NORMAS DE CONDUCTA EN EL ESPACIO PÚBLICO, INFRACCIONES, SANCIONES E INTERVENCIONES ESPECÍFICAS

November 27th, 2007 admin Posted in mapping | No Comments »

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CAPÍTULO SEGUNDO:           DEGRADACIÓN VISUAL DEL ENTORNO URBANO

Artículo 20.-
Normas de conducta

1.    Está prohibido realizar todo tipo de grafito, pintada, mancha, garabato, escrito, inscripción o grafismo, con cualquier materia (tinta, pintura, materia orgánica, o similares) o bien rayando la superficie, sobre cualquier elemento del espacio público, así como en el interior o el exterior de equipamientos, infraestructuras o elementos de un servicio público e instalaciones en general, incluidos transporte público, equipamientos, mobiliario urbano, árboles, jardines y vías públicas en general y el resto de los elementos descritos en el artículo 3 de esta Ordenanza. Quedan excluidos los murales artísticos que se realicen con autorización del propietario o con autorización municipal.

 

750 – 1500 euros

 

Artículo 23.- Normas de conducta

 

1.    La colocación de carteles, vallas, rótulos, pancartas, adhesivos, papeles pegados o cualquier otra forma de publicidad, anuncio o propaganda deberá efectuarse únicamente en los lugares expresamente habilitados al efecto por la autoridad municipal. Está prohibida la colocación de carteles y pancartas en edificios e instalaciones municipales, en cualquier espacio público o elemento del paisaje y el mobiliario urbano o natural, sin autorización expresa del Ayuntamiento.

 

120 a 750 a 1500 euros

 

sobre monumentos o edificios catalogados o protegidos

 

1.500,01 a 3.000 euros

 

El Ayuntamiento podrá adoptar la medida cautelar de retirada de los elementos de propaganda o publicidad con cargo a la persona responsable, sin perjuicio de la imposición de las sanciones correspondientes

 

 

CAPÍTULO TERCERO:            APUESTAS

 

 

Artículo 27.- Normas de conducta

 

1. Está prohibido en el espacio público el ofrecimiento de juegos que impliquen apuestas con dinero o bienes, salvo autorización específica.

 

750,01 a 1.500 a 3000 euros

 

 

CAPÍTULO CUARTO:             USO INADECUADO DEL ESPACIO PÚBLICO PARA JUEGOS

 

Artículo 31.- Normas de conducta

 

1.    Se prohíbe la práctica de juegos en el espacio público y de competiciones deportivas masivas y espontáneas que perturben los legítimos derechos de los vecinos y vecinas o de los demás usuarios del espacio público.

 

práctica de acrobacias y juegos de habilidad con bicicletas, patines o monopatines

 

limitarán a recordar a estas personas que dichas prácticas están prohibidas

 

750 a 1.500 euros

 

intervención cautelar de los medios empleados.

 

 

CAPÍTULO QUINTO:               OTRAS CONDUCTAS EN EL ESPACIO PÚBLICO

 

Artículo 35.- Normas de conducta

 

1.    Se prohíben aquellas conductas que, bajo la apariencia de mendicidad o bajo formas organizadas, representen actitudes coactivas o de acoso, u obstaculicen e impidan de manera intencionada el libre tránsito de los ciudadanos y ciudadanas por los espacios públicos.

 

ofrecimiento de cualquier bien o servicio a personas que se encuentren en el interior de vehículos privados o públicos.

 

120 euros

 

limpieza de los parabrisas de los automóviles detenidos en los semáforos o en la vía pública así como el ofrecimiento de cualquier objeto.

 

750 a 1.500 euros

 

mendicidad ejercida por menores y descapacitados

 

1.500 a 3.000 euros

 

cuando obstruyan o puedan obstruir el tráfico rodado por la vía pública

 

200 a 300 euros

 

 

Artículo 39.- Normas de conducta

 

1.    De acuerdo con las finalidades recogidas en el artículo anterior, se prohíbe ofrecer, solicitar, negociar o aceptar, directa o indirectamente, servicios sexuales retribuidos en el espacio público cuando estas prácticas excluyan o limiten la compatibilidad de los diferentes usos del espacio público.

