Novel Instruments / Media

Perspective directs human attention ever forwards/outwards/upwards, providing new vistas on all spatial scales. Introduced is a systematic approach to three-dimensional spaces and objects contained therein. Perspective leads to mastery of the spatial topics, foreshadowing unprecedented innovations in art, science and technology. All of this begs the question: what does the future hold for the apparently established/distinguished (if somewhat fragmentary) field of optical perspective? What new technological wonders will the subject unlock? 

Unfortunately, predicting the future is fraught with difficulties, because many false paths may appear. Nevertheless, we can perceive the first glimmer(s) of novel perspective developments. Patently, perspective has strongly influenced a variety of art movements. Indeed, perspective-like effects go back to Ancient Egypt, where elements of perspective were employed in hieroglyphic paintings, such as the view/eye-point and changes in form and shape.

The Ancient Greeks also used perspectival foreshortening, diminution of size, plus lighting/shading effects, etc., in a quest for highly realistic and life-like paintings/representations. Next, during the 15th century, linear perspective introduced a unified optical space into representation and lay behind a revolution in scientific instrumentation. Jumping to the modern era, an important movement was Picasso’s Cubism, because its multi-perspective views changed how optical perspective was defined and exposed its limitations. 

Renaissance or linear perspective introduced an objective method for recording or copying the optical world at different levels of abstraction in photographs, cinema, engineering drawings, computer images, maps, etc.Yet newer types of perspective are recognised not so much by method as results.


We have three basic methods of optical perspective view <IMAGING CLASS>. First, looking-in/looking-at perspective uses an eye/camera/representation to explore unidirectional, relatively narrow-field perspective images of a spatial object/area. Secondly, looking-out/around perspective uses an eye/camera/representation to explore wide- or multi-angle perspective images. Finally, looking-through perspective allows seeing ‘through’ spatial scenes and/or perspective windows, or seeing ’inside’ spatial objects; using transparent perspective methods and/or projection displays (ref. optical/ digital methods). 

A key trend is in digital modelling of perspective views/images. Overall, we see a blending of optical perspective methods/systems with real-time computing, remote sensing, Internet of Things, Virtual Reality, Artificial Intelligence, etc. Ergo, a new age of super-informative, all-encompassing, real/simulated, and integrated perspective views/images is gathering pace.

We humans potentially miss an infinity of sights, related to an object’s/scene’s structure/composition, because Forms are too small/large, too far, too dim, too fast, or hidden within opaque material(s); and we’re unaware of radiations beyond visible. Today, through precise modern cameras attached to microscopes, telescopes, satellites, drones, strobe lights, radiation detectors, mobile devices, and computers, our conception of the world is undergoing a remarkable transformation. 

Modern perspective methods/systems/instruments allow us to move far beyond the limitations of natural vision. On all scales from the submicroscopic to the cosmic, they expand our vision, revealing vanishingly faint images, invisible radiation, events imperceptibly swift or slow, remote realms of space, and landscapes/oceans which we cannot capture unaided. 


The digital metaverse is a virtual world where user avatars interact with one another in a 3-D virtual world. The term originated in the 1992 science fiction novel Snow Crash as a combination of “meta” and “universe”, and is a single/universal Internet that is available as an immersive virtual world. Ergo, the metaverse is linked to virtual reality (VR) and augmented reality (AR) headsets and/or immersive screens, etc. 

Components of metaverse technology have been developed within online video games; for example, the 2003 virtual world Second Life was the first metaverse, incorporating many aspects of social media in a three-dimensional world, with users represented as avatars. Second Life creator Philip Rosedale described the metaverse as a three-dimensional Internet populated with live people. 

Proposed applications for metaverse technology include improving workplace productivity, creating interactive learning environments, enabling e-commerce, facilitating mass-audience interaction, advancing healthcare, and enhancing real estate. However, despite such claims, and the involvement of companies such as Facebook and Microsoft, truly immersive and general-purpose metaverse systems seem to be a long way off. 


To some people, the term perspective is associated with the graphical technique of creating a drawing/painting, or of capturing a photographic image, being methods/systems that embody the rules of central or linear perspective. Whilst these are common applications of perspective, the accurate (and passive) representation of a spatial scene is by no means the only, or even the most common, use of perspective principles/methods. 

The diverse techniques of mathematical perspective have been applied to a vast range of problem areas across many fields of endeavour, beyond mere aesthetic representation or imaging of spatial objects and scenes. For example, perspective techniques lie behind spatial problems in astronomy, space flight, surveying, geographic information systems (GIS), cartography, navigation, photogrammetry, weather monitoring systems, medical imaging (MI), computer-aided design (CAD), commuter vision, special effects (SFX), Virtual / Augmented Reality (VR/AR), Global Positioning System (GPS), computer-chip manufacturing, etc. 

Perspective is a foundational topic, having much in common with ‘theoretical’ subjects like algebra, geometry, and number theory. Still, it has close links to physical-based disciplines like art, representation, scientific imaging and spatial measuring instruments. Perspective enables humans to better perceive, measure, model, and create views of spatial reality.

In sum, perspective provides almost inconceivably powerful portals to a host of marvellous and enlightening visual worlds!