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 especially Red/Green. Many anaglyph makers purposely integrate impure color channels and viewing filters to enable better color perception, but this results in a corresponding degree of double imaging. Color Channel Brightness % of White: Red-30/Cyan-70, Magenta-41/Green-59 or especially Blue- 11/Yellow-89), the lighter display channel may be darkened or the brighter viewing filter may be darkened to allow both eyes a balanced view. However the Pulfrich effect can be obtained from a light/dark filter arrangement. The color channels of an anaglyphic image require pure color display fidelity and corresponding viewing filter gels. The choice of ideal viewing filters is dictated by