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市場調查報告書
商品編碼
1872107
擴增實境(AR)和虛擬實境(VR)隱形眼鏡:全球市場佔有率和排名、總收入和需求預測(2025-2031年)Augmented and Virtual Reality Contact Lens - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031 |
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2024 年全球擴增實境(AR) 和虛擬實境 (VR) 隱形眼鏡市場規模估計為 2,660 萬美元,預計到 2031 年將達到 9,280 萬美元,在預測期(2025-2031 年)內以 20.1% 的複合年成長率成長。
本報告對近期關稅調整和國際戰略反制措施對擴增實境(AR)和虛擬實境(VR)隱形眼鏡的跨境產業佈局、資本配置模式、區域經濟相互依存關係以及供應鏈重組進行了全面評估。
擴增實境(AR)和虛擬實境(VR)隱形眼鏡是一種能夠提供影像顯示的設備,其潛在應用範圍廣泛,從輔助視覺障礙者到軍事應用均有涉及。這些設備基於傳統隱形眼鏡的設計,但透過擴增實境技術增添了仿生功能。功能性電子電路和紅外線光源產生虛擬顯示,將電腦產生的影像疊加到外部世界。
美國是擴增實境和虛擬實境隱形眼鏡最大的市場,約佔市場佔有率的81%,其次是歐洲,約佔18%。主要企業包括Innovega、Inwith Corp.、Mojo Vision、SONY、三星、Verily Life Sciences、Sensimed AG、Medella Health、Alcon和Ocumetrics Bionic Lens。排名前兩位的公司佔據了約100%的市場。
擴增實境和虛擬實境隱形眼鏡市場的主要促進因素包括:
1. 技術進步與產品創新
微型顯示器:Mojo Vision 開發了一種基於 microLED 的微型顯示器,像素密度為 2 億 ppi,亮度是 OLED 的 5-10 倍,並支援戶外使用。
更廣闊的視角:獨特的光學解決方案(包括 XREAL 的 X Prism 技術)實現了 57 度的視角,突破了產業瓶頸。
整合感測器:低功耗影像感測器和眼動追蹤動作感測器可實現即時互動和資訊疊加。
無線通訊:採用 Li-Fi(光照上網)技術進行資料傳輸,與 5G/6G 結合使用,可實現低延遲互動。
無線充電:Mojo Lens 等初期產品將採用無線充電,未來規劃整合生物安全電池以支援全天配戴。
軟式鏡片材質:採用 pHEMA 等材質來提高舒適度和透氧滲透性,並滿足長時間配戴的需求。
2. 不斷變化的消費者需求
自然互動:使用者希望裝置更加隱密、外觀自然,可以日常配戴,避免 AR 眼鏡的笨重感。
時尚需求:美瞳設計迎合美感需求,可更換鏡蓋和可客製化顏色成為消費者的主要考量。
即時資訊疊加:導航、健康監測(眼壓、血糖值)、社交互動(虛擬影像)、辦公室協助(文件檢視、翻譯)等。
個人化體驗:支援語音和眼神控制,提供客製化的互動方式。
成本績效:兼具具成本效益和高性能的產品需求旺盛,線上銷售佔有率不斷成長(中國已達 40%)。
售後服務:完善的保固和維修服務使這款產品極具吸引力。
3. 拓展工業應用領域
視覺障礙者提供支援:我們正在與醫療機構合作,利用 AR 技術疊加即時資訊(例如路標和臉部辨識),開發診斷工具(例如手術支援)。
健康監測:心率和運動數據的綜合監測將促進遠端醫療的發展。
身臨其境型學習:提供 3D 模型檢視和虛擬實驗,以增強教育互動性。
工業訓練:透過設備操作模擬和遠端協作降低訓練成本。
即時資料疊加:支援資產健康監控、遠端協作和模擬訓練。
軍事應用:即時顯示戰場資訊和提高夜間能見度。
遊戲與虛擬試穿:身臨其境型遊戲體驗與虛擬試衣間。
社交互動:使用虛擬影像進行社交互動和即時共用。
4. 政策支持與增加投資
數位經濟重點產業:中國的「十四五」規劃將VR/AR定位為數位經濟重點產業,促進技術融合和創新應用場景。
特別行動計畫:我們支援核心技術的研究和開發,例如「虛擬實境與工業應用一體化發展行動計畫(2022-2026)」。
消費補貼:許多省市已將AR眼鏡納入數位產品消費補貼範圍。研發支援:支援光波導、微型LED等核心零件的研發,促進國產化替代。
Start-Ups資金籌措:Mojo Vision 已成功資金籌措,Google和 LG 等科技巨頭也參與其中。
重大企業投資:蘋果和 Meta 繼續進行重大投資,以推動技術標準和生態系統的發展。
5. 社會趨勢與數位化
對身臨其境型互動的需求:更個人化的設備符合數位生活的未來趨勢。
遠端協作:支援虛擬會議和遠端指導,以提高工作效率。
健康管理需求:整合健康監測功能,吸引健康管理需求的使用者。
高齡化社會:支持視覺障礙者和老年人,提高他們的生活品質。
高速傳輸和低延遲:支援即時資料交換和雲端運算,促進 AR 應用的實現。
物聯網整合:與智慧家庭和穿戴式裝置整合,建構全場景生態系統。
6. 競爭與生態系建設
各大公司的策略:蘋果、谷歌和Meta正在透過整合硬體、軟體和內容來建構生態系統。
差異化創新:中小企業正專注於醫療保健和工業等細分領域,以創造差異化的競爭者。
硬體、軟體與內容的融合:促進技術標準的統一,建構完整的產業鏈。
開發者生態系:吸引開發者,鼓勵創建 AR 應用,豐富內容生態系。
擴增實境(AR)和虛擬實境(VR)隱形眼鏡市場受六大因素驅動:技術突破、不斷變化的消費者需求、不斷拓展的行業應用領域、政策支持、社會趨勢以及生態系統競爭。隨著MicroLED和眼動追蹤等技術的成熟及其在醫療和教育領域的深度滲透,該市場有望迎來爆發式成長,並成為下一代智慧設備的核心領域。
本報告旨在按地區/國家、類型和應用程式對全球擴增實境和虛擬實境隱形眼鏡市場進行全面分析,重點關注總銷售量、收入、價格、市場佔有率和主要企業的排名。
