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Global Virtual Classroom (Content Management, Device Management, UCC, Security) Market Forecast to 2023 - ResearchAndMarkets.com

March 28, 2019

DUBLIN--(BUSINESS WIRE)--Mar 28, 2019--The “Virtual Classroom Market by Solution (Content Management, Device Management, UCC, Security), Hardware (Mobile Computing Devices, VR Devices), Service (Professional & Managed), Deployment Mode, User Type, and Region - Global Forecast to 2023” report has been added to ResearchAndMarkets.com’s offering.

The virtual classroom market is expected to grow from USD 9.3 billion in 2018 to USD 19.6 billion by 2023, at a Compound Annual Growth Rate (CAGR) of 16.2%.

The market is driven by factors such as the wide acceptance of AR or VR for corporate training and development, continuous innovation in VR/AR technologies, demand for personalized learning experiences, use of connected devices in virtual classrooms. However, the virtual classroom market faces various obstacles such as the lack of industry standards and interoperability and a shortage of resources and infrastructure in industries.

The analytics and data visualization segment to hold the highest growth rate during the forecast period

Analytics and data visualization is gaining importance in virtual classrooms, as it helps track students’ performance as well as institutions’ performance related to teaching and learning practices. Additionally, the analytics software application helps to understand people acquisition and retention, curriculum development and intervention management, performance management, operations management, and budgeting and finance management. Data visualization provides insights, such as attrition, characteristics of top performers, and indicators of leadership potential.

The cloud deployment mode to have the highest CAGR during the forecast period

This deployment model is preferred for its features, such as better and enhanced security, lower setup costs, easy accessibility, quicker deployment, high scalability, customizability, more storage space, ease of maintenance, automatic upgradation of course materials, and automatic licensing by vendors. The adoption of cloud-deployed virtual classroom solutions for training and development processes is growing rapidly, as organizations are focusing on planning cost-effective training programs through the adoption of cloud technology.

Asia Pacific (APAC) is projected to grow at the highest CAGR during the forecast period

North America is estimated to hold the highest market share in 2018, while APAC is the fastest-growing region in terms of CAGR. The APAC countries are taking aggressive initiatives to upsurge their IT infrastructures, enabling commercial users to adopt cutting-edge technologies. The APAC region emerges as the fastest-growing market for smart education solutions, which drive the virtual classroom market in this region. Vendors are aggressively using AR/VR technologies to make education more elaborative and interactive in this region.

Key Topics Covered:

1 Introduction

2 Research Methodology

3 Executive Summary

4 Premium Insights

4.1 Attractive Market Opportunities in the Virtual Classroom Market

4.2 Market, By Component, 2018-2023

4.3 Market, By Solution, 2018-2023

4.4 Market, By Hardware, 2018-2023

4.5 Market, By Service, 2018-2023

4.6 Market, By Professional Service, 2018-2023

4.7 Market, By Corporate User Type, 2018-2023

4.8 Market, Market Share Across Countries, 2018

4.9 Market Investment Scenario

5 Market Overview and Industry Trends

5.1 Introduction

5.1.1 Drivers

5.1.1.1 Wide Acceptance of AR/VR for Corporate Training and Development

5.1.1.2 Continuous Innovation in VR/AR Technologies

5.1.1.3 Increased Participation and Engagement in Learning

5.1.1.4 Growing Need for Personalized Learning Experiences

5.1.1.5 Increasing Demand for the Use of Connected Devices in Virtual Classrooms

5.1.2 Restraints

5.1.2.1 Lack of Industry Standards and Interoperability

5.1.2.2 Lack of Resources and Infrastructure in Industries

5.1.3 Opportunities

5.1.3.1 Emergence of Blended Learning Technology

5.1.3.2 Emergence of Ml and AI in Virtual Classrooms

5.1.4 Challenges

5.1.4.1 High Cost of VR/AR Devices Hamper the Adoption of AR/VR Technology in Education

5.1.4.2 Emergence of Cyber Security Threats Due to AR/VR

5.1.4.3 Reluctance in Adopting New Technologies By Organizations and Educational Institutions

5.2 Components of Virtual Classroom

5.3 Virtual Classroom Ecosystem

5.4 Use Cases

5.4.1 Case Study 1: Adobe Connect: Customized Virtual Classroom to Suit Business Needs

5.4.2 Case Study 2: Tafe Queensland Transformed 15,000 Applicants Into Skilled Volunteers With the Use of D2l’s Virtual Classroom Solution

