The Rhizome Digest merged into the Rhizome News in November 2008. These pages serve as an archive for 6-years worth of discussions and happenings from when the Digest was simply a plain-text, weekly email.
Subject: RHIZOME DIGEST: June.29.01 From: list@xxxxxxxxxxx (RHIZOME) Date: Fri, 29 Jun 2001 19:30:56 -0400 Reply-to: digest@xxxxxxxxxxx Sender: owner-digest@xxxxxxxxxxx RHIZOME DIGEST: June 29, 2001 Content: +query+ 1. Christiane Paul: Idealine posting +work+ 2. schoenerwissen: AverageOutput 3. eric: invisiblenation 4. José Luis Brea: Inserts--Dora Garcia +opportunity+ 5. Andy Clarke: COSIGN 2001 +announcement+ 6. Marisa S. Olson: ArtCade AT SFMOMA +feature+ 7. Mark Tribe and Alex Galloway: Net Games Now + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 1. Date: 6.29.01 From: Christiane Paul (paulc AT inx.net) Subject: Idealine posting Request for Help for Online Project: IDEALINE a project by Martin Wattenberg for the Whitney's artport site Martin Wattenberg is currently working on an "Idealine" for the artport website. The "Idealine" is meant to be a map of net artworks created over the past six years--visualizing a "history" of net art in terms of the ideas and concepts the works are based upon. A crucial aspect of the project is the idea of context and visualization of relations/thematic connections between net artworks. The map is a visualization of a database that has been created for this project. We're appealing to the net art community to help us create our database. We've set up an open page on Quickbase, an online data center, which you can use to add information about yourself, your art, and its relation to other works of net art. The context information is very important: your artwork's visualization in the final map will be influenced by the number and type of works you've cited as contexts (artworks that influenced you or have similar goals or your own previous works). We're hoping that you can add your data. We really appreciate your effort and advice! For detailed instructions, please go to http://www.whitney.org/artport/Idealine.html + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +ad+ LAWSUIT AGAINST LEONARDO DISMISSED IN FRENCH COURT!! On Monday 28 May 2001 a three-judge panel in Nanterre, France, issued a preliminary ruling dismissing all of the charges filed by Transasia Corp. and Leonardo Finance against the international arts organization Association Leonardo. For more information: http://mitpress.mit.edu/e-journals/Leonardo/isast/lawsuit.html + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 2. Date: 6.25.2001 From: schoenerwissen (yg AT myrealbox.com) Subject: AverageOutput Keywords: visualization, survey, emotion the output is now online. thanks to the contributors. http://average.minitasking.com + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +ad+ *MUTE ON THE ROAD* Recently the Mute team has been to some pretty exciting festivals & events. To find out what we thought of the Venice Biennale, Sonar Festival & the LMC Festival of Experimental Music, go to http://metamute.com/events. To respond to our responses or discuss events you've been to: http://metamute.com/forum/viewforum.php?forum=1&2 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 3. Date: 6.26.2001 From: eric (eric AT invisiblenation.com) Subject: invisiblenation Keywords: internet, interact The first version of invisiblenation is online. Feedback is welcome. http://www.invisiblenation.com + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +ad+ JUST OUT - Sandbox Magazine #9: GENDER PLAY http://www.sandboxarts.org Featuring Cupcake, JT LeRoy, Bob Flanagan, Sheree Rose, Dred King, The Backdoor Boys, Black Lily, Pet(e) Silvia, Matthew Shepard/Angel Action interviews + articles + reviews (Cupcake - http://www.sugarandspice.org) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 4. Date: 6.24.2001 From: José Luis Brea (jlbrea AT aleph-arts.org) Subject: Inserts--Dora Garcia Keywords: performance, internet, database, duration "Inserts in Real Time" is a project unfolding as a series of "real" interventions in "real" time by means of performances, carried out by actors following the instructions of Dora García. These performances will take place in different venues throughout the year 