本報告以銷售和收入(百萬美元)為單位,對擴增實境和虛擬實境隱形眼鏡市場規模、估算和預測進行了呈現,基準年為2024年,並涵蓋了2020年至2031年的歷史數據和預測數據。定量和定性分析將幫助讀者制定業務和成長策略,評估市場競爭,分析自身在當前市場中的地位,並就擴增實境(AR)和虛擬實境(VR)隱形眼鏡做出明智的商業決策。
市場區隔
公司
按類型分類的細分市場
應用領域
按地區
The global market for Augmented and Virtual Reality Contact Lens was estimated to be worth US$ 26.6 million in 2024 and is forecast to a readjusted size of US$ 92.8 million by 2031 with a CAGR of 20.1% during the forecast period 2025-2031.
This report provides a comprehensive assessment of recent tariff adjustments and international strategic countermeasures on Augmented and Virtual Reality Contact Lens cross-border industrial footprints, capital allocation patterns, regional economic interdependencies, and supply chain reconfigurations.
Augmented and virtual reality contact lens are devices that could provide a virtual display that could have a variety of uses from assisting the visually impaired to video Military Applications. The device will have the form of a conventional contact lens with added bionics technology in the form of augmented reality, with functional electronic circuits and infrared lights to create a virtual display allowing the viewer to see a computer-generated display superimposed on the world outside.
United States is the largest Augmented and Virtual Reality Contact Lens market with about 81% market share. Europe is follower, accounting for about 18% market share. The key players are Innovega, Inwith Corp., Mojo Vision, Sony, Samsung, Verily Life Sciences, Sensimed AG, Medella Health, Alcon, Ocumetrics Bionic Lens etc. Top 2 companies occupied about 100% market share.
The main drivers of the augmented and virtual reality contact lens market include:
1. Technological Advances and Product Innovation
Microdisplays: Mojo Vision has developed a microLED-based microdisplay with a pixel density of 200M ppi, 5-10 times the brightness of OLED, and support for outdoor use.
Enhanced Field of View: Through proprietary optical solutions (such as XREAL's X Prism technology), a 57-degree field of view is achieved, breaking through industry bottlenecks.
Integrated Sensors: Low-power image sensors and eye-tracking motion sensors enable real-time interaction and information overlay.
Wireless Communication: Li-Fi (Light Fidelity) technology is used for data transmission, combined with 5G/6G to achieve low-latency interaction.
Wireless Power: Initial products, such as the Mojo Lens, utilize wireless power, with future plans to integrate biosafe batteries to support all-day wear.