5.4.3 Case Study 3: Bcock & Wilcox Canada Ltd Deliver Training Content Efficiently and Reliably With the Help of D2l’s Brightspace Learning Platform

5.4.4 Case Study 4: Lakme Improved Its Salon Training Coverage Across 100+ Cities By Going Online With Wiziq

5.4.5 Case Study 5: Aakash Educational Services Deliver Exam Prep Using Wiziq

6 Virtual Classroom Market, By Component

6.1 Introduction

6.2 Solutions

6.2.1 The Ability to Connect Mobile Computing Devices With Existing Components to Drive the Solutions Segment

6.3 Hardware

6.3.1 VR Devices, Mobile Computing Devices, and Interactive Whiteboards are the Vital Components in Virtual Classrooms

6.4 Services

6.4.1 The Need to Focus on Core Competencies to Drive the Market for Managed Services in Virtual Classrooms

7 Market, By Solution

7.1 Introduction

7.2 Content Management

7.2.1 Content Management Solutions Enable Data Gathering From Multiple Touchpoints for Learners and Instructors

7.3 Device Management

7.3.1 Device Management Empowers Learners to Connect All Hardware Devices With the Existing Platform

7.4 Unified Communications and Collaboration

7.4.1 Ucc Enables to and Fro Communication Along With Social Media Integration in Virtual Classrooms

7.5 Security

7.5.1 Security Solutions Restrict Unauthorized Access to Virtual Classrooms

7.6 Analytics and Data Visualization

7.6.1 Better Visualization Capabilities to Drive the Growth of Data Visualization Solutions

8 Virtual Classroom Market, By Hardware

8.1 Introduction

8.2 Interactive Whiteboards

8.2.1 Interactive Whiteboards to Enhance the Interaction and Engagement Between Learners and Instructors

8.3 Mobile Computing Devices

8.3.1 Growing Demand for Bring Your Own Device Concept Among Institutes and Corporates

8.4 Virtual Reality Devices

8.4.1 Head-Mounted Gear

8.4.1.1 Use of Head-Mounted Devices to Enhance and Simplify the Learning Concept With the Help of Motion-Based Visuals

8.4.2 Gesture-Tracking Device

8.4.2.1 Enhanced Consumer Experience Offered By 3d Touchless Gesture Recognition Systems to Be the Major Growth Driver for Gesture-Tracking Devices

8.5 Interactive Displays and Projectors

8.5.1 Decreasing Prices and Increasing Panel Size With High Resolution has Propelled the Growth of Interactive Displays

8.6 Security and Video Cameras

8.6.1 Instructorless Virtual Classrooms Have Led to an Increase in the Adoption of Security and Video Cameras

8.7 Others

9 Virtual Classroom Market, By Service

9.1 Introduction

9.2 Professional Services

9.3 Training and Consulting

9.3.1 Need for Generating Skilled Professionals to Cater to the Changing Needs of the Elearning Industry to Drive the Training and Consulting Services Segment

9.4 Deployment and Integration

9.4.1 Need for Integrating the Legacy Infrastructure With Modern Technological Solutions to Be the Major Growth Factor for Deployment and Integration Services

9.5 Support and Maintenance

9.5.1 Support and Maintenance Services Enable 24/7 Access to Virtual Classrooms and Course Content

9.6 Managed Services

9.6.1 Growing Demand for Managed Services to Reduce Operating Cost in Educational Institutes and Corporates

10 The market, By Deployment Mode

10.1 Introduction

10.2 Cloud

10.2.1 Lower Cost and Increased Security to Be the Main Drivers for the Adoption of Cloud-Based Virtual Classroom Solutions

10.3 On-Premises

10.3.1 Need for Highly Secure Data With Centralized Storage Infrastructure to Drive the Market for On-Premises Deployment Mode

11 Virtual Classroom Market, By User Type

11.1 Introduction

11.2 Academic Institutions

11.2.1 K-12

11.2.1.1 Potential to Improve the Quality of Education While Increasing the Productivity and Lowering Cost to Drive the Growth of Virtual Classrooms in K-12 Institutes

11.2.2 Higher Education

11.2.2.1 Virtual Classroom Facilitates Best Quality Education Along With Intellectually Satisfying Learning Experiences in Higher Education

