STOCK TITAN

More than half of connected devices will be haptic enabled by 2028, revealing exciting opportunity for immersive video

Rhea-AI Impact
(Low)
Rhea-AI Sentiment
(Positive)
Tags

InterDigital's new white paper, commissioned from Futuresource, highlights the growing importance of haptics in connected experiences. Key findings include:

- By 2028, 53% of consumer devices will be haptic-enabled
- 4.1 billion haptic-enabled consumer devices expected by end of 2024
- XR device shipments forecasted to triple by 2028, reaching 60 million units
- Gaming accounts for 75% of total XR unit shipments
- Standards organizations like MPEG, IEEE, and Khronos Group are working on haptic content coding

The report emphasizes haptics as a first-order media type alongside audio and video, potentially redefining immersive experiences across various devices and platforms.

Il nuovo white paper di InterDigital, commissionato a Futuresource, sottolinea l'importanza crescente dell'aptica nelle esperienze connesse. Le principali conclusioni includono:

- Entro il 2028, il 53% dei dispositivi di consumo sarà dotato di aptica
- Si prevede che entro la fine del 2024 ci saranno 4,1 miliardi di dispositivi di consumo abilitati all'aptica
- Le spedizioni di dispositivi XR sono previste in triplicato entro il 2028, raggiungendo 60 milioni di unità
- Il gaming rappresenta il 75% delle spedizioni totali di unità XR
- Organizzazioni per gli standard come MPEG, IEEE e Khronos Group stanno lavorando sulla codifica dei contenuti aptici

Il rapporto enfatizza l'aptica come un tipo di media di primo ordine, al pari di audio e video, ridefinendo potenzialmente le esperienze immersive su vari dispositivi e piattaforme.

El nuevo documento técnico de InterDigital, encargado a Futuresource, destaca la creciente importancia de los hápticos en las experiencias conectadas. Los hallazgos clave incluyen:

- Para 2028, el 53% de los dispositivos de consumo estará habilitado para hápticos
- Se espera que haya 4,1 mil millones de dispositivos de consumo habilitados para hápticos para finales de 2024
- Se pronostica que los envíos de dispositivos XR se triplicarán para 2028, alcanzando 60 millones de unidades
- Los videojuegos representan el 75% de los envíos totales de unidades XR
- Organizaciones de estándares como MPEG, IEEE y Khronos Group están trabajando en la codificación de contenido háptico

El informe enfatiza los hápticos como un tipo de medio de primer orden, junto con audio y video, redefiniendo potencialmente las experiencias inmersivas en varios dispositivos y plataformas.

InterDigital의 새로운 백서, Futuresource에 의뢰된 보고서는 연결된 경험에서 촉각의 중요성이 커지고 있음을 강조합니다. 주요 결과는 다음과 같습니다:

- 2028년까지 소비자 장치의 53%가 촉각 기능을 갖춘 장치가 될 것입니다
- 2024년 말까지 41억 개의 소비자 장치가 촉각 기능을 지원할 것으로 예상됩니다
- XR 장치의 출하량은 2028년까지 세 배 증가하여 6천만 대에 이를 것으로 예상됩니다
- 게임이 XR 유닛 출하 총량의 75%를 차지합니다
- MPEG, IEEE, Khronos Group과 같은 표준 기구들이 촉각 컨텐츠 코딩 작업을 진행하고 있습니다

이 보고서는 촉각을 오디오 및 비디오와 함께 첫 번째 미디어 유형으로 강조하며, 다양한 장치와 플랫폼에서 몰입형 경험을 재정의할 잠재력이 있습니다.

Le nouveau livre blanc d'InterDigital, commandé à Futuresource, souligne l'importance croissante des haptique dans les expériences connectées. Les principales conclusions incluent :

- D'ici 2028, 53 % des appareils de consommation seront dotés de l'haptique
- On prévoit 4,1 milliards d'appareils de consommation compatibles haptique d'ici fin 2024
- Les expéditions d'appareils XR devraient tripler d'ici 2028, atteignant 60 millions d'unités
- Les jeux vidéo représentent 75 % de l'ensemble des expéditions d'unités XR
- Des organisations de normalisation telles que MPEG, IEEE et le Khronos Group travaillent sur le codage du contenu haptique

Le rapport souligne l'haptique comme un type de média de premier ordre aux côtés de l'audio et de la vidéo, redéfinissant potentiellement les expériences immersives sur divers appareils et plateformes.

