시장보고서
상품코드
1872107

증강현실(AR) 및 가상현실(VR) 콘택트렌즈 : 세계 시장 점유율과 순위, 총판매량 및 수요 예측(2025-2031년)

Augmented and Virtual Reality Contact Lens - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

발행일: | 리서치사: QYResearch | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

세계의 증강현실(AR) 및 가상현실(VR) 콘택트렌즈 시장 규모는 2024년에 2,660만 달러로 추정되며, 2025-2031년의 예측 기간 중 CAGR 20.1%로 성장하며, 2031년까지 9,280만 달러로 확대할 것으로 예측됩니다.

이 보고서는 증강현실(AR) 및 가상현실(VR) 콘택트렌즈에 대한 최근 관세 조정 및 국제적인 전략적 대응 조치에 대해 국경 간 산업 발자국, 자본 배분 패턴, 지역 경제의 상호의존성, 공급망 재구축 등을 종합적으로 평가합니다.

증강현실(AR) 및 가상현실(VR) 콘택트렌즈는 시각장애인 지원부터 군용 영상 표시까지 다양한 용도가 예상되는 가상 디스플레이를 제공하는 장치입니다. 이 장치는 기존의 콘택트렌즈 형태를 기반으로 증강현실 기술을 통한 바이오닉 기능을 추가했습니다. 기능성 전자회로와 적외선 광원을 통해 가상 디스플레이를 생성하고, 외부 세계에 컴퓨터로 생성된 영상을 겹쳐서 표시합니다.

미국은 증강현실 및 가상현실 콘택트렌즈 시장에서 약 81%의 점유율을 차지하며 가장 큰 시장입니다. 유럽이 그 뒤를 이어 약 18%의 점유율을 차지하고 있습니다. 주요 기업으로는 Innovega, Inwith Corp., Mojo Vision, Sony, Samsung, Verily Life Sciences, Sensimed AG, Medella Health, Alcon, Ocumetrics Bionic Lens 등을 들 수 있습니다. 상위 2개사가 약 100% 시장 점유율을 차지하고 있습니다.

증강현실 및 가상현실 콘택트렌즈 시장의 주요 촉진요인은 다음과 같습니다.

1. 기술 발전과 제품 혁신

  • 1.1 디스플레이 기술 혁신

마이크로디스플레이: Mojo Vision은 2억ppi의 픽셀 밀도, OLED의 5-10배의 밝기, 야외 사용을 지원하는 마이크로 LED 기반의 마이크로디스플레이를 개발했습니다.

시야각 확대: 독자적인 광학 솔루션(XREAL의 X Prism 기술 등)을 통해 57도 시야각을 구현하여 업계의 병목현상을 돌파했습니다.

  • 1.2 센서 및 인터랙션 기술

통합 센서: 저전력 소비 이미지 센서와 시선 추적 모션 센서를 통해 실시간 상호작용과 정보 오버레이를 실현합니다.

무선통신: 데이터 전송에 Li-Fi(Light Fidelity) 기술을 채택하고, 5G/6G와 결합하여 저지연 상호 작용을 실현합니다.

  • 1.3 전원 및 재료 과학

무선 전력: Mojo Lens와 같은 초기 제품은 무선 전력을 채택하고, 향후 생체 안전 배터리를 통합하여 하루 종일 착용할 수 있도록 지원할 계획입니다.

소프트 렌즈 소재: pHEMA 등의 소재를 채택하여 편안함과 산소투과성을 향상시켜 장시간 착용에 대한 요구를 충족시킵니다.

2. 진화하는 소비자 니즈

  • 2.1 완벽한 통합과 눈에 띄지 않는 디자인

자연스러운 인터랙션: 사용자들은 AR 안경과 같은 부피가 크고 일상적으로 착용할 수 있는 보다 눈에 띄지 않고 자연스러운 형태의 기기를 원합니다.

