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 color channels to prevent double imaging. The basic (ACB) method adjusts red, green and blue, but adjusting all six color primaries is preferred. The effectiveness of the (ACB) process is proven with the inclusion of primary color charts within a stereo pair. A contrast-balanced view of the stereo pair and color charts is evident in the resulting (ACB) processed anaglyph image. The (ACB) process also enables black and white (monochromatic) anaglyphs with contrast balance. Where full color to each eye is enabled via alternating color channels and color-alternating viewing filters, (ACB) prevents shimmer from pure-colored objects within the modulating