2001, within the context of different festivals and/or exhibitions ("Festival a/d Werf"- Utrecht, "Stromereien"- Zurich, "Marres"- Maastricht, "La Gallera"- Valencia, "La Caixa" - Barcelona) Each of the projects-performances has its own time development, from a few minutes (The Locked Room) to several hours (The Notebook, Proxy) and even to months (The Black Veil, The Circle, Coma), or, potentially, forever (All The Stories). Because of this temporal extension, nobody (not even the artists, sometimes not even the performers) can witness the performances in their totality. Therefore a very important part of the "Inserts in Real Time" project is the distribution of information about the project (which is done through the net). Each performance, or "insert", is completed by a "Diary", consisting of notes, reflections, documentation, photographs, QT movies, and real diaries written by the artist or the performers, and sent by means of e-mails to the site every day that a performance takes place. This means that each insert exist both as action and as narration. All this information can be visited in the website "Inserts in Real Time" http://aleph-arts.org/inserts/ Aleph has created as well a distribution/subscription list offering you the possibility of receiving directly in your mailbox the messages constructing the diaries. http://aleph-arts.org/inserts/subscribe/ This means that you can easily follow the development of the performances, being part of a parallel audience to the project, an audience slightly "shifted" from the real time audience directly witnessing the performances. "Inserts in Real Time" consists of 10 projects, three of them being performed right now ("Proxy", "The Glass Wall", and "Crowd", this last project made in collaboration with the American choreographer David Hernandez). A fourth insert is being launched these days: All The Stories. In "All The Stories", public and performer are one and the same person. This means that every visitor of the site http://aleph-arts.org/inserts/allthestories/ is a potential performer of the insert. If you subscribe to "Inserts", then you will be a potential performer forever, if you wish. Check it out. http://aleph-arts.org/inserts/intro.html http://aleph-arts.org/inserts/ http://aleph-arts.org/inserts/subscribe/ http://aleph-arts.org/inserts/allthestories/ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +ad+ Artbyte celebrates its third anniversary with a stunning May/June issue and shiny new website. This month, directors Bernard Rose and Agnes Varda measure the effects of the digital video revolution. Go to Artbyte.com for news, reviews and a special online subscription offer: https://www.artbyte.com/ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 5. Date: 6.27.2001 From: Andy Clarke (andy AT kinonet.com) Subject: COSIGN 2001 Keywords: conference, language, practice, interface 1st International Conference on COMPUTATIONAL SEMIOTICS IN GAMES AND NEW MEDIA http://www.kinonet.com/cosign2001 CWI, Amsterdam (The Netherlands) 10th September - 12th September, 2001 + + REGISTRATION NOW OPEN http://www.cwi.nl/conferences/Cosign2001 + + + REGISTRATION DETAILS Registration is now open for COSIGN 2001: Computational Semiotics in Games and New Media. There are discounts for early registration and special student rates. Details can be found at: http://www.cwi.nl/conferences/Cosign2001 Early registration is encouraged, and attendees are advised to book their hotel rooms well in advance due to the limited amount of accommodation available in Amsterdam. Links to hotel listings are available on the main conference website: http://www.kinonet.com/cosign2001 The programme for the conference will be posted to this website shortly. + + + CONFERENCE SCOPE This cross-disciplinary conference explores the ways in which semiotics (and related theories such as structuralism and post-structuralism) can be applied to creating and analysing computer-based media. It is intended for anyone with an interest in areas of overlap (or potential overlap) between semiotics and interactive digital media - including artists, designers, critics, computer scientists, HCI, AI and VR practitioners, semioticians, narratologists and new media practitioners. Computational semiotics