Soft Lens Materials: Materials such as pHEMA are used to improve comfort and oxygen permeability, meeting the needs of long-term wear.
2. Evolving Consumer Demands
Natural Interaction: Users seek more discreet and natural device forms, avoiding the bulkiness of AR glasses and making them suitable for daily wear.
Fashionable Demand: Cosmetic contact lens designs meet aesthetic needs, with interchangeable covers and customizable colors becoming key consumer priorities.
Real-Time Information Overlay: Navigation, health monitoring (intraocular pressure, blood sugar), social interaction (avatar), and office assistance (document viewing, translation).
Personalized Experience: Supports voice and eye control, providing customized interaction methods.
Value for Money: Users desire products that deliver high value while maintaining performance, leading to an increasing share of online sales (reaching 40% in China).
After-Sales Service: Comprehensive warranty and repair services boost purchasing confidence.
3. Expanding Industry Applications
Assistance for the Visually Impaired: Using AR to overlay real-time information (such as street signs and facial recognition), we collaborate with medical institutions to develop diagnostic tools (such as surgical assistance).
Health Monitoring: Integrated heart rate and exercise data monitoring promotes the development of telemedicine.
Immersive Learning: Provide 3D model displays and virtual experiments to enhance educational interactivity.
Industrial Training: Simulate equipment operation and remote collaboration to reduce training costs.
Real-time Data Overlay: Equipment status monitoring, remote collaboration, and simulated training.
Military Applications: Real-time display of battlefield information and enhanced night vision.
Games and Virtual Try-On: Immersive gaming experiences and virtual fitting rooms.
Social Interaction: Social interaction with avatars and real-time sharing.
4. Policy Support and Investment Growth
Key Digital Economy Industries: China's 14th Five-Year Plan lists VR/AR as a key digital economy industry, promoting technological integration and innovative application scenarios.
Special Action Plans: Such as the "Action Plan for the Integrated Development of Virtual Reality and Industrial Applications (2022-2026)" support the research and development of core technologies.
Consumption Subsidies: Many provinces and cities have included AR glasses in the scope of digital product consumption subsidies. R&D Support: Support the R&D of core components such as optical waveguides and Micro-LEDs, promoting domestic substitution.
Startup Financing: Mojo Vision secured over $100 million in funding, with participation from tech giants such as Google and LG.
Giant Investment: Apple and Meta continue to invest heavily, promoting technical standards and ecosystem development.
5. Social Trends and Digitalization
Demand for Immersive Interaction: As a more personalized device, it aligns with future trends in digital living.
Remote Collaboration: Support virtual meetings and remote guidance to improve work efficiency.
Demand for Health Management: Integrate health monitoring features to attract users with health management needs.
Aging Society: Assist the visually impaired and elderly, improving quality of life.
High-speed transmission and low latency: Support real-time data exchange and cloud computing, driving the implementation of AR applications.
IoT Integration: Link with smart homes and wearable devices to build a full-scenario ecosystem.
6. Competition and Ecosystem Building
Giant Strategies: Apple, Google, and Meta are building ecosystems through the collaboration of hardware, software, and content.
Differentiated Innovation: SMEs are focusing on niche scenarios (such as healthcare and industry) to create differentiated competition.
Hardware-Software-Content Collaboration: Promoting the unification of technical standards and building a complete industry chain.
Developer Ecosystem: Attracting developers to create AR applications and enriching the content ecosystem.
The augmented and virtual reality contact lens market is driven by six key factors: technological breakthroughs, evolving consumer demand, expanding industry applications, policy support, social trends, and ecosystem competition. In the future, with the maturity of technologies like MicroLED and eye tracking, and their deep penetration into healthcare and education, this market is poised for explosive growth, becoming a core area for the next generation of smart devices.
This report aims to provide a comprehensive presentation of the global market for Augmented and Virtual Reality Contact Lens, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Augmented and Virtual Reality Contact Lens by region & country, by Type, and by Application.
The Augmented and Virtual Reality Contact Lens market size, estimations, and forecasts are provided in terms of sales volume (Units) and sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. 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 Augmented and Virtual Reality Contact Lens.
Market Segmentation
By Company
Segment by Type
Segment by Application
By Region
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size (value, volume and price). 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 Augmented and Virtual Reality Contact Lens manufacturers competitive landscape, price, sales and 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: Sales, revenue of Augmented and Virtual Reality Contact Lens 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: Sales, revenue of Augmented and Virtual Reality Contact Lens 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 sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.