 

se limitarán a recordar a estas personas que dichas prácticas están prohibidas

 

espacios situados a menos de doscientos metros de distancia de centros docentes o educativos

 

750 euros

 

relaciones sexuales mediante retribución por ellas en el espacio público.

 

1.500 a 3.000 euros

 

CAPÍTULO SEXTO:              NECESIDADES FISIOLÓGICAS

 

 

1.        Está prohibido hacer necesidades fisiológicas, como por ejemplo defecar, orinar, escupir, en cualquiera de los espacios definidos en el artículo 3 de esta Ordenanza como ámbito de aplicación objetiva de la misma, salvo las instalaciones o elementos que estén destinados especialmente a la realización de tales necesidades.

 

300 euros

 

espacios de concurrida afluencia de personas o  frecuentados por menores, o cuando se haga en monumentos o edificios catalogados o protegidos

 

750 a 1.500 euros

 

 

CAPÍTULO SÉPTIMO:             CONSUMO DE BEBIDAS ALCOHÓLICAS

 

1.        Queda especialmente prohibido el consumo de bebidas alcohólicas descrito en el apartado 1 de este artículo cuando pueda alterar gravemente la convivencia ciudadana.

 

30 a 100 euros

 

750 a 1.500 euros

 

Queda prohibido tirar al suelo o depositar en la vía pública recipientes de bebidas como latas, botellas, vasos, o cualquier otro objeto

 

500 euros

 

 

CAPÍTULO OCTAVO:             COMERCIO AMBULANTE NO AUTORIZADO DE ALIMENTOS, BEBIDAS Y OTROS PRODUCTOS

 

 

Artículo 50.- Normas de conducta

 

1.        Está prohibida la venta ambulante en el espacio público de cualquier tipo de alimentos, bebidas y otros productos, salvo las autorizaciones específicas. En todo caso, la licencia o autorización deberá ser perfectamente visible.

 

500 euros

 

facilitar el género o vigilar y alertar sobre la presencia de los agentes de la autoridad

 

compra o la adquisición en el espacio público de alimentos, bebidas y otros productos procedentes de la venta ambulante no autorizada

 

500 euros

 

retirarán e intervendrán cautelarmente el género o los elementos objeto de las prohibiciones y los materiales o los medios empleados

 

 

CAPÍTULO NOVENO:             ACTIVIDADES Y PRESTACIÓN DE SERVICIOS NO AUTORIZADOS. DEMANDA Y CONSUMO

 

 

Artículo 54.- Normas de conducta

 

1.    Se prohíbe la realización de actividades y la prestación de servicios no autorizados en el espacio público, como tarot, videncia, masajes o tatuajes.

 

vigilar y alertar sobre la presencia de los agentes de la autoridad.

 

500 euros

 

demanda, el uso o el consumo en el espacio público de las actividades o los servicios no autorizados

 

500 euros

 

retirarán e intervendrán cautelarmente el género o los elementos objeto de las prohibiciones, y los materiales o los medios empleados

 

 

Artículo 58.- Normas de conducta

 

1.    Queda prohibido hacer un uso impropio de los espacios públicos y sus elementos, de manera que impida o dificulte la utilización o el disfrute por el resto de los usuarios.

 

Acampar en las vías y los espacios públicos

 

Utilizar los bancos y los asientos públicos para usos distintos a los que están destinados

 

Lavarse o bañarse en fuentes, estanques o similares

 

Lavar ropa en fuentes, estanques, duchas o similares

 

500 euros

 

retirarán e intervendrán cautelarmente el género, los materiales y los medios empleados

 

 

CAPÍTULO UNDÉCIMO:          ACTITUDES VANDÁLICAS EN EL USO DEL MOBILIARIO URBANO. DETERIORO DEL ESPACIO URBANO

 

 

Artículo 62.- Normas de conducta

 

1.      Están prohibidas las conductas vandálicas, agresivas o negligentes en el uso del mobiliario urbano que generen situaciones de riesgo o peligro para la salud y la integridad física de las personas o los bienes.

