Virtual art Virtual art Virtual art is a term for the virtualization of art, made with the technical media developed at the end of the 1980s (or a bit before, in some cases). These include human-machine interfaces such as visualization casks, stereoscopic spectacles and screens, digital painting and sculpture, generators of three-dimensional sound, data gloves, data clothes, position sensors, tactile and power feed-back systems, etc. As virtual art covers such a wide array of mediums it is a catch-all term for specific focuses within it. Much contemporary art has become, in Frank Popper's terms, virtualized. Virtual art can be considered a post-convergent
Anaglyph 3D the anaglyph technique from the early 2000s is called "Anachrome method". This approach is an attempt to provide images that look nearly normal, without glasses, for small images, either 2D or 3D. With most of the negative qualities, being masked innately by the small display. Being "compatible" for small size posting in conventional websites or magazines. Usually a larger file can be selected that will fully present the 3D with the dramatic definition. The 3D,(Z axis) depth effect is generally more subtle than simple anaglyph images, which are usually made from wider spaced stereo pairs. Anachrome images are shot with