
Germany
U.K.
France
Rest of Europe
Asia–Pacific
Asia
China
India
Japan
Rest of Asia-Pacific
Latin America, Middle East & Africa (LAMEA)
The Middle East & Africa
Latin Countries
On the basis of type, the global affective computing market has been categorized into the following segments:
• Hardware
• Software
On the basis of vertical, the global affective computing market has been categorized into the following segments:
• Retail
• IT & Telecom
On the basis of deployment, the global affective computing market has been categorized into the following segments:
• Cloud
• On-premise
On the basis of organization size, the global affective computing market has been categorized into the following segments:
• SME’s
• Large enterprises
On the basis of technology, the global affective computing market has been categorized into the following segments:
• Touch
• Touchless
Research Methodology
analysis is conducted by industry experts who offer insight into industry structure, market segmentation, technology assessment, competitive landscape (CL), and market penetration, as well as on emerging trends. Besides primary interviews (~80%) and secondary research (~20%), their analysis is based on years of professional expertise in their respective industries. Our analysts also predict where the market will be headed in the next five to 10 years, by analyzing historical trends and current market positions. Furthermore, the varying trends of segments and categories in different regions are estimated based on primary and secondary research.
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets. The key players in the market were identified through secondary research, and their market contributions in the respective regions were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to arrive at the final quantitative and qualitative data.
Table of Content: Key Points
1 Executive Summary
2 Scope Of The Report
3 Market Research Methodology
4 Market Landscap
5 Industry Overview Of Global Affective Computing Market
6 Market Trends
7. Global Affective Computing Market By Type
…Continued
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