 

1.500 a 3.000 euros

 

destrozos de los espacios públicos o sus instalaciones o elementos, ya sean muebles o inmuebles

 

750 a 1.500 euros

 

retirarán e intervendrán cautelarmente los materiales, el género o los medios empleados

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KEY WORDS 2.0 (EMERGING CULTURES)

November 26th, 2007 admin Posted in emergent cultures | No Comments »

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End user 2.0: the web user who interacts at the level of web 2.0

Geo-virtuality: defines the relationship between people and the web as a map-able space through standard conventions, categories and classifications.

E-census: Social census of virtual interactions that can keep track of changes and levels of interaction through the web. This tool enables that sociological tracking of humans in the virtual reality.

Environet: Determines the conditions of virtual space for people or things which interact through the web. -“state of being environed”

Virtuosensitive: to become sensitive or more attracted to virtual stimulus than to physical life. Or ti just feel a lot through virtual means.

E-xposed: to be exposed openly on the web by others

Neo-noveau: to understand ornamentation as a result of performative decisions in the process of design

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Emergent Internet Cultures

November 12th, 2007 admin Posted in Uncategorized | No Comments »

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In our search we have encountered emerging cultures of web communities that present new ways of thinking and using the internet and promise to become one of the most powerful social and economic tools of our times.

 

The word geospaciality refers to the interaction between electronic components such as Global Positioning Systems. This interaction is guided through the transmition of virtual information that can guide a person through physical space. This interaction can be very beneficial to everyone as it can locate exact positions of interest while accounting for risks and eventualities. Some geospaciality tools include media phones, and GPS devices which can be tracked by the web and give feedback from the virtual world over to the physical world. It is important to add that this is a semi-open platform and can be modified by the end user to account for specific needs. A good example of this is Google Earth, where one can place ads or personal images that help other users inform themselves about the physical world through virtual space. This type of enrichment of content in the web is part of the concept of computation vs. presentation opposing the concept of a static website as an end wall in the web, users play a role in the active sharing of information that can enrich one another. Here web communities form use blogs to discuss a wide range of topics if diverse interests while basically generating knowledge for an entire community who can also participate. This interaction is also known to resemble the concept of the word Stigmergy which refers to a method of indirect communication in a self-organizing emergent system where its individual parts communicate with one another by modifying their local environment. In this way interactive web top interfaces are also constantly modifying, and receiving feedback from users, ultimately collaborating to create a wider range of knowledge that can benefit all.

Throughout these strategies of virtual interaction web users become mass communicators, mass collaboration and mass producers (or prosumers). The first category is basically includes all users that play an active roll in the web, which can be as simple as belonging to a blog like myspace or facebook. In these sites one can express ones self and share information that can bring communities of like interests. The second category refers to web users who interact through discussion boards that focus of the generation of common knowledge through what is called Idea Agoras or Idea Connection which unites global thinkers on the web to create a network putting together questions and answers from web users in a community. The third category of mass producers (or prosumers) refers to the creation of products and services by the same people who will ultimately use them. Companies and individuals are increasingly utilizing and involving the end-users to develop final products and services. In some instances, end-users are creating products on their own, without the interference or assistance of third-parties (i.e. companies, organizations, etc). For example, Lego Mindstorms allows users to download software from Lego’s website so that the users can edit and update software as they wish.

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CONCEPTS THAT GIVE FORM TO EMERGING DESIGN TECHNIQUES

November 12th, 2007 admin Posted in digital techtonics | No Comments »

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CONCEPTS THAT GIVE FORM

TO EMERGING DESIGN TECHNIQUES

Today we as architects are faced with a great deal of expectations towards the future. The potential of merging fantasy into our rhetoric now fits just about right. Although now it is not fantasy that we are ultimately after, but a kind of architecture that learns from nature and performs according to the laws of nature. Achieving maximum accuracy in the effects intended environmentally, socially, and economically. Basically we now can lead a practice where man and nature can come to terms and mitigate the ultimate coalition for artificial settlement and coexistence with natural aspects of the environments we impact.

