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MCG Reports

Personal Viewers: Poised for Growth
Key Success Factors for Consumer Adoption

Principal Researcher and Analyst: Steve Marsland
252 pages
December 2006
___________________________________________________

Table of Contents

1 Executive Summary 6
2 Market Trends 9
2.1 Emergence of "Anywhere Anytime Video" 9
2.2 Clearer Consumer Requirements for Definition 15
2.3 Headsets Becoming More Mainstream 16
2.4 Personal Video Viewer pricing 16
3 Personal Viewer Success Factors 19
3.1 The Five Success Factors - the Five C's 20
3.2 Cost/Performance 20
3.3 Control Interface/Cabling 21
3.4 Comfort 22
3.5 Content 23
3.5.1 Content Availability Status 2006 24
3.5.2 Content Availability Status Forecast for 2008 25
3.5.3 Digital Rights Management 27
3.5.4 Evolving Fair Use of Video Files 28
3.6 Channels and Marketing Promotion 28
4 Consumer Use Model 32
4.1 Benefits of and Issues with Personal Viewers 32
4.1.1 Benefits 32
4.1.2 Issues 35
4.2 Alternatives for Use of Personal Viewers 37
4.3 Benefits vs. Issues by Type of Use 38
4.4 Alternative Consumer Value Propositions 41
4.4.1 Uses Served by Type of Personal Viewer 41
4.4.2 Degree of Use 41
4.4.3 Consumer Usage Groupings 47
4.4.4 Rate, Timing and Sequence of Consumer Acceptance 48
5 Product Opportunities for the Consumer Market 51
5.1 Personal Video Viewer 51
5.1.1 Alternative Binocular Sleek Designs 51
5.2 Gaming Viewers 53
5.3 Toy Viewers 54
5.4 Data+ Viewer 55
5.5 Sports Helmet Navigators 56
5.6 Navigation/phone display sunglasses 57
6 Cost-Effective Marketing Strategies 58
7 Personal Viewers Forecast - Base Case 63
7.1 Forecast by Market 63
7.2 Forecast by Type of Personal Viewer 69
7.3 Consumer Market Forecast by Product 74
8 The Apple All-In Scenario 79
9 Personal Viewer Forecast - Upside 81
9.1 Forecast by Market 81
9.2 Forecast by Type 87
9.3 Consumer Market Forecast by Product 92
10 Competitive Positioning 97
10.1 Overview 97
10.2 Military 98
10.3 Corporate 100
10.4 Prosumer 101
10.5 Consumer 101
10.5.1 Sports Helmet Navigators 102
10.5.2 Personal Video Viewers 102
10.5.3 Data+ Headset 103
10.5.4 Gaming Headsets 103
10.5.5 Toy Viewers 104
10.5.6 Navigation/Cell Phone Sunglasses 104
11 Potential Hurdles to Success 106
11.1 Improved Cost/Performance 106
11.2 Improved Content Access for Mobile Platforms 107
11.3 Cost-Effective Consumer Marketing and Promotion 110
12 Reviews of Latest Personal Viewers 111
12.1 Icuiti iWear 111
12.2 MicroOptical myvu 115
12.3 i-O Displays iTheater 119
12.4 Oriscape GVD310A 121
12.5 Overall Comparison of Four Personal Viewers 124
13 Microdisplays Demand Forecast - Base Case 127
13.1 Total Microdisplays 128
13.2 Color vs. Monochrome 133
13.3 Color Microdisplays 135
13.4 Monochrome Microdisplays 140
13.5 Forecast Demand by Display Technology 145
14 Microdisplay Demand Forecast - Upside 150
14.1 Total Microdisplays by Definition 150
14.2 Color vs. Monochrome 155
14.3 Color Microdisplays 157
14.4 Monochrome Microdisplays 162
14.5 Forecast Demand by Display Technology 166
15 Cost Structure and Pricing 171
16 Personal Viewer Products Listing 173
17 Personal Viewer Company Profiles 175
17.1.1 22Moo 176
17.1.2 3001 AD 177
17.1.3 5DT Inc. (Fifth Dimension Technologies, Inc.) 178
17.1.4 Cybermind Interactive Nederland 179
17.1.5 Daeyang E&C 180
17.1.6 Deocom Co., Ltd. 181
17.1.7 eMagin Corporation 182
17.1.8 Headplay, Inc. 183
17.1.9 Icuiti Corporation (formerly Interactive Imaging Systems) 184
17.1.10 i-O Displays Systems, LLC 185
17.1.11 Kaiser Electro-Optics 186
17.1.12 Liteye Systems, Inc. 187
17.1.13 Lumus Ltd. 188
17.1.14 MicroOptical Corporation 189
17.1.15 Microvision, Inc. 190
17.1.16 Mirage Innovations 191
17.1.17 Motion Research Corporation 192
17.1.18 NVIS (New Virtual Imaging Systems) 193
17.1.19 Oculon Optoelectronics Inc. 194
17.1.20 Oriscape Electronic Co., Ltd. 195
17.1.21 Rimax (see also Virtual Realities, Inc.) 196
17.1.22 Saab Avitronics (formerly SaabTech) 197
17.1.23 Sensics 198
17.1.24 SEOS Ltd. (Specialized Electro Optical Services Ltd.) 199
17.1.25 Shimadzu 200
17.1.26 Tek Gear 201
17.1.27 Trivisio Technologies GmbH 202
17.1.28 Virtual Realities, Inc. (see also Rimax) 203
17.1.29 Vision Systems International, LLC 204
17.1.30 Vista Medical Technologies/Viking Systems 205
17.1.31 Virtual Research Systems, Inc. 206
18 Personal Viewer System Basics 207
18.1 Introduction 207
18.2 Near-Eye Metrics 207
18.3 System Architecture 207
18.4 Color 208
18.5 Spatial Color Systems 208
18.6 Field-Sequential Color (FSC) Systems 209
18.7 Near-Eye Value Chain 211
18.7.1 Microdisplays 211
18.7.2 LCOS Displays 212
18.7.3 Optics 213
18.7.4 Packaging 214
18.7.5 Style/Ergonomics 215
18.7.6 Electronics 215
19 Types of Personal Viewers 221
19.1 Monocular - see-around 221
19.2 Monocular - see-through 221
19.3 Binocular - sleek 221
19.4 Binocular - immersive 223
19.5 Military helmet 223
20 Personal Viewer Markets 225
20.1 Military 225
20.2 Corporate 225
20.3 Prosumer 226
20.4 Consumer 226
21 Appendix A - Personal Video Viewer Price Point Analysis 228
21.1.1 Sleek Display Technologies 228
21.1.2 Bulky Technologies 230
22 Appendix B - Human Comfort Factors 233
22.1.1 Viewing comfort 234
22.1.2 Motion comfort 244
22.1.3 Wearing comfort 247
22.1.4 Self-image comfort 247
23 Appendix C - Methodology 250
24 References 251

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