Virtual Reality in Aerospace and Defense – Thematic Research
- Pages: 45
- Published: July 2020
- Report Code: GDDEF-TR-S017
Virtual reality (VR) has been around, in one form or another, since the mid-1950s. At several points over the last sixty-plus years, it has been touted as the next big thing in consumer technology, without ever fulfilling its potential.
The aerospace and defense industry is well-placed to develop VR technologies. Along with entertainment, the military was one of the first industries to invest a significant amount of money into the development of VR applications, VR headsets, and VR platforms. This has played a crucial role in the advancement of VR technologies worldwide. VR technology has been used in individual and collective military training for more than a decade. The technology is also becoming common in medical treatment, recruitment processes, and the pre-fabrication simulation of system and platform designs.
VR is entering its second generation, which is expected to have greater appeal to consumers and enterprises compared to the previous generation. VR technology has evolved significantly over the past five years, with improvements on both the hardware and software side. However, issues such as latency, nausea, high prices, and underdeveloped ecosystems have been obstacles to widespread adoption.
VR companies are increasingly using AI and cloud technologies to develop stronger ecosystems, while the arrival of 5G promises to address the latency and nausea issues. In this section, we look at the size and impact of the VR theme and how we think it will develop over the next decade.
Military forces are shifting their focus to flexible training solutions in the area of advanced distributed simulation, wherein live training is combined with constructive and virtual simulation by networking.
VR can help military personnel to visualize and practice scenarios and combat tactics in a more engaging, repeatable, coachable, and safe way. Militaries can use VR in a variety of ways to tackle different situations and focus on different strengths. Some of the most common uses of VR in the military include the virtual boot camp, flight simulation, battlefield simulation, medic training, and vehicle simulation. Armed forces can also use virtual reality in medical treatment, recruitment processes, and pre-fabrication simulation of system and platform design.
Major armed forces across the globe incrementally invest in VR training capabilities and consider on-the-field applications. Concerns remain regarding the growing cyber-exposure of military forces, reinforced by VR/AR and going hand-in-hand with the importance of the cybersecurity domain for 21st century armed forces, but few would deny that VR/AR will be a determining factor in the future of warfare.
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Gain in-depth understanding about the underlying factors driving demand for Virtual Reality in the top spending countries across the world and identify the opportunities offered by each of them.
Strengthen your understanding of the market in terms of demand drivers, industry trends, and the latest technological developments, among others.
Alphabet, Amazon, Facebook, HP, HTC, Microsoft, Nvidia, Qualcomm, Samsung, Sony, Ubisoft, Unity, Virtuix, Walt Disney Airbus Group, BAE Systems, Boeing, CAE, Elbit Systems, General Dynamics, Kratos, Leonardo, Lockheed Martin, Novatech, Raytheon Technologies, SimCentric
Table of Contents
Aerospace & defense trends
Market size and growth forecasts
Mergers and acquisitions
Impact of virtual reality on aerospace & defense
Industry case studies
Military case studies
Key recommendations for aerospace & defense vendors
Applications and content
Aerospace and defense companies
Appendix: Our Thematic Research Methodology