
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 (鈥渁ffect鈥 is, basically, a synonym for 鈥渆motion.鈥), the more modern branch of computer science originated with Rosalind Picard鈥檚 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.
The global market for Affective Computing was estimated to be worth US$ 835 million in 2023 and is forecast to a readjusted size of US$ 10580 million by 2030 with a CAGR of 43.2% during the forecast period 2024-2030
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 麻豆原创 Research, followed by Media & Advertisement, Healthcare, Automotive, etc.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Affective Computing, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Affective Computing by region & country, by Type, and by Application.
The Affective Computing market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Affective Computing.
麻豆原创 Segmentation
By Company
IBM
Microsoft
Eyesight Technologies
Affectiva
NuraLogix
gestigon GmbH
Crowd Emotion
Beyond Verbal
nViso
Cogito
Kairos
Segment by Type:
Touch-Based
Touchless
Segment by Application
麻豆原创 Research
Healthcare
Media & Advertisement
Automotive
Others
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
U.A.E
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Affective Computing manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Affective Computing in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Affective Computing in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 麻豆原创 Overview
1.1 Affective Computing Product Introduction
1.2 Global Affective Computing 麻豆原创 Size Forecast
1.3 Affective Computing 麻豆原创 Trends & Drivers
1.3.1 Affective Computing Industry Trends
1.3.2 Affective Computing 麻豆原创 Drivers & Opportunity
1.3.3 Affective Computing 麻豆原创 Challenges
1.3.4 Affective Computing 麻豆原创 Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Affective Computing Players Revenue Ranking (2023)
2.2 Global Affective Computing Revenue by Company (2019-2024)
2.3 Key Companies Affective Computing Manufacturing Base Distribution and Headquarters
2.4 Key Companies Affective Computing Product Offered
2.5 Key Companies Time to Begin Mass Production of Affective Computing
2.6 Affective Computing 麻豆原创 Competitive Analysis
2.6.1 Affective Computing 麻豆原创 Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Affective Computing Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Affective Computing as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Touch-Based
3.1.2 Touchless
3.2 Global Affective Computing Sales Value by Type
3.2.1 Global Affective Computing Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Affective Computing Sales Value, by Type (2019-2030)
3.2.3 Global Affective Computing Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 麻豆原创 Research
4.1.2 Healthcare
4.1.3 Media & Advertisement
4.1.4 Automotive
4.1.5 Others
4.2 Global Affective Computing Sales Value by Application
4.2.1 Global Affective Computing Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Affective Computing Sales Value, by Application (2019-2030)
4.2.3 Global Affective Computing Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Affective Computing Sales Value by Region
5.1.1 Global Affective Computing Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Affective Computing Sales Value by Region (2019-2024)
5.1.3 Global Affective Computing Sales Value by Region (2025-2030)
5.1.4 Global Affective Computing Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Affective Computing Sales Value, 2019-2030
5.2.2 North America Affective Computing Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Affective Computing Sales Value, 2019-2030
5.3.2 Europe Affective Computing Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Affective Computing Sales Value, 2019-2030
5.4.2 Asia Pacific Affective Computing Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Affective Computing Sales Value, 2019-2030
5.5.2 South America Affective Computing Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Affective Computing Sales Value, 2019-2030
5.6.2 Middle East & Africa Affective Computing Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Affective Computing Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Affective Computing Sales Value
6.3 United States
6.3.1 United States Affective Computing Sales Value, 2019-2030
