The Presbyopic Camera, The Myopic Object: New Perspectives in Contemporary and Digital Arts

Apart from its versatility and creative potential, Blender is also an integral part of the vast realm of computer graphics imagery and 3D modeling. It represents a medium that holds significance, historical context, and even prehistory, rooted in media remediation, visual studies, and cultures.

Like any medium or tool, Blender has meaning, as cultural codes are embedded within all technologies. For instance, every render engine or 3D modeling tool carries the past, quite literally embedding the history of painting rules and technologies, drawing techniques, perspective, and even physics through optics.

As artists based in Canada and working individually or collectively in the field of contemporary and digital arts, Gauthier, St-Pierre and Latulippe utilize Blender as a central tool. In this presentation, they will first provide an overview of their previous artistic projects, encompassing installation art, videos, 3D printed sculptures, and prints, which will establish the foundation for their artistic approaches and aesthetics.

The overview will include visual examples of our artwork showcased in gallery spaces and within the context of visual or digital arts. Starting from these previous works, they will delve into a specific research and creation project undertaken by the authors that revolves around the concept of culture and meaning embedded in technologies.

This project, entitled "The Presbyopic Camera, The Myopic Object," artistically explores new viewpoints using Blender while revisiting the history of perspective and optics encoded within 3D software. This ongoing and future research-creation project at Université du Québec à Montréal (Canada) has received financial support from the "Fonds de Recherche du Québec – Société et culture."

Presenters: Philippe-Aubert Gauthier, Mathieu Latulippe and Tanya St-Pierre.