is understood here to be the application of semiotic theories to interactive digital media and has three main areas (which overlap). They are: + The way in which meaning can be created by, encoded in, or understood by, the computer (using systems or techniques based upon semiotics). + The way in which meaning in interactive digital media is understood by the viewer or user (again using systems or techniques based upon semiotics). + The use of semiotics as the starting point for a system for looking critically at the content of interactive digital media - devising a critical framework equivalent in status and depth to art theory or academic film criticism. Media that make use of the unique capabilities of digital systems are of particular interest to this conference. These include: computer games, interactive narratives and other forms of interactive entertainment; interactive video; virtual reality systems and virtual environments; and hypermedia. In addition to academic and theoretical papers, there will be presentations by several digital artists of practice-based work relevant to the themes of this conference. Selection of these artworks has been based upon their relevance to the themes of the conference, their interest in demonstrating or exploring the potential of new media, and their challenging of perceptions, theoretical assumptions, or understanding in any areas related to the conference. + + + CONFERENCE PROGRAMME The conference brings together academic papers and posters from as far afield as the USA, Australia, Japan, Norway, Denmark, Croatia, Italy, Germany, Brazil, and the UK. Topics covered include: the aesthetics of virtual environments; the production of place in role-playing games; semiotic and non-semiotic MUD performance; literary theory and computer games; the design of interactive narratives; the mapping of movement to sound; web-based documentaries; the design of content management systems; montage; the semiotics of interface design; etc. In addition to academic and theoretical papers, there will be presentations by several internationally-known digital artists of practice-based work. Selection of these artworks has been based upon their relevance to the themes of the conference, their interest in demonstrating or exploring the potential of new media, and their challenging of perceptions, theoretical assumptions, or understanding in any areas related to the conference. A list of selected papers, posters and artworks can be found on the main conference website at: http://www.kinonet.com/cosign2001 http://www.cwi.nl/conferences/Cosign2001 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +ad+ The Electronic Literature Directory is a valuable resource for readers & writers of e-literature. The ELO's directory provides an extensive database of electronic texts, their authors, & their publishers. Entries include poetry, fiction, drama, & nonfiction written for new-media environments. Read the web: <http://directory.eliterature.org/>! + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 6. Date: 6.27.2001 From: Marisa S. Olson (marisa AT concentric.net) Subject: ArtCade AT SFMOMA Keywords: symposium, video games, historical The members of SMAC (SFMOMA Media Arts Council) would like to invite you to our second symposium "ArtCade: exploring the relationship between Video Games and Art", at the San Francisco Museum of Modern Art. This event aims at bringing together artists, academics, industry pioneers, designers and technologists, to discuss the dynamics between video games and art. In addition to a panel discussion, the event will include an ArtCade, showcasing games and informal presentations by their authors. The panel discussion, moderated by Linda Jacobson (co-founding editor of WIRED magazine), will feature Nolan Bushnell, inventor of Pong and founder of Atari; Will Wright, designer of SimCity and the Sims; Lev Manovich, media artist, theorist and author of The Language of New Media; and Margaret Crane, media artist and former artist in residence at Xerox P.A.R.C. The ArtCade will include a cross section of video games from the 70's to the present, demonstrations of yet to be released games as well as CD-ROM and online work by artists that use the esthetic of video games