패션에 대한 요구: 미용 콘택트렌즈의 디자인은 미적 요구를 충족시키고, 교체 가능한 커버와 맞춤형 색상이 소비자의 주요 우선순위가 되고 있습니다.

  • 2.2 다양해지는 기능성

실시간 정보 오버레이: 내비게이션, 건강 모니터링(안압, 혈당), 소셜 인터랙션(아바타), 오피스 지원(문서 열람 및 번역) 등.

개인화된 경험: 음성 및 안구 제어를 지원하며, 맞춤형 상호작용 방법을 제공합니다.

  • 2.3 가격 및 가성비

가성비: 성능은 유지하면서 높은 가치를 제공하는 제품이 요구되고 있으며, 온라인 판매 점유율이 확대(중국에서는 40%에 달함).

애프터 서비스: 종합적인 보증 및 수리 서비스가 구매 의욕을 높입니다.

3. 산업 응용 분야 확대

  • 3.1 의료 분야

시각장애인 지원 : AR 기술을 이용한 실시간 정보(도로표지판, 얼굴인식 등)를 중첩하여 의료기관과 연계한 진단 툴(수술 지원 등)를 개발하고 있습니다.

건강 모니터링: 심박수 및 운동 데이터를 통합적으로 모니터링하여 원격의료의 발전을 촉진합니다.

  • 3.2 교육 및 연수

몰입형 학습: 3D 모델 표시 및 가상 실험을 제공하여 교육의 쌍방향성을 높입니다.

산업 교육: 장비 작동 시뮬레이션과 원격 협업을 통해 교육 비용을 절감할 수 있습니다.

  • 3.3 산업 및 군 분야

실시간 데이터 오버레이: 설비 상태 모니터링, 원격 협업, 시뮬레이션 훈련을 실현합니다.

군적 용도: 전장 정보 실시간 표시 및 야간 가시성 향상.

  • 3.4 엔터테인먼트와 소셜

게임과 가상 피팅: 몰입형 게임 체험과 가상 피팅룸.

소셜 인터랙션: 아바타를 이용한 소셜 교류와 실시간 공유.

4. 정책적 지원과 투자 확대

  • 4.1 국가 정책

중점 디지털 경제 산업: 중국의 14차 5개년 계획은 VR/AR을 중점 디지털 경제 산업으로 지정하여 기술 통합과 혁신적인 응용 시나리오를 촉진하고 있습니다.

특별행동계획: '가상현실과 산업응용의 통합발전에 관한 행동계획(2022-2026)' 등 핵심기술 연구개발을 지원하고 있습니다.

  • 4.2 지방 정책 및 보조금

소비 보조금: 많은 성-시에서 AR 글래스를 디지털 제품 소비 보조금 대상에 포함시키고 있습니다. 연구개발 지원 : 광도파관, Micro-LED 등 핵심부품의 연구개발을 지원하여 국내 대체를 추진하고 있습니다.

  • 4.3 벤처캐피털과 대형 투자사

스타트업 자금조달: Mojo Vision은 1억 달러 이상의 자금조달에 성공했으며, Google, LG 등 기술 대기업이 참여했습니다.

대기업의 투자: 애플과 메타는 지속적으로 많은 투자를 통해 기술 표준과 생태계의 발전을 촉진하고 있습니다.

5. 사회 동향과 디지털화

  • 5.1 메타버스와 원격 근무

몰입형 인터랙션에 대한 수요: 보다 개인화된 디바이스로서 디지털 라이프의 미래 동향에 부합합니다.

원격 협업: 가상 회의 및 원격 교육을 지원하여 업무 효율을 향상시킵니다.

  • 5.2 건강 인식 증가

헬스케어 수요: 건강 모니터링 기능을 통합하여 헬스케어 수요가 있는 사용자를 끌어들입니다.

고령화 사회: 시각장애인과 노인을 지원하고 삶의 질을 향상시킵니다.

  • 5.3 5G와 IoT의 확산

고속 전송 및 저지연: 실시간 데이터 교환 및 클라우드 컴퓨팅을 지원하여 AR 용도의 구현을 촉진합니다.

