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Gunnar Optiks - Intercept - Onyx - 58/43-17-135


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Quick Overview


The Intercept by Gunnar Optiks has a nylon designer frame.  All designer frames come with an authentic case.  This frame is beautifully crafted and the shape features a full rim construction.  The bridge is universal and the temple tips are of a skull design.  The frame is available in onyx and size is 58-17-135.

Gunnar Optiks - Intercept - Onyx - 58/43-17-135

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  • Gunnar Optiks - Intercept - Onyx - 58/43-17-135


Rocket Propelled Gaming. This massive frame hides an ultra detailed quad-core hinge design. Dual rail construction supports twin spring assemblies on each side, providing perfect fit and an expansive viewing field. Add an ergonomic twist with adjustable nose pads and deceptively light magnesium-aluminum armoring. Held in place by the grip of thermoplastic rubber, RPG is ready for action. Have a blast.

Key Features

• Adjustible silicone nose pads provide a customizable fit;
• Soft thermoplastic rubber tipped temples grip lightly to ensure proper location of the optics without slippage;
• Aluminum-magnesium frame construction generates proper strength and optical stability through a hybrid lightweight metal alloy;
• Hidden spring hinges flex to ergonomcally fit a wide variety of head and face shapes;
• Lightweight construction and proper weight balance guarantee long wearing comfort without pressure points or fatigue;
• Micro-engineered lenslocks securely retain lenses without undue stress or distortion of the optics;
• Ultra detailed quad-core hinge design ensures frame flexibility and durability;
• Wide format lenses create a panoramic viewing field for high resolution viewing.

GUNNAR Optiks is a technology company that seeks to enhance the abilities of the human visual system through revolutionary innvovations. GUNNAR is the first optical manufacturer to combine precision, technology and style into a line of digital performance eyewear. GUNNAR digital performance eyewear with i_AMP lens technology is specifically built to give even the most demanding computer user an immediate and noticeable visual advantage in the short term, and provide superior optical performance in the long term.

GUNNAR's patent-pending i-AMP lens tecnology is the result of intensive study and research on the human optical system and its interaction with digital devices. Based on optometric principles developed over years, and fused with the most recent scientific advances from the GUNNAR tech labs, i-AMP lens technology works with and enhances the properties of the human eye. Comprised of a proprietary lens material in an advanced geometry and finished with custom tints and coatings, i-AMP lens technology increases visual performance while interacting with any digital device.

GUNNAR, a privately held company, was founded in 2005 and inspired by one of the founders who observed her son fully embrace the digital era at the age of four. At that moment, she realized the potential of digital performance eyewear ... eye equipment that could both protect consumers from the negative visual impact of viewing digital data, and at the same time, enable anyone on a digital screen to be more productive. Thus, the search for technologically advanced and stylishly designed digital eyewear began.

Located in San Diego, California, GUNNAR's executive team includes several former senior managers from Oakley. GUNNAR offers five collections of high-performance digital eyewear with 17 styles to fit each individual's personal taste.

What are GUNNARS?

GUNNAR Optiks is a technology company that has pioneered the development of digital performance eyewear. This highly engineered eyewear gives even the most demanding computer users a profound visual advantage.

Why do computer users need digital eyewear?

Digital data streams at digital device users all day every day. This viewing of the never-ending stream of digital information can lower visual performance.

What results can consumers expect from using GUNNAR digital performance eyewear?

  • Profound visual advantage
  • Sharper, clearer vision
  • Reduced glare/reflective light coming from the digital screen
  • Increased contrast and resolution
  • Increased effectiveness, productivity and performance

What is i-AMP™ lens technology?

GUNNAR'S proprietary i-AMP lens technology relaxes the ocular muscles that strain to view text and images at close distances. By improving eye focus, reducing glare, conditioning and shifting the color spectrum, and blocking artificial/reflective light - GUNNARi-AMP lens technology gives digital device users optimal visual performance and efficiency.

Specific lens features of GUNNAR’S i-AMP lens technology platform includes the following specific elements:

GUNNAR i-Fi™ lens coatings
GUNNAR fRACTYL™ lens geometry
GUNNAR iONik™ lens tints
GUNNAR diAMIX™ lens material

Can I wear GUNNAR digital performance eyewear all day?

