Artist Profile: Krist Wood

Top: Still from Siix, 2009. Bottom: Still from Mausoleum, 2009.
Looking at your work online is a process of discovery by links. It unfurls in a number of different websites, like Computers Club, Begin Records, both of which you set up, and Internet Archeology. Could you talk about the character of these initiatives and whether you see a cohesive element in them?
I will state what I think they are and describe an aspect of my interest in each. Computers Club is a set of identities that derive from computer users. The concept of identity in the context of the internet has been my principle interest as a computer user. To me, an identity on the internet is a fascinating system of information that gives rise to a character embodying a unique kind of shape and form. These forms can be arranged into a super-structure of information that itself has a kind of identity. The way that these characters synthesize, capture and release information; make choices, and exert influence gives rise to a higher order identity, as a grouping, that shifts and evolves over time. Computers Club is such a grouping. What shape will it take and how will it feel? That's what I wonder.
Begin Records is a preservation for the creative works of individuals who have a polymathic way of life. My philosophy of art is rooted in an idea that the core of one's person is unique and different from that of any other. People could journey inward, venturing as close as possible to that core or center, then endeavor to rearrange their environment to reflect what they've discovered there. That is my personal definition of art; something that I think has many definitions. The general act of rearranging one's environment could encompass ...
Another Book on the Bookmarks Shelf: BooksOnLine
BooksOnLine is an experimental free access library initiated in 2006 by artist Pierre Hourquet. The website features more than thirty books by a variety of artists, with titles such as Honey blood (by artist Suzanna Zak), Slow (Flemming Ove Bech), Not in that Particular Order (Grégoire Grange), or Homeless Caravan (Damon Way), hinting at the book's content, but not revealing a thing about the artist or the designer.
"In the beginning, I wanted to publish books. Designing books and printing them is very easy. But distributing them would be a full-time job. So I decided to publish books online.
The first books were made with friends—artists or photographers—then, after making a few books, I decided to contact artist I like. Every artist I've contacted has been very glad and enthusiastic to contribute. Some of them became good friends.
I like to design the most basic book I could, a very simple one with a colored cover and few pages. So the books have the same shape, the same number of pages, and all use the same font. The layout is more specific for each book."

In need of a Heroine: Angela Washko's "Heroines with Baggage (How Final Fantasy Shaped My Unrealistic Demands for Love and Tragedy)"
Heroines with Baggage (How Final Fantasy Shaped My Unrealistic Demands for Love and Tragedy)
Heroines with Baggage is a video essay using footage taken directly from the famous early 90s role-playing SNES video game Final Fantasy III. The video deconstructs the game, creating a non-linear narrative that follows the trajectories of two of the three playable female characters in the fourteen-character game. Washko describes that she was interested in the female characters that she used to play as a child not because of their sparsity in the game, which can be explained by the fact that reportedly, far fewer females than males played these games in the early 90s, but rather, due to the way these characters were presented.
Washko's video reveals a game where the characters show a certain teenage sentimentality with no real emotional depth, where a princess sings "Oh my hero / So far away now. / Will I ever see your smile?" And another female character gasps at the sight of a male character, "You…saved me?" According to Washko, the female characters constantly mention their desire to experience love, unlike the male characters who do not mention the concept of love at all, resulting in the fact that even though these characters are playable, meaning, have strengths and plot focus, they remain projections of archetypal powerful-yet-victimized women.
Featuring the game's fantastic original soundtrack and the old-school video game aesthetics, the video cuts out the battle and search scenes, usually the game's focal point, in order to look at the game's background story and draw attention to the way it portrays femininity and the model this had served to women like Washko herself, who played the game as young girls. Not that the result was their ultimate subjection to heroes who would save them ...
Frank Benson’s “Human Statue (Jessie)” at Taxter & Spengemann

Frank Benson, Human Statue (Jessie), 2011, bronze.
All this is the product of digital photography and 3-D reproduction. But while it is a wonder of contemporary technology, it also harks back to the art of the Ancient Greeks, who, in their bronze sculptures of divine beings, began a tradition of subordinating metaphysics to empiricism to which we still are beholden. Once we might have prayed to such a goddess. Now we meditate on time and timelessness; the ideal and the real; the quick and the dead.
Human Statue (Jessie) is a new work by New York–based artist Frank Benson. The life-size bronze figure of a woman was first designed digitally using photographic scans of the model, which were then used to construct a virtual model that was fabricated in bronze.
More discussions on relationships between Greek art and new media here:
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Artist Profile: Marina Zurkow
Mesocosm (Northumberland, UK), Fall (2011), Flash standalone application
You describe your work as making psychological narratives about humans and their relationship to animals, plants, and the weather. It might seem surprising that this relationship to the natural world is depicted via computer animation. How do you perceive the use of technology in order to describe the natural? What does the computer offer you specifically when thinking about nature or the natural?
All representations employ some form of technology—start with burnt charcoal on cave walls.
Why the computer? Why suck all this electricity out of the wall to make inquiries into the representation of climate change? Why pick animation, which is a most unnatural form? There are tools and aesthetic choices that I naturally gravitate towards—in this case, scalable vector graphics that I can make move.
My work started as pictograms and cartoons, leveraging the language of signage and the cute, because cartoons and info graphics are sly. Animation has freedom from verisimilitude, and warrants the fantastic. I’ve remained interested in making work that leaves you (and me) unsure if it’s clip art or hand-drawn, work that sits between the handmade analogue and the digital.
Much of the work I make is keyed to internet research, obscure stories, contradictory data, and highly circulated media. The Poster Children was made in 2007 when the polar bear became the poster child for global warming (Al Gore’s An Inconvenient Truth) and the poster child (again) for the cutest (Knut, born at the Berlin Zoo), and it was also the year of the Virginia Tech shooting which spawned copycat killers’ electronic press kits on YouTube, anti– and pro– gun law campaigning, and racism (questioning whether an Asian has the right to perpetrate this sort of massacre which has historically been ...