as a departure point in their work. + + + DATE: Thursday, July 19, 2001 TIME: 5:00 p.m. ArtCade Reception - 6:30 p.m. Panel Discussion PLACE: San Francisco Museum of Modern Art http://www.sfmoma.org/ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 7. Date: 6.29.01 From: Mark Tribe and Alex Galloway (alex AT rhizome.org) Subject: Net Games Now [This essay was written for "Game Show," an exhibition at MASS MoCA in North Adams, Massachusetts (USA). Mark Tribe and Alex Galloway curated the online portion of the show, selecting the five works listed below. Game Show is on display through Spring 2002.] Did you know that at any given moment in the year 2001, all around the world, close to thirty thousand people will be playing the same computer game? EverQuest is an on-line role-playing adventure game, "a real 3-D massively multiplayer fantasy role-playing game," according to its creators. An on-line world filled with monsters and humans, complex economies and social politics, EverQuest was developed by Sony and is one of the most popular games in the history of computing, on par with other megagames such as Ultima Online and Sim City. Players often band together in groups to increase their chances of survival. Many are already referring to the game as "EverCrack" because of its addictive qualities, with some players devoting most of their waking hours to the game. EverQuest Enchanters and other sought-after characters routinely sell for hundreds of dollars on eBay. Game culture is big business. First-person shooter video games such as Quake, Deus Ex (created by game guru Warren Spector), and the wildly popular Half-Life have established the long-term legitimacy of gaming, maturing from its roots in the run-and-jump "side-scroller" console games of the 1980s. In 2000 the gaming industry surpassed Hollywood in gross annual revenues to become the second largest entertainment industry after music in the United States. Net artists have their own statistics to brag about. In December 1999, etoy, a European art group, staged a two-month global art game called Toywar (http://www.toywar.com), which is described by the artists as "the single most expensive performance in art history: $4.5 billion in damage!" In 1999 etoy was sued by Internet toy retailer eToys, which claimed that Internet toy buyers might be confused and potentially offended by the artists' web site (a work of art itself) if they typed "etoy" rather than "etoys" into their Internet browsers. Because the artists had been using the name well prior to the toy retailer, many in the art world were angered by the lawsuit. In response to the lawsuit, etoy created Toywar, an on-line gaming platform playable simultaneously by multiple users around the world. The goal of the game was to wage an "art war" against eToys, Inc., and drive down the value of the company's stock. As the etoy press agent wrote in December 1999: "We will release an action entertainment game. People are part of a huge battlefield, where they can fight against eToys, Inc." The Toywar battlefield was a complex, self-contained system, with its own internal e-mail, monetary system, social actors, geography, hazards, heroes, and martyrs. In the first two weeks of the game, eToys's stock price fell more than 50 percent. The corporate efficiency and energy of etoy--who would rather disband than part with its dot-com domain name, the core of its artistic identity--was directed at another commercial entity, creating what indeed may have been the most financially damaging performance piece in the history of art. Money aside, Toywar was certainly the first epic Net art project. It was big and exciting. Players in Toywar felt like real soldiers with a cause, participating in an effort that was meaningful, new, and fun. Role-playing, spoofing, and general chicanery are par for the course on Net art e-mail lists like 7-11, asco-o, and Rhizome Raw. Often, artists invite others to play along with their participatory art games. In 1997, M.River & T.Whid Art Associates (MTAA) started a participatory game called Direct to Your Home Art Projects. Each month, MTAA would e-mail to participants a set of instructions for activities that could be done at home, often involving a computer. The "players" were