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Personal Viewers: Sony and Apple Eye Accelerating Growth

Table of Contents

1 Executive Summary 6
2 Market and Industry Trends 10
2.1 Emergence of "Anywhere Anytime Infortainment" 10
2.2 Clearer Consumer Requirements for Definition 12
2.3 Headsets Becoming More Mainstream 12
2.4 Personal Video Viewer pricing 13
  2.5 Personal Viewer Industry Association 13
3 Product Opportunities for the Consumer Market 16
3.1 Personal Video Viewer (Personal TV) 16
3.2 Navigation/Video Sunglasses 17
3.3 Console Gaming Viewers 20
3.4 PC Gaming Viewers 20
3.5 Toy Viewers 21
3.6 Other types of consumer personal viewers 22
4 Product Opportunities for the Military Market 23
4.1 Enhanced Night Vision Viewers 23
4.2 Thermal Weapons Sights 23
4.3 Helmet-Mounted Displays 24
4.4 Other types of military personal viewers 25
5 Pico-Projectors vs. Personal Viewers 26
6 Personal Viewers Forecast - Base Case 29
  6.1 Forecast Overview 29
  6.2 Forecast by Market 30
  6.3 Forecast by Type of Personal Viewer 36
  6.4 Military Market Forecast by Application 41
  6.5 Consumer Market Forecast by Application 46
7 Personal Viewers Forecast - Upside 51
7.1 Forecast by Overview 51
7.2 Forecast by Market 53
7.3 Forecast by Type 59
7.4 Military Market Forecast by Application 64
7.5 Consumer Market Forecast by Application 69
8 Competitive Positioning 74
  8.1 Overview 74
  8.2 Military 76
  8.3 Commercial 77
  8.4 Consumer 78
9 Potential Hurdles to Success 81
9.1 Improved Cost/Performance 81
9.2 Improved Content Availability for Mobile Platforms 83
9.3 Cost-Effective Consumer Marketing and Promotion 85
10 Microdisplays Demand Forecast - Base Case 86
10.1 Total Microdisplays 87
10.2 Color vs. Monochrome 92
10.3 Color Microdisplays 94
10.4 Monochrome Microdisplays 99
10.5 Forecast Demand by Display Technology 104
11 Microdisplay Demand Forecast - Upside 109
11.1 Total Microdisplays by Definition 109
11.2 Color vs. Monochrome 114
11.3 Color Microdisplays 116
  11.4 Monochrome Microdisplays 121
  11.5 Forecast Demand by Display Technology 126
12 Cost Structure and Pricing 131
13 Personal Viewer Company Profiles 132
13.1.1 22Moo International Pty Ltd 133
13.1.2 3001 AD 134
13.1.3 5DT Inc. (Fifth Dimension Technologies, Inc.) 135
13.1.4 Cybermind Interactive Nederland 136
13.1.5 DEOCOM Co., Ltd. 137
13.1.6 eMagin Corporation 138
13.1.7 GEOMC Co., Ltd. (Formerly Daeyang E&C) 139
13.1.8 Headplay Inc. 140
13.1.9 i-O Displays Systems, LLC 141
13.1.10 Lumus Ltd. 142
13.1.11 Microvision, Inc. 143
13.1.12 Mirage Innovations 144
13.1.13 Motion Research 145
13.1.14 Myvu Corporation 146
13.1.15 NVIS, Inc. 147
13.1.16 Oculon Optoelectronics Inc. 148
13.1.17 Rimax International Ltd. 149
13.1.18 Rockwell Collins - Optronics 150
13.1.19 Saab AB 151
13.1.20 Sage Technologies, Ltd 152
13.1.21 Sensics, Inc. 153
13.1.22 Shenzhen Oriscape Electronic Co., Ltd. 154
13.1.23 Shimadzu Corporation 155
13.1.24 Tek Gear 156
13.1.25 Trivisio Prototyping GmbH 157
13.1.26 Virtual Research Systems, Inc. 158
13.1.27 Vision Systems International, LLC 159
13.1.28 Vuzix (formerly Icuiti Corporation) 160
14 Personal Viewer System Basics 161
14.1 Introduction 161
14.2 Near-Eye Metrics 161
14.3 System Architecture 161
14.4 Color 162
14.5 Spatial Color Systems 162
14.6 Field-Sequential Color (FSC) Systems 163
14.7 Near-Eye Value Chain 165
15 Types of Personal Viewers 172
15.1 Monocular - see-around 172
15.2 Monocular - see-through 172
15.3 Binocular - sleek 172
15.4 Binocular - immersive 173
15.5 Military helmet 173
16 Personal Viewer Markets 175
16.1 Military 175
16.2 Commercial 175
16.3 Consumer 176
17 Appendix A - Personal Video Viewer Price Point Analysis 178
17.1.1 Sleek Display Technologies 178
17.1.2 Bulky Technologies 180
18 Appendix B - Personal Viewer Success Factors 183
  18.1.1 The Five Success Factors - The Five C's 184
  18.1.2 Cost/Performance 184
  18.1.3 Control Interface/Cabling 185
  18.1.4 Comfort 186
  18.1.5 Content 187
  18.1.6 Channels and Marketing Promotion 189
19 Appendix C - Human Comfort Factors 190
19.1.1 Viewing comfort 192
19.1.2 Motion comfort 201
19.1.3 Wearing comfort 204
19.1.4 Self-image comfort 205
20 Appendix D - Consumer Use Model 208
  20.1.1 Benefits of and Issues with Personal Viewers 208
  20.1.2 Alternatives for Use of Personal Viewers 214
  20.1.3 Benefits vs. Issues by Type of Use 216
  20.1.4 Alternative Consumer Value Propositions 218
21 Appendix E- Methodology 229
22 References 230

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