6.3.2 United States Affective Computing Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Affective Computing Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Affective Computing Sales Value, 2019-2030
6.4.2 Europe Affective Computing Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Affective Computing Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Affective Computing Sales Value, 2019-2030
6.5.2 China Affective Computing Sales Value by Type (%), 2023 VS 2030
6.5.3 China Affective Computing Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Affective Computing Sales Value, 2019-2030
6.6.2 Japan Affective Computing Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Affective Computing Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Affective Computing Sales Value, 2019-2030
6.7.2 South Korea Affective Computing Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Affective Computing Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Affective Computing Sales Value, 2019-2030
6.8.2 Southeast Asia Affective Computing Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Affective Computing Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Affective Computing Sales Value, 2019-2030
6.9.2 India Affective Computing Sales Value by Type (%), 2023 VS 2030
6.9.3 India Affective Computing Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 IBM
7.1.1 IBM Profile
7.1.2 IBM Main Business
7.1.3 IBM Affective Computing Products, Services and Solutions
7.1.4 IBM Affective Computing Revenue (US$ Million) & (2019-2024)
7.1.5 IBM Recent Developments
7.2 Microsoft
7.2.1 Microsoft Profile
7.2.2 Microsoft Main Business
7.2.3 Microsoft Affective Computing Products, Services and Solutions
7.2.4 Microsoft Affective Computing Revenue (US$ Million) & (2019-2024)
7.2.5 Microsoft Recent Developments
7.3 Eyesight Technologies
7.3.1 Eyesight Technologies Profile
7.3.2 Eyesight Technologies Main Business
7.3.3 Eyesight Technologies Affective Computing Products, Services and Solutions
7.3.4 Eyesight Technologies Affective Computing Revenue (US$ Million) & (2019-2024)
7.3.5 Affectiva Recent Developments
7.4 Affectiva
7.4.1 Affectiva Profile
7.4.2 Affectiva Main Business
7.4.3 Affectiva Affective Computing Products, Services and Solutions
7.4.4 Affectiva Affective Computing Revenue (US$ Million) & (2019-2024)
7.4.5 Affectiva Recent Developments
7.5 NuraLogix
7.5.1 NuraLogix Profile
7.5.2 NuraLogix Main Business
7.5.3 NuraLogix Affective Computing Products, Services and Solutions
7.5.4 NuraLogix Affective Computing Revenue (US$ Million) & (2019-2024)
7.5.5 NuraLogix Recent Developments
7.6 gestigon GmbH
7.6.1 gestigon GmbH Profile
7.6.2 gestigon GmbH Main Business
7.6.3 gestigon GmbH Affective Computing Products, Services and Solutions
7.6.4 gestigon GmbH Affective Computing Revenue (US$ Million) & (2019-2024)
7.6.5 gestigon GmbH Recent Developments
7.7 Crowd Emotion
7.7.1 Crowd Emotion Profile
7.7.2 Crowd Emotion Main Business
7.7.3 Crowd Emotion Affective Computing Products, Services and Solutions
7.7.4 Crowd Emotion Affective Computing Revenue (US$ Million) & (2019-2024)
7.7.5 Crowd Emotion Recent Developments
7.8 Beyond Verbal
7.8.1 Beyond Verbal Profile
7.8.2 Beyond Verbal Main Business
7.8.3 Beyond Verbal Affective Computing Products, Services and Solutions
7.8.4 Beyond Verbal Affective Computing Revenue (US$ Million) & (2019-2024)
7.8.5 Beyond Verbal Recent Developments
7.9 nViso
7.9.1 nViso Profile
7.9.2 nViso Main Business
7.9.3 nViso Affective Computing Products, Services and Solutions
7.9.4 nViso Affective Computing Revenue (US$ Million) & (2019-2024)
7.9.5 nViso Recent Developments
7.10 Cogito
7.10.1 Cogito Profile
7.10.2 Cogito Main Business
7.10.3 Cogito Affective Computing Products, Services and Solutions
7.10.4 Cogito Affective Computing Revenue (US$ Million) & (2019-2024)
7.10.5 Cogito Recent Developments
7.11 Kairos
7.11.1 Kairos Profile
7.11.2 Kairos Main Business
7.11.3 Kairos Affective Computing Products, Services and Solutions
7.11.4 Kairos Affective Computing Revenue (US$ Million) & (2019-2024)
7.11.5 Kairos Recent Developments
8 Industry Chain Analysis
8.1 Affective Computing Industrial Chain
8.2 Affective Computing Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Affective Computing Sales Model
8.5.2 Sales Channel
8.5.3 Affective Computing Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
IBM
Microsoft
Eyesight Technologies
Affectiva
NuraLogix
gestigon GmbH
Crowd Emotion
Beyond Verbal
nViso
Cogito
Kairos
听
听
*If Applicable.
