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Global Virtual Human Market Research Report 2024

Global Virtual Human Market Research Report 2024

Publishing Date : Sep, 2023

License Type :
 

Report Code : 1675613

No of Pages : 102

Synopsis
The virtual human refers to the analogy of a virtual person similar to a real person on the computer. The field of study of virtual human concerns human performance, movement, and behavior. Virtual humans are life like artificial intelligence actors used in interactive simulations, text-to-video, help guides, educational sessions, and more. They perform tasks like humans and effectively serve the purpose for which they were programmed.
Global Virtual Human market is projected to reach US$ 2338.7 million in 2029, increasing from US$ 670 million in 2022, with the CAGR of 15.6% during the period of 2023 to 2029. Influencing issues, such as economy environments, COVID-19 and Russia-Ukraine War, have led to great market fluctuations in the past few years and are considered comprehensively in the whole Virtual Human market research.
As an important force driving a new round of scientific and technological revolution, artificial intelligence has been of national strategic importance. Many governments introduces polices and increase capital investment to support AI companies. The Digital Europe plan adopted by the European Union will allocate €9.2 billion on high-tech investments, such as supercomputing, artificial intelligence, and network security. In order to maintain its leading position, the United States will increase its investment in artificial intelligence research and development in non-defense fields, from US$1.6 billion to US$1.7 billion in 2022. According to the latest data released by IDC, global artificial intelligence revenue was US$432.8 billion in 2022, a year-on-year increase of 19.6%, including software, hardware and services.
China and the United States are two leaders in AI industry. On the AI 100 list (2022) released by CB Insights, the number of companies in the United States ranks first, with more than 70 companies, followed by the United Kingdom, with 8 companies on the list. China and Canada both holds 5 companies on the list. According to data from the China Academy of Information and Communications Technology, the scale of China's core artificial intelligence industry reached ¥508 billion in 2022, a year-on-year increase of 18%. From 2013 to November 2022, the cumulative number of patent applications for artificial intelligence inventions in the world reached 729,000, and the cumulative number of applications in China reached 389,000, accounting for 53.4%. However, the Global Artificial Intelligence Innovation Index Report 2021 released by the China Institute of Scientific and Technological Information shows that the overall strength of the United States is still far ahead. The number of artificial intelligence companies in the United States is about 4,670, while China has only 880. China's data center is less than 1/20 of that of the United States.