Das neue Whitepaper von InterDigital, das von Futuresource in Auftrag gegeben wurde, hebt die wachsende Bedeutung von Haptik in verbundenen Erfahrungen hervor. Wichtige Erkenntnisse sind:

- Bis 2028 werden 53% der Verbraucherendevice haptisch-fähig sein
- Bis Ende 2024 werden voraussichtlich 4,1 Milliarden haptisch-fähige Verbraucherendevice erwartet
- Der Versand von XR-Geräten wird bis 2028 voraussichtlich auf 60 Millionen Einheiten ansteigen
- Gaming macht 75% des gesamten XR-Einheitversands aus
- Standards Organisationen wie MPEG, IEEE und die Khronos Group arbeiten an der Codierung von haptischen Inhalten

Der Bericht betont Haptik als mediale Hauptkategorie neben Audio und Video und könnte immersive Erfahrungen auf verschiedenen Geräten und Plattformen neu definieren.

Positive
  • Projected growth: 53% of consumer devices expected to be haptic-enabled by 2028
  • Large addressable market: 4.1 billion haptic-enabled consumer devices forecasted by end of 2024
  • XR market expansion: Worldwide shipments of XR devices expected to triple by 2028, reaching 60 million units
  • Strong gaming focus: 75% of total XR unit shipments attributed to gaming
  • Progress in standardization: Leading organizations working on haptic content coding standards
Negative
  • None.

Insights

The rise of haptic technology marks a significant shift in how we interact with digital devices. By 2028, over 50% of connected devices are projected to be haptic-enabled, indicating a major market transformation. This trend presents substantial opportunities for companies in the consumer electronics, gaming and XR sectors.

Key growth areas include:

  • Smartphones and personal electronics
  • Gaming consoles and VR headsets
  • Wearables like smartwatches and haptic gloves

The development of haptic standards by organizations like MPEG, IEEE and Khronos Group is important for industry-wide adoption and interoperability. This standardization could accelerate innovation and market growth, potentially benefiting companies like InterDigital (IDCC) that are involved in mobile and video technology R&D.

The projected growth in haptic-enabled devices presents a significant market opportunity. With 4.1 billion haptic-enabled consumer devices expected by the end of 2024 and 53% of consumer devices being haptic-enabled by 2028, we're looking at a rapidly expanding addressable market.

The threefold increase in XR device shipments by 2028, reaching over 60 million units, further underscores the potential in this sector. Investors should watch for companies positioned to capitalize on this growth, particularly those involved in:

  • Haptic hardware development
  • XR technology, especially in gaming (accounting for 75% of XR shipments)
  • Advanced actuators and tactile sensors

This trend could drive significant revenue growth for well-positioned companies in the coming years.

New research from Futuresource and InterDigital details how the latest generation of haptic technology is redefining immersive experiences and evolving digital devices

WILMINGTON, Del., Aug. 20, 2024 (GLOBE NEWSWIRE) -- Haptics, or the sense of touch, is increasingly being incorporated into the connected experience to enhance communications, services, and entertainment, and was spotlighted in a new white paper commissioned by mobile, video and AI technology research and development company InterDigital, Inc. (Nasdaq: IDCC) and written by market research firm Futuresource. The report reveals how, for the first time, haptics is being considered as a first order media type, alongside audio and video, opening the doors of perception to help consumers not only hear and see their content – but feel it too.

The white paper, Haptics: The Next Modality in Immersive Entertainment, examines the current inflection point in the haptic technology development lifecycle that now has haptics being regarded as an essential element in modern entertainment systems. This shift is attributed to digital devices becoming ever more ubiquitous, and with it, haptic technology has become more accessible to the wider public. From a commercial standpoint, many within the diverse ecosystem of innovators, device makers and content creators have high hopes for haptics: advancements in standards and innovations such as advanced actuators, improved tactile sensors, and more realistic feedback mechanisms are propelling market growth.