IoT 통합: 스마트홈 및 웨어러블 기기와 연동하여 모든 시나리오에 걸친 생태계를 구축합니다.

6. 경쟁과 생태계 구축

  • 6.1 대기업과 중소기업의 경쟁

대기업의 전략: Apple, Google, Meta는 하드웨어, 소프트웨어, 컨텐츠의 연계를 통해 생태계를 구축하고 있습니다.

차별화 혁신 : 중소기업은 의료, 산업 등 틈새 시나리오에 집중하여 차별화된 경쟁 우위를 창출하고 있습니다.

  • 6.2 생태계의 발전

하드웨어-소프트웨어-컨텐츠의 연계: 기술 표준의 통일을 추진하여 완벽한 산업 체인을 구축합니다.

개발자 생태계: 개발자를 유치하고, AR 용도의 생성을 촉진하며, 컨텐츠 생태계를 풍부하게 하고 있습니다.

증강현실(AR) 및 가상현실(VR) 콘택트렌즈 시장은 기술 혁신, 진화하는 소비자 니즈, 산업 응용 분야 확대, 정책적 지원, 사회 동향, 생태계 경쟁 등 6가지 주요 요인에 의해 주도되고 있습니다. 향후 MicroLED, 아이트래킹 기술 등의 성숙과 의료 및 교육 분야로의 깊은 침투로 이 시장은 폭발적인 성장을 이루며 차세대 스마트 기기의 핵심 영역이 될 것으로 전망됩니다.

이 보고서는 세계의 증강현실 및 가상현실 콘택트렌즈 시장에 대해 총판매량, 판매 매출, 가격, 주요 기업의 시장 점유율 및 순위를 중심으로 지역별, 국가별, 유형별, 용도별 분석을 종합적으로 제시하는 것을 목적으로 합니다.

증강현실 및 가상현실 콘택트렌즈 시장 규모와 추정 및 예측은 판매량(대수)과 매출액(백만 달러)으로 제시되며, 2024년을 기준 연도, 2020-2031년의 과거 데이터와 예측 데이터를 포함하는 2024-2031년의 예측 데이터를 제공합니다. 정량적, 정성적 분석을 통해 독자들이 증강현실(AR) 및 가상현실(VR) 콘택트렌즈 관련 사업 전략 및 성장 전략 수립, 시장 경쟁 평가, 현재 시장에서의 포지셔닝 분석, 정보에 입각한 비즈니스 의사결정을 내릴 수 있도록 돕습니다.

시장 세분화

기업별

  • Innovega
  • Inwith Corp.
  • Mojo Vision
  • Sony
  • Samsung
  • Verily Life Sciences
  • Sensimed AG
  • Medella Health
  • Alcon
  • Ocumetrics Bionic Lens

유형별 부문

  • 확장현실 콘택트렌즈
  • 가상현실 콘택트렌즈

용도별 부문

  • 의료 분야
  • 군 용도
  • 엔터테인먼트
  • 기타

지역별

  • 북미
    • 미국
    • 캐나다
  • 아시아태평양
    • 중국
    • 일본
    • 한국
    • 동남아시아
    • 인도
    • 호주
    • 기타 아시아태평양
  • 유럽
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 네덜란드
    • 북유럽 국가
    • 기타 유럽
  • 라틴아메리카
    • 멕시코
    • 브라질
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • 튀르키예
    • 사우디아라비아
    • 아랍에미리트
    • 기타 중동 및 아프리카
KSA

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

  • 1.1 Display Technology Breakthroughs

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.

  • 1.2 Sensor and Interaction Technologies

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.

  • 1.3 Power Supply and Materials Science

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

  • 2.1 Seamless Integration and Concealment

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.

  • 2.2 Diversified Functionality

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.

  • 2.3 Price and Value for Money

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

  • 3.1 Healthcare

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.

  • 3.2 Education and Training

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.

  • 3.3 Industry and Military

Real-time Data Overlay: Equipment status monitoring, remote collaboration, and simulated training.

