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 Finally, the form or document should be evaluated during the monitoring stage as it is in use to "maintain its optimal performance". Sless emphasizes the importance of testing at these designated times instead of evaluating as time and money permits. There can be many individualized decisions and problems that can occur depending on the form or document being created, the target audience, and the organization producing the form or document. These problems can occur because of rules set by a technical communicator’s own company or an external governing body. Problems can also occur based on technical problems that the technical