Virtual worlds are equivalent to a Copernican revolution.
Before, we turn around the images, now we turn into them. (...)
By producing in us the illusion that we can enter the pictures, like Alice
in Wonderland, virtual worlds invade our cerebral cortex, where impose
their laws and games. Hence abysmal hesitations arise, but also hopes
and thoughts elsewhere.
Quéau, The Virtual - Virtues and Dizziness, Paidós Editions,
Barcelona, 1995) .
2 April - 27 June 2010
world" in common sense, leads to the idea of a 3D environment, which
seeks to resemble the real world. These worlds actually imitates the real
world laws such as gravity, topography, communication, etc., creating
alternative worlds to reality designed primarily for entertainment (such
as, for example, computer games).
In recent years, we witnessed a massive growth in internet and
the birth of many virtual worlds are beginning to depart from the rudimentary
purpose of entertainment, evolving into real social networks of some importance
(as is the case of Second Life).
(or 3D modeling) is an area of computer graphics that is aimed at generating
entities in three dimensions, static scenes (rendering), moving images
(animation), with or without interactivity.
It is basically the creation of forms, objects, characters, scenarios.
For preparation used advanced computational tools targeted for this type
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