Within these possibilities there is also a emerging knowledge being derived from the increasing widespread of information sharing in the web, where now one can interact with other professionals that begin to make part of these emerging design structure and have their physical production processes in any location of the world. Creating open platforms for professional interaction is also a great way to be practical in design today, this way projects can become globally informed by other professionals during the process of design, and by this I

mean not the typical team of engineers and builders, but people in all fields. Now that we know architecture is beginning to merge deeper and deeper into fields of operative science opposed to the ideal of representative arts that were posed by architectures in the past.

Using some of the strategies listed below one can consider providing input that can become definitive information that can adapt to special circumstances listed above. As there can be many others I here present what is now a trend in emerging design techniques:

Programming:

Computer programming (often shortened to programming or coding) is the process of writing, testing, debugging/troubleshooting, and maintaining the source code of computer programs. The source code is written in a programming language. This code may be a modification of an existing source or something completely new, the purpose being to create a program that exhibits the desired behavior (cu

stomization). The process of writing source codes requires expertise in many different subjects, including knowledge of the application domain, specialized algorithms, and formal logic.

Within software engineering programming (the implementation) is regarded as one phase in a software development process.

In some specialist applications or extreme situations a program may be written or modified (known as patching) by directly storing the numeric values of the machine code instructions to be executed into memory.

There is an ongoing debate on the extent to which the writing

of programs is an art, a craft or an engineering discipline. Good programming is generally considered to be the measured application of all three, with the goal of producing an efficient and maintainable software solution (the criteria for “efficient” and “maintainable” vary considerably). The discipline differs from many other technical professions in that programmers generally do not need to be licensed or pass any standardized (or governmentally regulated) certification tests in order to call themselves “programmers” or even “software engineers”.

Parameter:

In mathematics, statistics, and the mathematical sciences, parameters (L: auxiliary measure)

are quantities that define certain characteristics of syste

ms or functions. Often represented

by θ in general form, other symbols carry standard, specific meanings. When evaluating the

function over a domain or determining the response of the system over a period of time, the

independent variables are varied, while the parameters are held constant. The function or system

may then be reevaluated or reprocessed with different parameters, to give a function or system with

different behavior

Parametric design:

Typically in the CAD market there are products that create lines, arcs, and circles.

Combine these items with dimensions and notes, and out come drawings for civil, architectural,

or mechanical design. Because traditional CAD tools are based on geometric objects, making a

design change requires changing all appropriate components in order to make the drawing correct.

Most current CAD/CAM/CAE software utilizes a design feature ca

lled parametrics, a method of linking

dimensions and variables to geometry in such a way that when the values change, the part changes as well.

A parameter is a variable to which other variables are related, and these other variables can be obtained by

means of parametric equations. In this manner, design modifications and creation of a family of parts can be

performed in remarkably quick time compared with the redrawing required by traditional CAD. In the past five years,

PTC’s success has prompted major CAD players to offer similar fu

nctions.

Parametric modification can be accomplished with a spreadsheet, script, or by manually changing dimension text in the digital model.

Here is a recent article in ArchitectureWeek titled Parametric Propagation of Form which relates parametric

modeling specifically to the field of architecture.

Nick Easton, NAA (not an architect)

Recent 3D CAD background is 2 years of mechanical CATIA and 4 years of CATIA 3D architectural design as a

CATIA design contractor to Frank Gehry & Associates (Gehry Partners) in Santa Monica CA.

Started in architectural design with a year on the Guggenheim Bilbao, resu

med with the Experience Music

Project in Seattle and smaller Gehry projects, then worked until last summer on the Disney Concert Hall Los Angeles.

Currently self-training and developing training tutorials and educational materials on CATIA V5; looking to

participate in 3D architectural design/engineering, training and tutorial development as a contractor with

own CATIA V5 licensed workstation.

Prototyping:

Prototyping is the process of quickly putting together a working model (a prototype) in order to test various

aspects of a design, illustrate ideas or features and gather early us

er feedback. Prototyping is often treated

as an integral part of the system design process, where it is believed to reduce project risk and cost. Often

one or more prototypes are made in a process of iterative and incremental development where each prototype

is influenced by the performance of previous designs, in this way problems or deficiencies in design can be

corrected. When the prototype is sufficiently refined and meets the functionality, robustness, manufacturability

and other design goals, the product is ready for production.