GUNNAR precision frames are designed with one goal in mind - long haul ergonomics. For visual endurance, every frame system is engineered for optimal weight, comfort and durability. Most users prefer GUNNAR eyewear for computer viewing, however multi-tasking throughout the day is not unusual or harmful.

Why are GUNNAR products better than what's currently available?

GUNNAR'S patent-pending i-AMP lens technology and style-based design distinguish GUNNAR eye equipment from other computer eyewear.

Who should wear high-performance digital eyewear?

Most people who spend time using computers or hand-held electronic devices such as blackberries and cell phones will benefit from wearing GUNNAR’S line of digital performance eyewear.

Computer Usage in the Workplace

  • Approximately 75 percent of all jobs in the US rely on computers (Review of Ophthalmology, "Problems Associated with Computer Use," 2005)
  • 82 percent of Americans frequently work with a computer or a handheld device, such as a PDA (American Optometric Association's 2007 American EyeQ® survey)
  • Computer eye strain has been the number one US office health complaint for the past three years (National Safety Management Society, Monthly Digest for February 2007)
  • The average American employee spends nearly 6 hours per day working on a computer (MetaFacts, Inc., November 2007)
  • In a typical business setting, there are consequences for misreading email, mistyping information, and taking breaks from viewing the computer screen, ultimately resulting in a decrease in productivity, and an increase in errors. Every year, vision disorders account for more than $8 billion in lost productivity, and uncorrected vision can decrease employee performance by as much as 20 percent, according to a 2007 Vision Council of America study.

Home Computer/Online Usage

  • The average American spends over 3 hours per day using their home computer (MetaFacts, Inc., November 2007)
  • Over 80 percent of Americans between the ages of 18 and 34 are online (Washington Post June 2, 2006)
  • In the age group of 13 to 24, it was found that respondents spend 16.7 hours per week surfing the internet versus 13.6 watching TV (Harris Interactive Poll, "US Youngsters Hooked on to Net," August 2003)
  • Over 65 percent of American children aged 2 to 17 now use the Internet – up from 41 percent in 2000 (Corporation for Public Broadcasting, "A Report on Children's Internet Use," 2002)
  • More than 85 percent of the world's online population has used the Internet to make a purchase increasing the market for online shopping by 40 percent in the past two years (Nielsen Global Online Survey, January 2008)
  • About 38 percent of consumers are watching TV shows online (Deloitte & Touche, "State of the Media Democracy" study, December, 2007)
  • About 20 percent of consumers are viewing video content on their cell phones daily or almost daily (Deloitte & Touche, "State of the Media Democracy" study, December, 2007)
  • Fiftyfour percent of consumers said they socialize via social networking sites, chat rooms or message boards, and 45 percent said they maintain a profile on a social networking site (Deloitte & Touche, "State of the Media Democracy" study, December, 2007)
  • Gen Yers spend 12.2 hours online every week – 28 percent longer than 27 to 40 year old Gen Xers and almost twice as long as 51 to 61yearold Older Boomers (Forrester Research, North American Consumer Technology Adoption Study 2006 Benchmark Survey, July 2006)
  • In 2006, 41 percent of North American households had broadband Internet access at home – up from 20 percent at the end of 2004 (Forrester Research, North American Consumer Technology Adoption Study 2006 Benchmark Survey, July 2006)
  • The gaming population showed an 11.4 percent increase to 76.2 million video gamers in 2005, compared with 67.5 million in 2004 (Ziff Davis Media's annual "Digital Gaming in America" survey, 2005)
  • 38 percent of gamers are female and spend 7.4 hours a week playing games (Entertainment Software Association, 2008)
  • 35 percent of parents play video games with their children (Entertainment Software Association, 2006)
  • 87 percent of 8 to 17year olds (92 percent of boys and 80 percent of girls) play video games at home (National Institute on Media and the Family, 2005)
  • 80 percent of males 1824 and 55 percent of females 1824 played video games at least once a week with males spending 1:06 daily and female :42 daily (Myers Media Business Report, 2005)

Additional Information

Weight 0.7500

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