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Motion capture (MoCap) is a technological innovation that has transformed visual art by capturing human movement and translating it into digital form. Originating from early rotoscoping techniques in 1915 and later developed for biomechanics in the 1970s, MoCap became widely used in animation and gaming by the 1990s. This technology has allowed artists to create hyper-realistic characters, expanding the possibilities of storytelling and digital expression. By blending human performance with digital tools, MoCap has broadened perspectives on animation, shifting the belief that digital characters must be entirely hand-animated. However, its reliance on recorded motion has also reduced the need for traditional keyframe animation, changing the artistic process. Ethically, MoCap raises concerns about digital actors' rights, as studios can recreate performances without consent, and the increasing use of digital humans has contributed to deepfake-related issues. Additionally, unequal access to MoCap technology creates disparities in artistic opportunities, as high costs limit its use to major studios while smaller creators struggle to compete. Despite these challenges, imagination plays a crucial role in motion capture, as artists use it to push the boundaries of movement, identity, and realism in visual art, ultimately shaping new forms of knowledge about human expression in digital spaces.

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Digital painting is a combination of traditional art with modern technology. Digital painting uses computer software and graphics tablet to create art. It is made to be more convenient on creating art without using pen, paint, and paper.

Digital painting is faster than traditional painting, making it a better medium choose for fast paced industry, such as films, video games, and advertising.

Different software have different features that helps the artist to create, such as 3D modeling, it helps to create different shapes, textures and lighting for the artist to study.

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Virtual reality is a technique invented in 1968. It can create and put a user into a theoretical environment by wearing it. Imagination plays a significant role in VR because developers must envision the immersive experiences and environments before they can bring them to life with code and the machine. Artists are now using VR as a canvas to form 3D virtual sculptures, paintings, etc. VR allows them to get creative with an endless canvas. Through VR, we can visualize and practice in ways that were impossible in real life, which is why it has such a huge influence on how we gain and apply knowledge.

Consequence/Outcome: People gain knowledge from preventing events that may happen but haven't happen yet in VR. This help to produce a quicker resilience for human brains. VR can simulate experiences that are impossible or dangerous to try in real life. This gives us a safe way to practice things we might not be able to do. Which experiences things beyond our reach produce important knowledge for self-defense and disaster prevention.

Perspective: VR isn't just about learning or listening, it can help users to immerse into the virtual situation/environment. VR train professionals to think differently by putting them in high-pressure situations that require quick decision-making. For instance, Firefighters use VR to train for emergency situations, helping them to react faster and more effectively in real life. In this way, their perspective toward danger situation might change and feel with ease when facing it.

Beliefs: VR can influence other's stereotype by immersing people in realistic experiences that challenge their existing views. For example, VR game 'Becoming Homeless' help players to understand the situation of homeless. Therefore, people may became more supportive of policies to help the homeless.

Ethical impact: Human use VR to experience different situations, sometimes it gets human to feel too realistic that trigger strong emotions. Which might turns into long-term mental health problems.

Share knowledge in community: Since VR are expensive and unaffordable for many communities, it create share knowledge gap between the poor and rich. Causing education inequality, brings advantages for people who were able to afford VR.

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Holography was invented in 1948 by Dennis Gabor. It is a technique that records and reconstructs 3D images. Human used to imagine capturing light in 3D. From the past future-world movies, directors usually put factors such as 3D projection devices, this displays human's imagination of future technology. For this technology, scientists had to think beyond traditional photography and visualize how light waves interact to form a holographic image.

Consequence/Outcome: Holography is used in museum exhibits, entertainment, and advertising, requiring a mix of technical knowledge and creative vision. Artists use holography to create floating, interactive, and dynamic images that change depending on the viewer’s angle. Which shows how it plays an important role in modern art field and how imagination shaped it's production.

Perspectives: Since holography is in 3D shaped with lights, it gain more attention than normal 2D pictures. In this way people are more likely to be interested in the the object that is performing in holography since it looks realistic. Some people might argue that the art exhibitions are boring, however, they might been matched attention from holography and started to consider exhibition as an interesting place.