The report uncovers:

  • The addressable market for haptics is growing rapidly: across audio/visual, personal electronics, and wearables, forecasts reveal there will be 4.1 billion haptic-enabled consumer devices in use by the end of 2024
  • Looking ahead, 53% of consumer devices will be haptic enabled by 2028
  • Personal electronics drive opportunity. While the smartphone is the natural starting point for haptic use cases, it is expected that greater device variety will characterize the market in the future in areas like gaming consoles, tablets, headphones, smartwatches, and virtual reality (VR) headsets
  • Extended Reality (XR) is a key market for haptics as the sense of touch heightens the experience of the user. By 2028, worldwide shipments of XR devices are forecasted to increase threefold from today, topping 60 million units
  • Haptics hardware is improving at a fast pace, with haptic gloves being a noteworthy point of focus. The main use case for this hardware is gaming, which accounts for 75% of the total XR unit shipments

Historically, the absence of standards has stymied progress towards interoperability between platforms and vendors across the haptics ecosystem. This has meant protracted development cycles, proprietary methods, incompatible solutions and low adoption – all factors which the industry seeks to avoid during nascent stages in deployment of new technology. Fortunately, several leading standards organisations, including MPEG, IEEE and Khronos Group, are engaging with industry and collaborating to determine the mechanisms and modalities for coding haptic content and experiences. In fact, the collaborative work within standards is proving to be instrumental in enabling seamless integration across devices and platforms globally.

“This white paper comes at moment when haptic technology is greatly benefitting from advancements in electronics, material science, and consumer demand for immersive experiences,” said Lionel Oisel, VP and Head of Wireless Labs at InterDigital. “We see haptics as the next seismic shift in the way societies interact with technology, providing the opportunity for deeper levels of engagement with content and services through immersive visuals and sensory experiences. Looking ahead, the commercial viability of new services will rely on the standards that are now starting to be defined, and we hope to continue playing a key role in giving shape to this nascent and exciting industry.”

To read the white paper Haptics: The Next Modality in Immersive Entertainment, please click here.

About InterDigital ®
InterDigital is a global research and development company focused primarily on wireless, video, artificial intelligence (“AI”), and related technologies. We design and develop foundational technologies that enable connected, immersive experiences in a broad range of communications and entertainment products and services. We license our innovations worldwide to companies providing such products and services, including makers of wireless communications devices, consumer electronics, IoT devices, cars and other motor vehicles, and providers of cloud-based services such as video streaming. As a leader in wireless technology, our engineers have designed and developed a wide range of innovations that are used in wireless products and networks, from the earliest digital cellular systems to 5G and today’s most advanced Wi-Fi technologies. We are also a leader in video processing and video encoding/decoding technology, with a significant AI research effort that intersects with both wireless and video technologies. Founded in 1972, InterDigital is listed on Nasdaq.

For more information, visit: www.interdigital.com.

InterDigital Contact:
Roya Stephens
Email: roya.stephens@interdigital.com
+1 (202) 349-1714


FAQ

What percentage of consumer devices will be haptic-enabled by 2028 according to InterDigital's white paper?

According to the white paper, 53% of consumer devices are expected to be haptic-enabled by 2028.

How many haptic-enabled consumer devices are forecasted to be in use by the end of 2024?

The report predicts that there will be 4.1 billion haptic-enabled consumer devices in use by the end of 2024.

What is the projected growth for XR device shipments by 2028 mentioned in InterDigital's (IDCC) report?

The report forecasts that worldwide shipments of XR devices will increase threefold from today, topping 60 million units by 2028.

What percentage of total XR unit shipments is attributed to gaming in InterDigital's (IDCC) white paper?

According to the white paper, gaming accounts for 75% of the total XR unit shipments.

Which organizations are working on standards for haptic content coding as mentioned in InterDigital's (IDCC) report?

The report mentions that MPEG, IEEE, and Khronos Group are engaging with industry and collaborating to determine mechanisms and modalities for coding haptic content and experiences.

InterDigital, Inc.

NASDAQ:IDCC

IDCC Rankings

IDCC Latest News

IDCC Stock Data

4.76B
25.02M
1.26%
109.21%
12.68%
Software - Application
Patent Owners & Lessors
Link
United States of America
WILMINGTON