11.3 Corporates

11.3.1 Healthcare and Life Sciences

11.3.1.1 Demand for AR/VR Technologies to Boost Medical Training Procedures and Enhance Physical Therapy Treatment for Doctors Remotely

11.3.2 Retail and Ecommerce

11.3.2.1 Efficient Handling of Customer Problems Via Simulated Training and Development Programs for Salespersons

11.3.3 Telecommunications and It

11.3.3.1 Virtual Classrooms Improve the Employee Onboarding and Training Process, and Eliminate Repetitive Tasks

11.3.4 Banking, Financial Services, and Insurance

11.3.4.1 Need for Qualified Staff With Specialized Skills in the BFSI Vertical to Enhance the Customer Experience

11.3.5 Manufacturing

11.3.5.1 Equipping Engineers to Test Scenarios and Designs Before the Product is Manufactured and Enhancing Rapid Prototyping

11.3.6 Government and Public Sector

11.3.6.1 Stimulating Senses to Help People Understand and Learn Faster

11.3.7 Others

12 Virtual Classroom Market, By Region

13 Competitive Landscape

13.1 Competitive Leadership Mapping

13.1.1 Visionary Leaders

13.1.2 Innovators

13.1.3 Dynamic Differentiators

13.1.4 Emerging Companies

13.2 Strength of Product Portfolio (26 Players)

13.3 Business Strategy Excellence (26 Players)

13.4 Ranking of Key Players in the Virtual Classroom Software Market, 2018

14 Company Profiles

14.1 Saba Software

14.2 Google

14.3 Blackboard

14.4 Microsoft

14.5 IBM

14.6 Cisco

14.7 Dell

14.8 Oracle

14.9 HTC

14.10 Samsung Electronics

14.11 Sony

14.12 Hitachi

14.13 Panasonic

14.14 Barco

14.15 LG Electronics

14.16 Edvance360

14.17 Electa Communication

14.18 Braincert

14.19 Skyprep

14.20 Impero Software

14.21 Wiz IQ

14.22 Bigbluebutton

14.23 Digital Samba

14.24 Tutorroom

14.25 Veative Labs

14.26 Key Players

14.26.1 Virtual Reality Vendors

14.26.1.1 Oculus VR (Facebook)

14.26.1.2 Eon Reality

14.26.1.3 Mindmaze

14.26.1.4 Virtually Live

14.26.1.5 Psious

14.26.2 Interactive Whiteboard Vendors

14.26.2.1 Foxconn

14.26.2.2 Netdragon

14.26.2.3 NEC Display

14.26.2.4 Ricoh

14.26.2.5 Smart Technologies

14.26.3 Tablets and Mobile Devices Vendors

14.26.3.1 Apple

14.26.3.2 Huawei

14.26.3.3 Lenovo

14.26.3.4 Nokia

14.26.3.5 Xiaomi

14.26.4 Display and Interactive Projector Vendors

14.26.4.1 Daktronics

14.26.4.2 Delphi Display Systems

14.26.4.3 Seiko Epson

14.26.4.4 Benq

14.26.4.5 Touchjet

14.26.5 Security and Video Cameras Vendors

14.26.5.1 Hikvision

14.26.5.2 Dahua Technology

14.26.5.3 Axis Communications

14.26.5.4 Flir System

14.26.5.5 Tiandy Technologies

14.26.6 Other Key Vendors

14.26.6.1 Stratasys

14.26.6.2 EOS

14.26.6.3 Kronos

14.26.6.4 Reflexis Systems

14.26.6.5 Salto Systems

14.26.6.6 Dormakaba

14.26.7 Virtual Classroom Software Vendors

14.26.7.1 ARLO

14.26.7.2 Classe365

14.26.7.3 Ispring Learn

14.26.7.4 Kannu

14.26.7.5 Teachlr Organization

14.26.7.6 Eloomi

14.26.7.7 Joomlalms

14.26.7.8 Eleap

14.26.7.9 Learningcart

14.26.7.10 Atkiv Mind Lms

For more information about this report visit https://www.researchandmarkets.com/research/vm4b26/global_virtual?w=4

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SOURCE: Research and Markets

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PUB: 03/28/2019 07:14 AM/DISC: 03/28/2019 07:14 AM

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