Military Applications: Real-time display of battlefield information and enhanced night vision.

  • 3.4 Entertainment and Social

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

  • 4.1 National Policies

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.

  • 4.2 Local Policies and Subsidies

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.

  • 4.3 Venture Capital and Giant Investment

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

  • 5.1 Metaverse and Remote Work

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.

  • 5.2 Rising Health Awareness

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.

  • 5.3 5G and the Popularization of the Internet of Things

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

  • 6.1 Competition between Giants and SMEs

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.

  • 6.2 Ecosystem Development

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

  • Innovega
  • Inwith Corp.
  • Mojo Vision
  • Sony
  • Samsung
  • Verily Life Sciences
  • Sensimed AG
  • Medella Health
  • Alcon
  • Ocumetrics Bionic Lens

Segment by Type

  • Augmented Reality Contact Lens
  • Virtual Reality Contact Lens

Segment by Application

  • Medical Field
  • Military Applications
  • Entertainment
  • Others

By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

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.

Table of Contents

1 Market Overview

  • 1.1 Augmented and Virtual Reality Contact Lens Product Introduction
  • 1.2 Global Augmented and Virtual Reality Contact Lens Market Size Forecast
    • 1.2.1 Global Augmented and Virtual Reality Contact Lens Sales Value (2020-2031)
    • 1.2.2 Global Augmented and Virtual Reality Contact Lens Sales Volume (2020-2031)
    • 1.2.3 Global Augmented and Virtual Reality Contact Lens Sales Price (2020-2031)
  • 1.3 Augmented and Virtual Reality Contact Lens Market Trends & Drivers
    • 1.3.1 Augmented and Virtual Reality Contact Lens Industry Trends
    • 1.3.2 Augmented and Virtual Reality Contact Lens Market Drivers & Opportunity
    • 1.3.3 Augmented and Virtual Reality Contact Lens Market Challenges
    • 1.3.4 Augmented and Virtual Reality Contact Lens Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Augmented and Virtual Reality Contact Lens Players Revenue Ranking (2024)
  • 2.2 Global Augmented and Virtual Reality Contact Lens Revenue by Company (2020-2025)
  • 2.3 Global Augmented and Virtual Reality Contact Lens Players Sales Volume Ranking (2024)
  • 2.4 Global Augmented and Virtual Reality Contact Lens Sales Volume by Company Players (2020-2025)
  • 2.5 Global Augmented and Virtual Reality Contact Lens Average Price by Company (2020-2025)
  • 2.6 Key Manufacturers Augmented and Virtual Reality Contact Lens Manufacturing Base and Headquarters
  • 2.7 Key Manufacturers Augmented and Virtual Reality Contact Lens Product Offered
  • 2.8 Key Manufacturers Time to Begin Mass Production of Augmented and Virtual Reality Contact Lens
  • 2.9 Augmented and Virtual Reality Contact Lens Market Competitive Analysis
    • 2.9.1 Augmented and Virtual Reality Contact Lens Market Concentration Rate (2020-2025)
    • 2.9.2 Global 5 and 10 Largest Manufacturers by Augmented and Virtual Reality Contact Lens Revenue in 2024
    • 2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Augmented and Virtual Reality Contact Lens as of 2024)
  • 2.10 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 Augmented Reality Contact Lens
    • 3.1.2 Virtual Reality Contact Lens
  • 3.2 Global Augmented and Virtual Reality Contact Lens Sales Value by Type
    • 3.2.1 Global Augmented and Virtual Reality Contact Lens Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Augmented and Virtual Reality Contact Lens Sales Value, by Type (2020-2031)
    • 3.2.3 Global Augmented and Virtual Reality Contact Lens Sales Value, by Type (%) (2020-2031)
  • 3.3 Global Augmented and Virtual Reality Contact Lens Sales Volume by Type
    • 3.3.1 Global Augmented and Virtual Reality Contact Lens Sales Volume by Type (2020 VS 2024 VS 2031)
    • 3.3.2 Global Augmented and Virtual Reality Contact Lens Sales Volume, by Type (2020-2031)
    • 3.3.3 Global Augmented and Virtual Reality Contact Lens Sales Volume, by Type (%) (2020-2031)
  • 3.4 Global Augmented and Virtual Reality Contact Lens Average Price by Type (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Medical Field
    • 4.1.2 Military Applications
    • 4.1.3 Entertainment
    • 4.1.4 Others
  • 4.2 Global Augmented and Virtual Reality Contact Lens Sales Value by Application
    • 4.2.1 Global Augmented and Virtual Reality Contact Lens Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Augmented and Virtual Reality Contact Lens Sales Value, by Application (2020-2031)
    • 4.2.3 Global Augmented and Virtual Reality Contact Lens Sales Value, by Application (%) (2020-2031)
  • 4.3 Global Augmented and Virtual Reality Contact Lens Sales Volume by Application
    • 4.3.1 Global Augmented and Virtual Reality Contact Lens Sales Volume by Application (2020 VS 2024 VS 2031)
    • 4.3.2 Global Augmented and Virtual Reality Contact Lens Sales Volume, by Application (2020-2031)
    • 4.3.3 Global Augmented and Virtual Reality Contact Lens Sales Volume, by Application (%) (2020-2031)
  • 4.4 Global Augmented and Virtual Reality Contact Lens Average Price by Application (2020-2031)

