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Affective Computing Market Status and Trend Analysis 2017-2034 (COVID-19 Version)


Published on: 2024-01-04 | No of Pages : 104 | Industry : ICT & Software

Publisher : 9 | Format : PDF

Affective Computing Market Status and Trend Analysis 2017-2034 (COVID-19 Version)

Summary

Further key aspects of the report indicate that
Chapter 1Research ScopeProduct Definition, Type, End-Use & Methodology
Chapter 2Global Industry Summary
Chapter 3Market Dynamics
Chapter 4Global Market Segmentation by region, type and End-Use
Chapter 5North America Market Segmentation by region, type and End-Use
Chapter 6Europe Market Segmentation by region, type and End-Use
Chapter 7Asia-Pacific Market Segmentation by region, type and End-Use
Chapter 8South America Market Segmentation by region, type and End-Use
Chapter 9Middle East and Africa Market Segmentation by region, type and End-Use.
Chapter 10Market Competition by Companies
Chapter 11Market forecast and environment forecast.
Chapter 12Industry Summary.

The global Affective Computing market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for @@@@@ are the significant development of demand and improvement of COVID-19 and geo-economics.


Based on the type of product

the global Affective Computing market segmented into
Touch-Based
Touchless

Based on the end-use

the global Affective Computing market classified into
Market Research
Healthcare
Media & Advertisement
Automotive
Others

Based on geography

the global Affective Computing market segmented into
North America [U.S., Canada, Mexico]
Europe [Germany, UK, France, Italy, Rest of Europe]
Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
South America [Brazil, Argentina, Rest of Latin America]
Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]

And the major players included in the report are


IBM
Microsoft
Eyesight Technologies
Affectiva
NuraLogix
gestigon GmbH 
Crowd Emotion
Beyond Verbal
nViso
Cogito Corporation
Kairos

