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  2. Gunnar Optiks - Wikipedia

    en.wikipedia.org/wiki/Gunnar_Optiks

    GUNNAR Optiks is a company founded in 2007 that specializes in treated eyewear, marketed as safety glasses that protect eyes from computer vision syndrome. [1] Gunnar eyewear has received considerable attention in technical media reviews, including PCWorld, [2] Lifehacker, [3] Huffington Post, [4] and Gizmodo.

  3. I tried out Meta's Orion AR glasses. I'd buy them in a ... - AOL

    www.aol.com/tried-metas-orion-computer-glasses...

    Each pair of glasses reportedly costs Meta $10,000 to make, and the company says it needs time to get them to a price that makes them plausible — think something in the $1,000-ish range, like a ...

  4. Computer glasses - Wikipedia

    en.wikipedia.org/wiki/Computer_glasses

    Computer glasses may refer to: Blue-light blocking glasses, to try to reduce eyestrain from computer use; Smartglasses, ... Computer vision syndrome; Sunglasses

  5. Card marking - Wikipedia

    en.wikipedia.org/wiki/Card_marking

    Pęczarski's 1845 work Card-sharpers by candlelight, depicting a card whose back has been marked, possibly using wax to add lines which become slightly visible when reflecting light Card marking is the process of altering playing cards in a method only apparent to marker or conspirator, such as by bending or adding visible marks to a card.

  6. Smartglasses - Wikipedia

    en.wikipedia.org/wiki/Smartglasses

    Using the touch pad built on the side of the 2013 Google Glass to communicate with the user's phone using Bluetooth Man wearing a 1998 EyeTap Digital Eye Glass [1] Smartglasses or smart glasses are eye or head-worn wearable computers. Many smartglasses include displays that add information alongside or to what the wearer sees.

  7. Electronic glasses - Wikipedia

    en.wikipedia.org/wiki/Electronic_glasses

    "Electronic glasses" can also refer to electronically enhanced eyeglasses, sometimes called e-glasses, designed for users who are not necessarily visually impaired. These wearable devices use electronic technology to dynamically improve focus, adjust for available light, monitor and record health data, receive and display information, and/or facilitate control in gaming environments.