5 Segmentation by Region

  • 5.1 Global Augmented and Virtual Reality Contact Lens Sales Value by Region
    • 5.1.1 Global Augmented and Virtual Reality Contact Lens Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Augmented and Virtual Reality Contact Lens Sales Value by Region (2020-2025)
    • 5.1.3 Global Augmented and Virtual Reality Contact Lens Sales Value by Region (2026-2031)
    • 5.1.4 Global Augmented and Virtual Reality Contact Lens Sales Value by Region (%), (2020-2031)
  • 5.2 Global Augmented and Virtual Reality Contact Lens Sales Volume by Region
    • 5.2.1 Global Augmented and Virtual Reality Contact Lens Sales Volume by Region: 2020 VS 2024 VS 2031
    • 5.2.2 Global Augmented and Virtual Reality Contact Lens Sales Volume by Region (2020-2025)
    • 5.2.3 Global Augmented and Virtual Reality Contact Lens Sales Volume by Region (2026-2031)
    • 5.2.4 Global Augmented and Virtual Reality Contact Lens Sales Volume by Region (%), (2020-2031)
  • 5.3 Global Augmented and Virtual Reality Contact Lens Average Price by Region (2020-2031)
  • 5.4 North America
    • 5.4.1 North America Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 5.4.2 North America Augmented and Virtual Reality Contact Lens Sales Value by Country (%), 2024 VS 2031
  • 5.5 Europe
    • 5.5.1 Europe Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 5.5.2 Europe Augmented and Virtual Reality Contact Lens Sales Value by Country (%), 2024 VS 2031
  • 5.6 Asia Pacific
    • 5.6.1 Asia Pacific Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 5.6.2 Asia Pacific Augmented and Virtual Reality Contact Lens Sales Value by Region (%), 2024 VS 2031
  • 5.7 South America
    • 5.7.1 South America Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 5.7.2 South America Augmented and Virtual Reality Contact Lens Sales Value by Country (%), 2024 VS 2031
  • 5.8 Middle East & Africa
    • 5.8.1 Middle East & Africa Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 5.8.2 Middle East & Africa Augmented and Virtual Reality Contact Lens Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Augmented and Virtual Reality Contact Lens Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Augmented and Virtual Reality Contact Lens Sales Value and Sales Volume
    • 6.2.1 Key Countries/Regions Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 6.2.2 Key Countries/Regions Augmented and Virtual Reality Contact Lens Sales Volume, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 6.3.2 United States Augmented and Virtual Reality Contact Lens Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Augmented and Virtual Reality Contact Lens Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 6.4.2 Europe Augmented and Virtual Reality Contact Lens Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Augmented and Virtual Reality Contact Lens Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 6.5.2 China Augmented and Virtual Reality Contact Lens Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Augmented and Virtual Reality Contact Lens Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 6.6.2 Japan Augmented and Virtual Reality Contact Lens Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Augmented and Virtual Reality Contact Lens Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 6.7.2 South Korea Augmented and Virtual Reality Contact Lens Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Augmented and Virtual Reality Contact Lens Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Augmented and Virtual Reality Contact Lens Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Augmented and Virtual Reality Contact Lens Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Augmented and Virtual Reality Contact Lens Sales Value, 2020-2031
