Affective Computing Market, Global Outlook and Forecast 2023-2029
Report Code: KNJ1480203
Publisher: Date of Publish:
No. of Pages: 60 Category: Technology Publisher: Date of Publish:
Affective computing (also known as artificial emotional intelligence, or emotion AI) is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While the origins of the field may be traced as far back as to early philosophical inquiries into emotion (“affect” is, basically, a synonym for “emotion.”), the more modern branch of computer science originated with Rosalind Picard’s 1995 paper on affective computing. A motivation for the research is the ability to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response for those emotions. Affective computing technologies sense the emotional state of a user (via sensors, microphone, cameras and/or software logic) and respond by performing specific, predefined product/service features, such as changing a quiz or recommending a set of videos to fit the mood of the learner. This report contains market size and forecasts of Affective Computing in Global, including the following market information: Global Affective Computing Market Size 2024-2029, ($ millions) The global Affective Computing market is projected to reach US$ 9682.5 million by 2029. Global Affective Computing key players include IBM, Microsoft, Affectiva, Beyond Verbal, Kairos, etc. Global top five manufacturers hold a share about 70%. North America is the largest market, with a share about 35%, followed by Europe, with a share about 30 percent. In terms of product, Touchless is the largest segment, with a share about 70%. And in terms of application, the largest application is Market Research, followed by Media & Advertisement, Healthcare, Automotive, etc. MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Affective Computing companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks. Total Market by Segment: Global Affective Computing Market, by Type, 2024-2029 ($ millions) Global Affective Computing Market Segment Percentages, by Type Touch-Based Touchless Global Affective Computing Market, by Application, 2024-2029 ($ millions) Global Affective Computing Market Segment Percentages, by Application Market Research Healthcare Media & Advertisement Automotive Others Global Affective Computing Market, By Region and Country, 2024-2029 ($ Millions) Global Affective Computing Market Segment Percentages, by region and country United States Europe Asia China Rest of World Competitor Analysis The report also provides analysis of leading market participants including: Further, the report presents profiles of competitors in the market, key players include: IBM Microsoft Eyesight Technologies Affectiva NuraLogix gestigon GmbH Crowd Emotion Beyond Verbal nViso Cogito Kairos
1 Introduction to Research & Analysis Reports 1.1 Affective Computing Market Definition 1.2 Market Segments 1.2.1 Market by Type 1.2.2 Market by Application 1.3 Global Affective Computing Market Overview 1.4 Features & Benefits of This Report 1.5 Methodology & Sources of Information 1.5.1 Research Methodology 1.5.2 Research Process 1.5.3 Base Year 1.5.4 Report Assumptions & Caveats 2 Global Affective Computing Overall Market Size 2.1 Global Affective Computing Market Size: 2023 VS 2029 2.2 Global Affective Computing Market Size, Prospects & Forecasts: 2023-2029 2.3 Key Market Trends, Opportunity, Drivers and Restraints 2.3.1 Market Opportunities & Trends 2.3.2 Market Drivers 2.3.3 Market Restraints 3 Company Landscape 3.1 Key Affective Computing Players in Global Market 3.2 Global Companies Affective Computing Product & Technology 4 Affective Computing Companies Profiles 4.1 IBM 4.1.1 IBM Company Summary 4.1.2 IBM Business Overview 4.1.3 IBM Affective Computing Product Offerings & Technology 4.1.4 IBM Affective Computing R&D, and Plans 4.2 Microsoft 4.2.1 Microsoft Company Summary 4.2.2 Microsoft Business Overview 4.2.3 Microsoft Affective Computing Product Offerings & Technology 4.2.4 Microsoft Affective Computing R&D, and Plans 4.3 Eyesight Technologies 4.3.1 Eyesight Technologies Company Summary 4.3.2 Eyesight Technologies Business Overview 4.3.3 Eyesight Technologies Affective Computing Product Offerings & Technology 4.3.4 Eyesight Technologies Affective Computing R&D, and Plans 4.4 Affectiva 4.4.1 Affectiva Company Summary 4.4.2 Affectiva Business Overview 4.4.3 Affectiva Affective Computing Product Offerings & Technology 4.4.4 Affectiva Affective Computing R&D, and Plans 4.5 NuraLogix 4.5.1 NuraLogix Company Summary 4.5.2 NuraLogix Business Overview 4.5.3 NuraLogix Affective Computing Product Offerings & Technology 4.5.4 NuraLogix Affective Computing R&D, and Plans 4.6 gestigon GmbH 4.6.1 gestigon GmbH Company Summary 4.6.2 gestigon GmbH Business Overview 4.6.3 gestigon GmbH Affective Computing Product Offerings & Technology 4.6.4 gestigon GmbH Affective Computing R&D, and Plans 4.7 Crowd Emotion 4.7.1 Crowd Emotion Company Summary 4.7.2 Crowd Emotion Business Overview 4.7.3 Crowd Emotion Affective Computing Product Offerings & Technology 4.7.4 Crowd Emotion Affective Computing R&D, and Plans 4.8 Beyond Verbal 4.8.1 Beyond Verbal Company Summary 4.8.2 Beyond Verbal Business Overview 4.8.3 Beyond Verbal Affective Computing Product Offerings & Technology 4.8.4 Beyond Verbal Affective Computing R&D, and Plans 4.9 nViso 4.9.1 nViso Company Summary 4.9.2 nViso Business Overview 4.9.3 nViso Affective Computing Product Offerings & Technology 4.9.4 nViso Affective Computing R&D, and Plans 4.10 Cogito 4.10.1 Cogito Company Summary 4.10.2 Cogito Business Overview 4.10.3 Cogito Affective Computing Product Offerings & Technology 4.10.4 Cogito Affective Computing R&D, and Plans 4.11 Kairos 4.11.1 Kairos Company Summary 4.11.2 Kairos Business Overview 4.11.3 Kairos Affective Computing Product Offerings & Technology 4.11.4 Kairos Affective Computing R&D, and Plans 5 Sights by Region 5.1 By Region - Global Affective Computing Market Size, 2024 & 2029 5.2 By Region - Global Affective Computing Revenue, (2024-2029) 5.3 United States 5.3.1 Key Players of Affective Computing in United States 5.3.2 United States Affective Computing Development Current Situation and Forecast 5.4 Europe 5.4.1 Key Players of Affective Computing in Europe 5.4.2 Europe Affective Computing Development Current Situation and Forecast 5.5 China 5.5.1 Key Players of Affective Computing in China 5.5.2 China Affective Computing Development Current Situation and Forecast 5.6 Rest of World 6 Sights by Product 6.1 By Type - Global Affective Computing Market Size Markets, 2024 & 2029 6.2 Touch-Based 6.3 Touchless 7 Sights by Application 7.1 By Application - Global Affective Computing Market Size, 2024 & 2029 7.2 Market Research 7.3 Healthcare 7.4 Media & Advertisement 7.5 Automotive 7.6 Others 8 Conclusion 9 Appendix 9.1 Note 9.2 Examples of Clients 9.3 Disclaimer
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