Beliefs: Holography can recreate historical events in 3D lights which presenting a realistic virtual environment. However, with presenting fake or not yet confirmed informations, it could also changes belief in a negative way. For instance, when holography is used to recreate a WW2 scene and mention that Jewish didn't been killed by Hitler(just for example) this might change some beliefs since the given knowledge was changed.

Ethical impact: Holography is a powerful tool that enhances how we view reality, but it also raises ethical concerns about truth, privacy, consent, and misinformation. As the information mentioned above, it can create fake events, speech, or even people but looking real. If people start believing fabricated holograms, they may lose trust in reality knowledges.

Share knowledge of a community: The chances of having holography as a study tool isn't usual. University with high ranking or having an expensive tuition fee might use it as a tool for educate. Holography can helps students to understand more details in biology, history, human, etc. Nevertheless, students in normal college or less money couldn't have the chances to study this with technology.

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Deepfake was invented in 2017 on a social media platform. It is a technology that manipulates AI and digital art to create hyper-realistic synthetic videos. Early AI researchers started with an imaginative hypothesis before inventing the model. Questioned if AI could learn to recognize and recreate human faces. Therefore, the intersection of AI, creative media, and art forms this technology. As AI appeared more evenly on social media, it started to form an acknowledged perspective for the public. The media platform has been a significant tool for forming fake information and knowledge; as deepfakes join, it is even harder to define true knowledge. Making deepfake a great but obfuscation technology which strongly influence the production of knowledge on internet.

Consequence/ Outcome: Human gets more used to AI technology with manipulate videos, audio, and images. Deepfakes had create a lot of entertainments videos on the internet, bring joy to everyone. However, it also brings ethical risks related to misinformation, identity theft, privacy violations, and trust in knowledge.

Perspective and Beliefs: People with less experience of Internet and AI tools might be easy to believe what is on the media platform, spreading fake knowledges that might changes others perspective. For example, for people who worshiping some celebrity, when other use deepfake to recreate a fake speech for that celebrity, audience/ fans might changes perspective in order to fit the celebrity in the fake video.

Ethical impact: Deepfake also create a storm of privacy violation since a group of people started to transfer individuals or celebrities faces onto inappropriate pictures.

Share knowledge of a community: Since deepfakes set on social media, where informations are spread in high speed, fake knowledge is also shared for the whole community. Which might led to problems in trust or over trust in knowledge on internet.

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The 3D printing machine was invented in 1981 in Japan. Before the technology existed, engineers and scientists had to imagine a way to create objects layer by layer instead of using traditional manufacturing. 3D printing makes the production of models more efficient and quicker. Reducing time and cost for the production process. Additionally, it allows scientists, engineers, and artists to test and visualize ideas in real life before finalizing design. For instance, artists and designers can create unique jewelry and clothing using 3D printing. In conclusion, 3D printing has changed the way we produce knowledge by making ideas easier to test, visualize, and refine.

Consequence/Outcome: faster speed of production in goods, transforming the society in a quicker speed with efficiency.

Perspectives: Before 3D printing, producing 3D products were limited to factories and large-scale production. Now, anyone can design and print objects at home, shifting the perception from consumer to creator. Making individual's brain more creative as they can use this technique to design and solve problems.

Ethical impact: There are a feel of ethical concern. For example, With 3D printing, anyone can copy design and print it out without permission, leading to copyright issue. Another example is that some 3D printed product are disposable, creating plastic waste and turns into environmental pollution concern.

Share-knowledge of a community: Many 3D printing designs are open-source, allowing people to download, modify, and improve designs globally. Making more opportunity for individuals to be a designer or creator. However, it is still an expensive machine with high cost of material and skills. Therefore, it enlarge the gap between those who can and cannot access technology
.Restricts knowledge to privileged groups

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Airplane was invented in 1903 by the Wright brothers.