    • 6.9.2 India Augmented and Virtual Reality Contact Lens Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Augmented and Virtual Reality Contact Lens Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 Innovega
    • 7.1.1 Innovega Company Information
    • 7.1.2 Innovega Introduction and Business Overview
    • 7.1.3 Innovega Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.1.4 Innovega Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.1.5 Innovega Recent Development
  • 7.2 Inwith Corp.
    • 7.2.1 Inwith Corp. Company Information
    • 7.2.2 Inwith Corp. Introduction and Business Overview
    • 7.2.3 Inwith Corp. Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.2.4 Inwith Corp. Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.2.5 Inwith Corp. Recent Development
  • 7.3 Mojo Vision
    • 7.3.1 Mojo Vision Company Information
    • 7.3.2 Mojo Vision Introduction and Business Overview
    • 7.3.3 Mojo Vision Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.3.4 Mojo Vision Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.3.5 Mojo Vision Recent Development
  • 7.4 Sony
    • 7.4.1 Sony Company Information
    • 7.4.2 Sony Introduction and Business Overview
    • 7.4.3 Sony Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.4.4 Sony Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.4.5 Sony Recent Development
  • 7.5 Samsung
    • 7.5.1 Samsung Company Information
    • 7.5.2 Samsung Introduction and Business Overview
    • 7.5.3 Samsung Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.5.4 Samsung Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.5.5 Samsung Recent Development
  • 7.6 Verily Life Sciences
    • 7.6.1 Verily Life Sciences Company Information
    • 7.6.2 Verily Life Sciences Introduction and Business Overview
    • 7.6.3 Verily Life Sciences Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.6.4 Verily Life Sciences Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.6.5 Verily Life Sciences Recent Development
  • 7.7 Sensimed AG
    • 7.7.1 Sensimed AG Company Information
    • 7.7.2 Sensimed AG Introduction and Business Overview
    • 7.7.3 Sensimed AG Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.7.4 Sensimed AG Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.7.5 Sensimed AG Recent Development
  • 7.8 Medella Health
    • 7.8.1 Medella Health Company Information
    • 7.8.2 Medella Health Introduction and Business Overview
    • 7.8.3 Medella Health Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.8.4 Medella Health Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.8.5 Medella Health Recent Development
  • 7.9 Alcon
    • 7.9.1 Alcon Company Information
    • 7.9.2 Alcon Introduction and Business Overview
    • 7.9.3 Alcon Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.9.4 Alcon Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.9.5 Alcon Recent Development
  • 7.10 Ocumetrics Bionic Lens
    • 7.10.1 Ocumetrics Bionic Lens Company Information
    • 7.10.2 Ocumetrics Bionic Lens Introduction and Business Overview
    • 7.10.3 Ocumetrics Bionic Lens Augmented and Virtual Reality Contact Lens Sales, Revenue, Price and Gross Margin (2020-2025)
    • 7.10.4 Ocumetrics Bionic Lens Augmented and Virtual Reality Contact Lens Product Offerings
    • 7.10.5 Ocumetrics Bionic Lens Recent Development

8 Industry Chain Analysis

  • 8.1 Augmented and Virtual Reality Contact Lens Industrial Chain
  • 8.2 Augmented and Virtual Reality Contact Lens 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 Augmented and Virtual Reality Contact Lens Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Augmented and Virtual Reality Contact Lens Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer
샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제