Pixid 500 Active Alignment System
Our technologies and products are constantly evolving, so it was just about time we updated our website to reflect our latest and greatest offerings. Kasalis has been working hard on its new alignment systems and software, which are now available and profiled on the updated website at www.kasalis.com. Most notably, we have a new model in production, the Pixid 500, which is a high volume, automated active alignment system that offers a higher UPH for narrow FOV optics.
There will be more updates to the website and blog shortly, as we are busily designing a new office space. The excitement in the office is building for our big move to a new, customized, and larger office. Sales of the Pixid 500, in addition to our signature Pixid 300, are driving growth and increasing technical requirements. We will be incorporating special features into the new office space to accommodate our customers and our newest technologies. Stay tuned.
And please, in the meantime, don’t forget to check out our latest at www.kasalis.com.
Headset for a virtual reality experience
While those of us who are adults now primarily remember video games as joystick- or button-controlled pastimes, children growing up in the immediate future will most likely have a completely different experience to remember as adults, using motion-control games such as the Wii and Kinect, or perhaps even more likely, using the position of their eyes and hands to control what happens. Given the intense amount of resources being focused upon augmented and virtual reality at the moment, gaming in alternate realities looks ready to explode into the mass market.
In the first two months of the year, augmented reality (AR) and virtual reality (VR) companies have received more funding than in all of last year, to the tune of over one billion dollars, sparking an explosion of speculation about which companies will develop the “next big thing.”
Goldman Sachs recently published a report saying that AR and VR could potentially become an $80 billion market by 2025, which is big – roughly the size of the desktop PC market today. The reasoning behind this growth is that AR and VR will not only be used for gaming, but in a wide variety of practical applications throughout sectors such as healthcare, real estate, and education.
However, the most commercially anticipated VR and AR area is gaming. Given the recent launches of both the Oculus Rift and HTC Vive (and the PlayStation VR later this year), the VR space is going to quickly become a tech battleground. In fact, there will also be battles amongst the companies streaming content to VR such as Netflix, Hulu, and Amazon. Stay tuned.