to follow the instructions, document their actions, and e-mail their documentation back to MTAA. MTAA, in turn, acknowledged each piece of documentation as an "edition" of the overall artwork by sending participants certificates of authenticity for their contributions. In a similar piece, Eryk Salvaggio posted seven installments of his Free Art Games on e-mail lists, inviting his readers to perform a series of free, fun activities. Free Art Game #4 offered instructions on how to "Start your career as a Net artist." The sixth game, The Slowest Modem, gave specifications on a 0.00243809523809 kb/s modem created by snail- mailing data on diskettes rather than via the Internet. The general buzz around artist-made games solidified in 1999 with Anne- Marie Schleiner's on-line exhibition Cracking the Maze (http://switch.sjsu.edu/CrackingtheMaze/). Schleiner was particularly interested in "mods," "patches," and other game hacks. Mods and patches are custom versions of video games that feature graphics, scenarios, and other modifications created by players of the original games. As Schleiner wrote, "Game-patching in the 1990s has evolved into a kind of popular hacker art form, with numerous shareware editors available on the Internet for modifying most games." Her exhibition chronicled many of the original artist hacks, such as RTMark's now legendary modification of the game SimCopter. Like many other artist-created games, BlackLash, from the British group Mongrel, adds a layer of political critique to a familiar game structure. In BlackLash, the player must fight back against swastika- bearing spiders and hooded Ku Klux Klan members. Part video game, part social commentary, BlackLash illustrates the drama of political activism in a fun, computer game format. SiSSYFiGHT 2000 by Eric Zimmerman (with the staff of Word.com) is a slick on-line game that lets users don the identities of bratty schoolgirls, each trying "to physically attack and majorly dis [their] enemies until they are totally mortified beyond belief." Though hilariously funny, the game takes a hard look at the real peer pressure faced by adolescent girls. The game has more than one hundred "girls" playing on the site at any given moment. During the "net_condition" exhibition at the ZKM in Karlsruhe, Germany, a group called "esc to begin" created Font Asteroids, a game based on the arcade classic Asteroids. First the user selects a web site. Then the text from the web site provides interplanetary debris that must be destroyed. Also riffing on old-school video game aesthetics, a duo from Beige Records has released a vinyl 12-inch called "8-bit Construction Set." Among the many squiggles, beeps, and other audio samples taken from old Atari and Commodore computers, the record preserves the actual source code from old games in audio format, just as the original hardware did using a tape drive. Though the analog hiss may make for bad listening, it does make for good art--like a computerized ready-made. Is there a difference between games and art? We might be wise to take the advice of leading game designer Warren Spector when he tells us to "run in terror from any game developer who says 'I'm an Artist!'" When an artist says "I'm a game developer," however, run, don't walk, to the nearest computer. + + + The following games are included in the online portion of Game Show: The Intruder Natalie Bookchin http://calarts.edu/~bookchin/intruder Jackpot Maciej Wisniewski http://adaweb.walkerart.org/context/jackpot Pencil Whipped Lonnie Flickinger http://www.maxminn.com/chiselhead/pw.html SOD Jodi http://sod.jodi.org Trigger Happy Thomson & Craighead http://www.ucl.ac.uk/slade/slide/th/title.html + + + http://www.massmoca.org/ http://www.toywar.com http://switch.sjsu.edu/CrackingtheMaze/ http://calarts.edu/~bookchin/intruder http://adaweb.walkerart.org/context/jackpot http://www.maxminn.com/chiselhead/pw.html http://sod.jodi.org http://www.ucl.ac.uk/slade/slide/th/title.html + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Rhizome.org is a 501(c)(3) nonprofit organization. If you value this free publication, please consider making a contribution within your means. We accept online credit card contributions at http://rhizome.org/support. Checks may be sent to Rhizome.org, 115 Mercer Street, New York, NY 10012. Or call us at +1.212.625.3191. Contributors are gratefully acknowledged on our web site at http://rhizome.org/info/10.php3. Rhizome Digest is supported by a grant from The Andy Warhol Foundation for the Visual Arts and with public funds from the New York State Council on the Arts, a state agency. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Rhizome Digest is filtered by Alex Galloway (alex AT rhizome.org). ISSN: 1525-9110. Volume 6, number 26. Article submissions to list AT rhizome.org are encouraged. Submissions should relate to the theme of new media art and be less than 1500 words. For information on advertising in Rhizome Digest, please contact info AT rhizome.org. To unsubscribe from this list, visit http://rhizome.org/subscribe.rhiz. Subscribers to Rhizome Digest are subject to the terms set out in the Member Agreement available online at http://rhizome.org/info/29.php3. |
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-RHIZOME DIGEST: 1.08.05 -RHIZOME DIGEST: 1.01.05 -RHIZOME DIGEST: 12.17.04 -RHIZOME DIGEST: 12.10.04 -RHIZOME DIGEST: 12.03.04 -RHIZOME DIGEST: 11.26.04 -RHIZOME DIGEST: 11.19.04 -RHIZOME DIGEST: 11.12.04 -RHIZOME DIGEST: 11.05.04 -RHIZOME DIGEST: 10.29.04 -RHIZOME DIGEST: 10.22.04 -RHIZOME DIGEST: 10.15.04 -RHIZOME DIGEST: 10.08.04 -RHIZOME DIGEST: 10.01.04 -RHIZOME DIGEST: 9.24.04 -RHIZOME DIGEST: 9.17.04 -RHIZOME DIGEST: 9.10.04 -RHIZOME DIGEST: 9.03.04 -RHIZOME DIGEST: 8.27.04 -RHIZOME DIGEST: 8.20.04 -RHIZOME DIGEST: 8.13.04 -RHIZOME DIGEST: 8.06.04 -RHIZOME DIGEST: 7.30.04 -RHIZOME DIGEST: 7.23.04 -RHIZOME DIGEST: 7.16.04 -RHIZOME DIGEST: 7.09.04 -RHIZOME DIGEST: 7.02.04 -RHIZOME DIGEST: 6.25.04 -RHIZOME DIGEST: 6.18.04 -RHIZOME DIGEST: 6.11.04 -RHIZOME DIGEST: 6.04.04 -RHIZOME DIGEST: 5.28.04 -RHIZOME DIGEST: 5.21.04 -RHIZOME DIGEST: 5.14.04 -RHIZOME DIGEST: 5.07.04 -RHIZOME DIGEST: 4.30.03 -RHIZOME DIGEST: 4.16.04 -RHIZOME DIGEST: 4.09.04 -RHIZOME DIGEST: 04.02.04 -RHIZOME DIGEST: 03.27.04 -RHIZOME DIGEST: 03.19.04 -RHIZOME DIGEST: 03.13.04 -RHIZOME DIGEST: 03.05.04 -RHIZOME DIGEST: 02.27.04 -RHIZOME DIGEST: 02.20.04 -RHIZOME DIGEST: 02.13.04 -RHIZOME DIGEST: 02.06.04 -RHIZOME DIGEST: 01.31.04 -RHIZOME DIGEST: 01.23.04 -RHIZOME DIGEST: 01.16.04 -RHIZOME DIGEST: 01.10.04 -RHIZOME DIGEST: 01.05.04 -RHIZOME DIGEST: 12.21.03 -RHIZOME DIGEST: 12.13.03 -RHIZOME DIGEST: 12.05.03 -RHIZOME DIGEST: 11.28.03 -RHIZOME DIGEST: 11.21.03 -RHIZOME DIGEST: 11.14.03 -RHIZOME DIGEST: 11.07.03 -RHIZOME DIGEST: 10.31.03 -RHIZOME DIGEST: 10.25.03 -RHIZOME DIGEST: 10.18.03 -RHIZOME DIGEST: 10.10.03 -RHIZOME DIGEST: 10.03.03 -RHIZOME DIGEST: 9.27.03 -RHIZOME DIGEST: 9.19.03 -RHIZOME DIGEST: 9.13.03 -RHIZOME DIGEST: 9.05.03 -RHIZOME DIGEST: 8.29.03 -RHIZOME DIGEST: 8.22.03 -RHIZOME DIGEST: 8.17.03 -RHIZOME DIGEST: 8.09.03 -RHIZOME DIGEST: 1.17.03 -RHIZOME DIGEST: 1.10.03 -RHIZOME DIGEST: 1.03.03 -RHIZOME DIGEST: 12.20.02 -RHIZOME DIGEST: 12.13.02 -RHIZOME DIGEST: 12.06.02 -RHIZOME DIGEST: 11.29.02 -RHIZOME DIGEST: 11.22.02 -RHIZOME DIGEST: 11.15.02 -RHIZOME DIGEST: 11.01.02 -RHIZOME DIGEST: 10.25.02 -RHIZOME DIGEST: 10.18.02 -RHIZOME DIGEST: 10.11.02 -RHIZOME DIGEST: 10.04.02 -RHIZOME DIGEST: 9.27.02 -RHIZOME DIGEST: 9.20.02 -RHIZOME DIGEST: 9.13.02 -RHIZOME DIGEST: 9.6.02 -RHIZOME DIGEST: 8.30.02 -RHIZOME DIGEST: 8.23.02 -RHIZOME DIGEST: 8.16.02 -RHIZOME DIGEST:8.9.02 -RHIZOME DIGEST: 8.02.02 -RHIZOME DIGEST: 7.26.02 -RHIZOME DIGEST: 7.19.02 -RHIZOME DIGEST: 7.12.02 -RHIZOME DIGEST: 7.5.02 -RHIZOME DIGEST: 6.28.02 -RHIZOME DIGEST: 6.21.02 -RHIZOME DIGEST: 6.14.02 -RHIZOME DIGEST: 6.7.02 -RHIZOME DIGEST: 6.2.02 -RHIZOME DIGEST: 5.26.02 -RHIZOME DIGEST: 5.19.02 -RHIZOME DIGEST: 5.12.02 -RHIZOME DIGEST: 5.5.02 -RHIZOME DIGEST: 4.28.02 -RHIZOME DIGEST: 4.21.02 -RHIZOME DIGEST: 4.14.02 -RHIZOME DIGEST: 4.7.02 -RHIZOME DIGEST: 3.31.02 -RHIZOME DIGEST: 3.23.02 -RHIZOME DIGEST: 3.15.02 -RHIZOME DIGEST: 3.8.02 -RHIZOME DIGEST: 3.3.02 -RHIZOME DIGEST: 2.24.02 -RHIZOME DIGEST: 2.17.02 -RHIZOME DIGEST: 2.10.02 -RHIZOME DIGEST: 2.1.02 -RHIZOME DIGEST: 1.27.02 -RHIZOME DIGEST: 1.18.02 -RHIZOME DIGEST: 1.12.02 -RHIZOME DIGEST: 1.6.02 -RHIZOME DIGEST: 12.30.01 -RHIZOME DIGEST: 12.23.01 -RHIZOME DIGEST: 06.29.01 -RHIZOME DIGEST: 12.2.00 |