Report Scope
This report, based on historical analysis (2018-2022) and forecast calculation (2023-2029), aims to help readers to get a comprehensive understanding of global Virtual Human market with multiple angles, which provides sufficient supports to readers’ strategy and decision making.
By Company
XMOV
Alibaba
Cocohub
Digital Domain
Faceunity
Hangzhou Arcvideo Technology Co., Ltd
Huawei Technologies
iFLYTEK
Meta(Facebook)
Microsoft
SenseTime
Talespin
Tecent
UneeQ AI
Virtro
Wondershare
Segment by Type
2D Virtual Human
3D Virtual Human
Segment by Application
Entertainment Industry
Service Industry
Education Industry
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
The Virtual Human report covers below items:
Chapter 1: Product Basic Information (Definition, Type and Application)
Chapter 2: Global market size, regional market size. Market Opportunities and Challenges
Chapter 3: Companies’ Competition Patterns
Chapter 4: Product Type Analysis
Chapter 5: Product Application Analysis
Chapter 6 to 10: Country Level Value Analysis
Chapter 11: Companies’ Outline
Chapter 12: Market Conclusions
Chapter 13: Research Methodology and Data Source
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual Human Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 2D Virtual Human
1.2.3 3D Virtual Human
1.3 Market by Application
1.3.1 Global Virtual Human Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Entertainment Industry
1.3.3 Service Industry
1.3.4 Education Industry
1.3.5 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Human Market Perspective (2018-2029)
2.2 Virtual Human Growth Trends by Region
2.2.1 Global Virtual Human Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Virtual Human Historic Market Size by Region (2018-2023)
2.2.3 Virtual Human Forecasted Market Size by Region (2024-2029)
2.3 Virtual Human Market Dynamics
2.3.1 Virtual Human Industry Trends
2.3.2 Virtual Human Market Drivers
2.3.3 Virtual Human Market Challenges
2.3.4 Virtual Human Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Human Players by Revenue
3.1.1 Global Top Virtual Human Players by Revenue (2018-2023)
3.1.2 Global Virtual Human Revenue Market Share by Players (2018-2023)
3.2 Global Virtual Human Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Virtual Human Revenue
3.4 Global Virtual Human Market Concentration Ratio
3.4.1 Global Virtual Human Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Human Revenue in 2022
3.5 Virtual Human Key Players Head office and Area Served
3.6 Key Players Virtual Human Product Solution and Service
3.7 Date of Enter into Virtual Human Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Human Breakdown Data by Type
4.1 Global Virtual Human Historic Market Size by Type (2018-2023)
4.2 Global Virtual Human Forecasted Market Size by Type (2024-2029)
5 Virtual Human Breakdown Data by Application
5.1 Global Virtual Human Historic Market Size by Application (2018-2023)
5.2 Global Virtual Human Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Virtual Human Market Size (2018-2029)
6.2 North America Virtual Human Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Virtual Human Market Size by Country (2018-2023)
6.4 North America Virtual Human Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual Human Market Size (2018-2029)
7.2 Europe Virtual Human Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Virtual Human Market Size by Country (2018-2023)
7.4 Europe Virtual Human Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual Human Market Size (2018-2029)
8.2 Asia-Pacific Virtual Human Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Virtual Human Market Size by Region (2018-2023)
8.4 Asia-Pacific Virtual Human Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Virtual Human Market Size (2018-2029)
9.2 Latin America Virtual Human Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Virtual Human Market Size by Country (2018-2023)
9.4 Latin America Virtual Human Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Human Market Size (2018-2029)
10.2 Middle East & Africa Virtual Human Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Virtual Human Market Size by Country (2018-2023)
10.4 Middle East & Africa Virtual Human Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 XMOV
11.1.1 XMOV Company Detail
11.1.2 XMOV Business Overview
11.1.3 XMOV Virtual Human Introduction
11.1.4 XMOV Revenue in Virtual Human Business (2018-2023)
11.1.5 XMOV Recent Development
11.2 Alibaba
11.2.1 Alibaba Company Detail
11.2.2 Alibaba Business Overview
11.2.3 Alibaba Virtual Human Introduction
11.2.4 Alibaba Revenue in Virtual Human Business (2018-2023)
11.2.5 Alibaba Recent Development
11.3 Cocohub
11.3.1 Cocohub Company Detail
11.3.2 Cocohub Business Overview
11.3.3 Cocohub Virtual Human Introduction
11.3.4 Cocohub Revenue in Virtual Human Business (2018-2023)
11.3.5 Cocohub Recent Development
11.4 Digital Domain
11.4.1 Digital Domain Company Detail
11.4.2 Digital Domain Business Overview
11.4.3 Digital Domain Virtual Human Introduction
11.4.4 Digital Domain Revenue in Virtual Human Business (2018-2023)
11.4.5 Digital Domain Recent Development
11.5 Faceunity
11.5.1 Faceunity Company Detail
11.5.2 Faceunity Business Overview
11.5.3 Faceunity Virtual Human Introduction
11.5.4 Faceunity Revenue in Virtual Human Business (2018-2023)
11.5.5 Faceunity Recent Development
11.6 Hangzhou Arcvideo Technology Co., Ltd
11.6.1 Hangzhou Arcvideo Technology Co., Ltd Company Detail
11.6.2 Hangzhou Arcvideo Technology Co., Ltd Business Overview
11.6.3 Hangzhou Arcvideo Technology Co., Ltd Virtual Human Introduction
11.6.4 Hangzhou Arcvideo Technology Co., Ltd Revenue in Virtual Human Business (2018-2023)
11.6.5 Hangzhou Arcvideo Technology Co., Ltd Recent Development
11.7 Huawei Technologies
11.7.1 Huawei Technologies Company Detail
11.7.2 Huawei Technologies Business Overview
11.7.3 Huawei Technologies Virtual Human Introduction
11.7.4 Huawei Technologies Revenue in Virtual Human Business (2018-2023)
11.7.5 Huawei Technologies Recent Development
11.8 iFLYTEK
11.8.1 iFLYTEK Company Detail
11.8.2 iFLYTEK Business Overview
11.8.3 iFLYTEK Virtual Human Introduction
11.8.4 iFLYTEK Revenue in Virtual Human Business (2018-2023)
11.8.5 iFLYTEK Recent Development
11.9 Meta(Facebook)
11.9.1 Meta(Facebook) Company Detail
11.9.2 Meta(Facebook) Business Overview
11.9.3 Meta(Facebook) Virtual Human Introduction
11.9.4 Meta(Facebook) Revenue in Virtual Human Business (2018-2023)
11.9.5 Meta(Facebook) Recent Development
11.10 Microsoft
11.10.1 Microsoft Company Detail
11.10.2 Microsoft Business Overview
11.10.3 Microsoft Virtual Human Introduction
11.10.4 Microsoft Revenue in Virtual Human Business (2018-2023)
11.10.5 Microsoft Recent Development
11.11 SenseTime
11.11.1 SenseTime Company Detail
11.11.2 SenseTime Business Overview
11.11.3 SenseTime Virtual Human Introduction
11.11.4 SenseTime Revenue in Virtual Human Business (2018-2023)
11.11.5 SenseTime Recent Development
11.12 Talespin
11.12.1 Talespin Company Detail
11.12.2 Talespin Business Overview
11.12.3 Talespin Virtual Human Introduction
11.12.4 Talespin Revenue in Virtual Human Business (2018-2023)
11.12.5 Talespin Recent Development
11.13 Tecent
11.13.1 Tecent Company Detail
11.13.2 Tecent Business Overview
11.13.3 Tecent Virtual Human Introduction
11.13.4 Tecent Revenue in Virtual Human Business (2018-2023)
11.13.5 Tecent Recent Development
11.14 UneeQ AI
11.14.1 UneeQ AI Company Detail
11.14.2 UneeQ AI Business Overview
11.14.3 UneeQ AI Virtual Human Introduction
11.14.4 UneeQ AI Revenue in Virtual Human Business (2018-2023)
11.14.5 UneeQ AI Recent Development
11.15 Virtro
11.15.1 Virtro Company Detail
11.15.2 Virtro Business Overview
11.15.3 Virtro Virtual Human Introduction
11.15.4 Virtro Revenue in Virtual Human Business (2018-2023)
11.15.5 Virtro Recent Development
11.16 Wondershare
11.16.1 Wondershare Company Detail
11.16.2 Wondershare Business Overview
11.16.3 Wondershare Virtual Human Introduction
11.16.4 Wondershare Revenue in Virtual Human Business (2018-2023)
11.16.5 Wondershare Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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