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 science, and higher education. Also, chemical structures, particularly for large systems, can be difficult to represent in two dimensions without omitting geometric information. Therefore, most chemistry computer software can output anaglyph images, and some chemistry textbooks include them. Today, there are more advanced solutions for 3D imaging available, like shutter glasses together with fast monitors. These solutions are already extensively used in science. Still, anaglyph images provide a cheap and comfortable way to view scientific visualizations. Anaglyph 3D Anaglyph 3D is the name given to the stereoscopic 3D effect achieved by means of encoding each eye's image using filters of