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
Form and document creation hand-in-hand with the human-centered design aspect of visualization as pertaining to form and document creation. Technical communicators should look at their form or document to make sure that the abstract structure of the form or document is helping achieve the overall goal with the reader. Though it focuses on a visual and graphic effect, abstract structure also focuses on wording. The examples that follow are taken verbatim from Power, Bouayad-Agha, and Scott. They show a progression from a passage written by a technical communication novice (a), to an edit by a more experienced technical communicator (b), to an edit by