Advantages of prototyping

* May provide the proof of concept necessary to attract funding

* Early visibility of the prototype gives users an idea of what the

final system looks like

* Encourages active participation among users and producer

* Enables a higher output for user

* Cost effective (Development costs reduced)

* Increases system development speed

* Assists to identify any problems with the efficacy of earlier design, requirements

analysis and coding activities

· Helps to refine the potential risks associated with the delivery of the system being

developed

Disadvantages of prototyping

* User’s expectation on prototype may be above its

performance[clarify]

* Possibility of causing systems to be left unfinished[citation

needed]

* Possibility of implementing systems before they are

ready.[clarify]

* Producer might produce a system inadequate for overall

organization needs

* Producer might get too attached to it (might cause legal

involvement)[verification needed]

* Often lack flexibility[citation needed]

* Not suitable for large applications

* Project management difficulties[verification needed]

Prototype:

A prototype is an original type, form, or instance of some thing serving as a typical example,

basis, epitome, or standard for other things of the same category.

In semantics, prototypes or proto instances combine the most representative attributes of a category.

They are the best examples among the members of a category and serve as benchmarks against which

the surrounding “poorer” instances are categorized.

Mass customization:

Mass customization, in marketing, manufacturing, and manage

ment, is the use of flexible computer-aided manufacturing systems to produce custom output. Those systems combine the low unit costs of mass

production processes with the flexibility of individual customization.

Tseng and Jiao (2001, p. 685) defined mass customization as “producing goods and services to meet individual customer’s needs with near mass production efficiency”. Kaplan and Haenlein (2006, pp. 168–182) concurred, calling it “a strategy that creates value by some form of company-customer interaction at the fabrication / assembly

stage of the operations level to create customized products with production cost and monetary price similar to those of mass-produced products”.

Joseph pine described four types of mass customization:

* Collaborative customization - firms talk to individual customers

to determine the precise product offering that best serves the customer’s needs (see personalized marketing and personal marketing orientation). This information is then used to specify and manufacture a product that suits that specific customer. For example, some clothing companies will manufacture blue jeans to fit an individual customer.

* Adaptive customization - firms produce a standardized product, but this product is customizable in the hands of the end-user (the customers alter the product themselves)

* Transparent customization - firms provide individual customers with unique products, without explicitly telling them that the products are customized. In this case there is a need to accurately assess customer needs.

* Cosmetic customization - firms produce a standardized physical product, but market it to different customers in unique ways.

He suggested a business model, “the 8-figure-path”, a process going from invention to mass production to continuous improvement to mass customization and back to invention.

Implementation of mass customization:

Many implementations of mass customization are operational today, such as software-based product configurators which make it possible to add and/or change functionalities of a core product or to build fully custom enclosures from scratch. This degree of mass customization has only seen limited adoption, however. If an enterprise’s marketing department offers individual products (atomic market fragmentation) it doesn’t often mean that a product is produced individually, but rather that similar variants of the same mass produced item are available.

Companies which have succeeded with mass-customization business models tend to sup

ply purely electronic products. However, these are not true “mass customizers” in the original sense, since they do not offer an alternative to mass production of material goods.

Companies in which the production of tangible goods and services is immediately directed by consumer demand include:

  • Dell’s famous “build-to-order” model facilitated its rise to dominance in the PC direct-purchase industry.
  • The Architectural Skylight Company is a Maine firm that uses CAD to automate the production of windows to architects’ specifications. (See Architecture week article.)
  • Companies throughout the tourism industry have been offering package holiday alternatives through mass customization.
  • Genome project

Digital Fabrication:

Fabrication is the process that can make objects described by digital data. Designers make three-dimensional, solid objects that can be used as models, as prototypes, or as delivered products. They are widely used by manufacturers for these purposes. Designers use a wide range of techniques to make products from a wide range of materials.

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Smarty Plants: Inside the World’s Only Plant-Intelligence Lab

October 30th, 2007 admin Posted in building trees | No Comments »

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SESTO FIORENTINO, Italy — Professor Stefano Mancuso knows it isn’t easy being green: He runs the world’s only laboratory dedicated to plant intelligence.

