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).[2] 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.[3] 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.[4]
^"10.000 Moving Cities – Same but Different, VR (Virtual Reality), Interactive Net- and Telepresence-Based Installation, 2015-ongoing". Marc Lee. Retrieved 2018-12-26.
^Frank Popper, From Technological to Virtual Art, Leonardo Books, MIT Press, 2007, Introduction
^Mobile snaps reveal invisible art
^Joseph Nechvatal, "Frank Popper and Virtualised Art", Tema Celeste Magazine: Winter 2004 issue #101, pp. 48–53
Virtualart 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)...
can be born digital content such as, 3D environments, net art, virtual reality and digital art. Often, discussed in conjunction with other cultural institutions...
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and Development of Kinetic Art, New York Graphic Society/Studio Vista, 1968 Frank Popper, From Technological to VirtualArt, Leonardo Books, MIT Press...
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Welch, Blackmon, Liu, Mellers, & Stark 1996) "Virtual Presence" (Barfield et al., 1995) Oliver Grau: VirtualArt: From Illusion to Immersion, MIT-Press, Cambridge...
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