Animation Virtual Video are 3D cartoons. They are the three-dimensional development of the traditional 2D cartoons.
Plane animation based on drawings in two dimensions have been being developed since the start of last century. The current novelty lies in the development and the perfection of that which the latest three-dimensional drawing techniques have achieved, CGI Animation (Computer Generated Imagery), which allows for the creation of elements that have volume and that can generate a virtual space.
The process consists of making a model of each element and character, utilizing a virtual technique that is almost sculptural or even getting them already made to film them afterward in this three-dimensional space.
So-called Virtual Video, divides, like in the previous case, CGI images also, but they are not animated drawings. They are three-dimensional images, or Computer Generated Imagery, which seem real and that allow for a volumetric 3D development. Through the images, elements that have volume and that can generate a virtual space are created. A place that is susceptible to being photographed and even filmed from different angles and points of view. The aspect of reality confuses us at first glance, but the images are always representations and virtual creations; they are not real. The artists generate a new world.
The spectator observes a surprising image that seems to exist in an intermediate space situated between the real and the fictitious.
These realizations allows allegories and scenes to be developed under an attentive eye, slowed down, in suspense, allowing for the discovery of unusual details and achieving a certain spatial bewilderment. The real unrealness captured.

ANIMATION CGI
VIRTUAL CGI
VIRTUAL VIDEOGAMES
Video games can pertain to the second level of immersion, called the Virtual, when they are specifically designed by programmers and graphic designers with a commercial goal, of a promotional nature, like a teaser or for publicity, or can pertain to the third immersive level, that is, being developed in the metaverse when the video game forms part of the generated world.
“The nocturnal trip is a video game project/art based on the universal history of a person's trip toward mystic illumination. The visual inspiration for the nocturnal trip is extracted from Bill Viola's first works. Regarding his narrative, the inspiration comes from the lives and the writings of famous historical figures, like: Rumi, the Islamic poet and mystic from the 13th Century' Ryokan, from the 18th Century, Zen Buddhist and poet' San Juan de la Cruz, the Spanish mystic and poet from the 16th Century; and Plotino, the philosopher from the third century.
The interactive design tries to evoke a feeling of the archetypal trip for illumination in the mind of the player through the “mechanics” of the gaming experience—that is, the decisions and the actions that the player makes during the game. The player's trip through The Nocturnal Trip brings them through a poetic land, a space that has spiritual qualities, and that is more reflexive than geographical spaces. The main mechanics of the game are the act of traveling and reflecting once arriving at certain destinations—the trip along a path toward illumination. The gave is being developed with video game technologies, and is trying to widen the limits that gaming experiences can communicate with an exclusive visual design, with different content and mechanics.
The team has created a set of personalized techniques for post-processing for the 3D environment feel that this “explorable video” evokes, with the integration of the images from Bill Viola's works in the gaming world, on the technical level as well as the creative.” [GameInnovationLab]
HOLOGRAMS
A hologram is a 3D image completed with an advanced photography technique. In the process, a laser is used that microscopically records the photo-sensitive movie, which serves as the base. This movie, upon directly receiving the light from an adequate perspective, projects an image that is three-dimensional or 3D.
In the musical environment, holograms of singers that have disappeared are used, like Michael Jackson, Elvis Presley, Nat King Cole, Frank Sinatra, Lisa Lopes, Tupac Shakur and Joe Arroya. Poets and historical figures, like Pablo Neruda, ran through the streets of Chile on the 110th anniversary of his birth.
However, holograms can also be used to created virtual or digital characters, like is the case with vocaloid singers like Hatsune Miku, a famous Japanese virtual idol that has millions of followers.
VIRTUAL
V I D E O A R T V I R T U A L
Far from the real, we find the first degree of virtual immersion, and, utilizing a different technique, we find ourselves with two sub-types of virtual video, depending on whether one wishes to transmit an appearance that is more mimetic or less mimetic than our reality.
In the case of the first, Animation, we find three-dimensional drawings that are far from their real representations, with the aspect of “cartoons.” In the second case, on the other hand, the images present scenes with such a real aspect that they could be confused with authentic photographs or captures if not for the fantastical themes reproducing impossible situations; virtual film.
Rodrigo Blaas "Alma" vídeo
Jesús Orellana "Rosa"
Alex Roman aka Jorge Seva "The third & the seventh" video
Jorge Seva "The Third & the Seventh" filmscreen
Clemens Wirth "Late autumn garden"
Hatsune Miku "MAGICAL MIRAI 2013" at Yokohama Arena in Japan