Table of Content

Table of Contents
1 RESEARCH SCOPE
1.1 Research Product Definition
1.2 Research Segmentation
1.2.1 Product Type
1.2.2 Main product Type of Major Players
1.3 Demand Overview
1.4 Research Methodology
2 GLOBAL AFFECTIVE COMPUTING INDUSTRY
2.1 Summary about Affective Computing Industry
2.2 Affective Computing Market Trends
2.2.1 Affective Computing Production & Consumption Trends
2.2.2 Affective Computing Demand Structure Trends
2.3 Affective Computing Cost & Price
3 MARKET DYNAMICS
3.1 Manufacturing & Purchasing Behavior in 2020
3.2 Market Development under the Impact of COVID-19
3.2.1 Drivers
3.2.2 Restraints
3.2.3 Opportunity
3.2.4 Risk
4 GLOBAL MARKET SEGMENTATION
4.1 Region Segmentation (2017 to 2021f)
4.1.1 North America (U.S., Canada and Mexico)
4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)
4.2 Product Type Segmentation (2017 to 2021f)
4.2.1 Touch-Based
4.2.2 Touchless
4.3 Consumption Segmentation (2017 to 2021f)
4.3.1 Market Research
4.3.2 Healthcare
4.3.3 Media & Advertisement
4.3.4 Automotive
4.3.5 Others
5 NORTH AMERICA MARKET SEGMENT
5.1 Region Segmentation (2017 to 2021f)
5.1.1 U.S.
5.1.2 Canada
5.1.3 Mexico
5.2 Product Type Segmentation (2017 to 2021f)
5.2.1 Touch-Based
5.2.2 Touchless
5.3 Consumption Segmentation (2017 to 2021f)
5.3.1 Market Research
5.3.2 Healthcare
5.3.3 Media & Advertisement
5.3.4 Automotive
5.3.5 Others
5.4 Impact of COVID-19 in North America
6 EUROPE MARKET SEGMENTATION
6.1 Region Segmentation (2017 to 2021f)
6.1.1 Germany
6.1.2 UK
6.1.3 France
6.1.4 Italy
6.1.5 Rest of Europe
6.2 Product Type Segmentation (2017 to 2021f)
6.2.1 Touch-Based
6.2.2 Touchless
6.3 Consumption Segmentation (2017 to 2021f)
6.3.1 Market Research
6.3.2 Healthcare
6.3.3 Media & Advertisement
6.3.4 Automotive
6.3.5 Others
6.4 Impact of COVID-19 in Europe
7 ASIA-PACIFIC MARKET SEGMENTATION
7.1 Region Segmentation (2017 to 2021f)
7.1.1 China
7.1.2 India
7.1.3 Japan
7.1.4 South Korea
7.1.5 Southeast Asia
7.1.6 Australia
7.1.7 Rest of Asia Pacific
7.2 Product Type Segmentation (2017 to 2021f)
7.2.1 Touch-Based
7.2.2 Touchless
7.3 Consumption Segmentation (2017 to 2021f)
7.3.1 Market Research
7.3.2 Healthcare
7.3.3 Media & Advertisement
7.3.4 Automotive
7.3.5 Others
7.4 Impact of COVID-19 in Europe
8 SOUTH AMERICA MARKET SEGMENTATION
8.1 Region Segmentation (2017 to 2021f)
8.1.1 Brazil
8.1.2 Argentina
8.1.3 Rest of Latin America
8.2 Product Type Segmentation (2017 to 2021f)
8.2.1 Touch-Based
8.2.2 Touchless
8.3 Consumption Segmentation (2017 to 2021f)
8.3.1 Market Research
8.3.2 Healthcare
8.3.3 Media & Advertisement
8.3.4 Automotive
8.3.5 Others
8.4 Impact of COVID-19 in Europe
9 MIDDLE EAST AND AFRICA MARKET SEGMENTATION
9.1 Region Segmentation (2017 to 2021f)
9.1.1 GCC
9.1.2 North Africa
9.1.3 South Africa
9.1.4 Rest of Middle East and Africa
9.2 Product Type Segmentation (2017 to 2021f)
9.2.1 Touch-Based
9.2.2 Touchless
9.3 Consumption Segmentation (2017 to 2021f)
9.3.1 Market Research
9.3.2 Healthcare
9.3.3 Media & Advertisement
9.3.4 Automotive
9.3.5 Others
9.4 Impact of COVID-19 in Europe
10 COMPETITION OF MAJOR PLAYERS
10.1 Brief Introduction of Major Players
10.1.1 IBM
10.1.2 Microsoft
10.1.3 Eyesight Technologies
10.1.4 Affectiva
10.1.5 NuraLogix
10.1.6 gestigon GmbH 
10.1.7 Crowd Emotion
10.1.8 Beyond Verbal
10.1.9 nViso
10.1.10 Cogito Corporation
10.1.11 Kairos
10.2 Affective Computing Sales Date of Major Players (2017-2020e)
10.2.1 IBM
10.2.2 Microsoft
10.2.3 Eyesight Technologies
10.2.4 Affectiva
10.2.5 NuraLogix
10.2.6 gestigon GmbH 
10.2.7 Crowd Emotion
10.2.8 Beyond Verbal
10.2.9 nViso
10.2.10 Cogito Corporation
10.2.11 Kairos
10.3 Market Distribution of Major Players
10.4 Global Competition Segmentation
11 MARKET FORECAST
11.1 Forecast by Region
11.2 Forecast by Demand
11.3 Environment Forecast
11.3.1 Impact of COVID-19
11.3.2 Geopolitics Overview
11.3.3 Economic Overview of Major Countries
12 REPORT SUMMARY STATEMENT

List of Figure

List of Table
Table Affective Computing Product Type Overview
Table Affective Computing Product Type Market Share List
Table Affective Computing Product Type of Major Players
Table Brief Introduction of IBM
Table Brief Introduction of Microsoft
Table Brief Introduction of Eyesight Technologies
Table Brief Introduction of Affectiva
Table Brief Introduction of NuraLogix
Table Brief Introduction of gestigon GmbH 
Table Brief Introduction of Crowd Emotion
Table Brief Introduction of Beyond Verbal
Table Brief Introduction of nViso
Table Brief Introduction of Cogito Corporation
Table Brief Introduction of Kairos
Table Products & Services of IBM
Table Products & Services of Microsoft
Table Products & Services of Eyesight Technologies
Table Products & Services of Affectiva
Table Products & Services of NuraLogix
Table Products & Services of gestigon GmbH 
Table Products & Services of Crowd Emotion
Table Products & Services of Beyond Verbal
Table Products & Services of nViso
Table Products & Services of Cogito Corporation
Table Products & Services of Kairos
Table Market Distribution of Major Players
Table Global Major Players Sales Revenue (Million USD) 2017-2020e
Table Global Major Players Sales Revenue (Million USD) Share 2017-2020e
Table Global Affective Computing Market Forecast (Million USD) by Region 2021f-2026f
Table Global Affective Computing Market Forecast (Million USD) Share by Region 2021f-2026f
Table Global Affective Computing Market Forecast (Million USD) by Demand 2021f-2026f
Table Global Affective Computing Market Forecast (Million USD) Share by Demand 2021f-2026f