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 acetate. While the first 3D comic in 1953 sold over two million copies, by the end of the year sales had bottomed out, though 3D comics have continued to be released irregularly up until the present day. Three-dimensional display can also be used to display scientific data sets, or to illustrate mathematical functions. Anaglyph images are suitable both for paper presentation, and moving video display (see neuroimage related paper ). They can easily be included in science books, and viewed with cheap anaglyph glasses. Anaglyphy (including, among others, aerial, telescopic, and microscopic images) is being applied to scientific research, popular