At the International Laboratory of Plant Neurobiology (LINV), about seven miles outside Florence, Italy, Mancuso and his team of nine work to debunk the myth that plants are low-life. Research at the modern building combines physiology, ecology and molecular biology.

“If you define intelligence as the capacity to solve problems, plants have a lot to teach us,” says Mancuso, dressed in harmonizing shades of his favorite color: green. “Not only are they ’smart’ in how they grow, adapt and thrive, they do it without neuroses. Intelligence isn’t only about having a brain.”

Plants have never been given their due in the order of things; they’ve usually been dismissed as mere vegetables. But there’s a growing body of research showing that plants have a lot to contribute in fields as disparate as robotics and telecommunications. For instance, current projects at the LINV include a plant-inspired robot in development for the European Space Agency. The “plantoid” might be used to explore the Martian soil by dropping mechanical “pods” capable of communicating with a central “stem,” which would send data back to Earth.

The idea that plants are more than hanging decor at the dentist’s office is not new. Charles Darwin published The Power of Movement in Plants — on phototropism and vine behavior — in 1880, but the concept of plant intelligence has been slow to creep into the general consciousness.

At the root of the problem: assuming that plants have, or should have, human-like feelings in order to be considered intelligent life forms, Mancuso says.

After the folksy 1970s hit book and stop-motion film The Secret Life of Plants, which maintained, sans serious research, that greenery had feelings and emotions, the scientific community has avoided talking about smarty plants.

So while there has been a bumper crop of studies demonstrating that green matter can be nearly as sophisticated as gray matter — especially when it comes to signaling and response systems, few talk about intelligence.

To christen the lab in 2004, Mancuso decided to use the controversial term “plant neurobiology” to reinforce the idea that plants have biochemistry, cell biology and electrophysiology similar to the human nervous system. But although LINV is part of the University of Florence — where Mancuso teaches horticulture — funds for this fertile field of research weren’t forthcoming.

Studies at LINV were eventually given lymph — 1 million euro so far, with about 500,000 euro to come — from the Ente Cassa di Risparmio di Firenze, a bank foundation that mainly supports cultural events and art restorations.

What convinced them to provide seed money?

“Looking beyond the name at the research,” says Paolo Blasi, a physics professor at the university who’s on LINV’s board of directors. “It sounds almost like a pseudoscientific field, but now even skeptics are convinced because of the validity of the work.”

In addition to studies on the effects of music on vineyards, the center’s researchers have also published papers on gravity sensing, plant synapses and long-distance signal transmission in trees. One important offshoot of the research activity is an international symposium on plant neurobiology. Next year’s meeting will be held in Japan.

Leopold Summerer, advanced-concepts team coordinator at the European Space Agency, remembers that the term “plant intelligence” raised a few eyebrows when collaboration with the lab was proposed — even on a multidisciplinary think-tank team that’s used to pondering ideas out of left field. Nonetheless, Summerer says plant research may provide important ideas.

“Biometrics can provide some of the most inspiring resources for us,” he says. “Solutions found by nature that might not seem related to real engineering problems at first sight actually are related and give technical solutions.”

Radical as the LINV sounds, if it weren’t for a lone sugarcane stalk perched on a cabinet, the lab looks like any other.

While white-coated researcher Luciana Renna patiently tests for DNA markers, molecular biologist Giovanni Stefano analyzes data on two computer monitors around the corner.

During a visit to the lab’s two greenhouses — where research is being conducted on the effects of light on olive trees and reactions in Venus flytraps and the Mimosa pudica — Mancuso points out a few neglected office plants sent there for a little TLC.

Mancuso, however, is no plant-whisperer. Under-tended plants are a long way from understanding sweet nothings spoken softly to them, he explains.

“Plants communicate via chemical substances,” Mancuso says. “They have a specific and fairly extensive vocabulary to convey alarms, health and a host of other things. We just have sound waves broken down into various languages, I don’t see how we could bridge the gap.”

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understanding a tree

October 28th, 2007 admin Posted in Uncategorized | No Comments »

a tree is one of the most interesting elements i have ever encountered as in nature. The nature of a tree is basic and functional and all its components expose the interaction on nature with all its elements. Currently i am measuring a specimen called Brachychiton populneus, this tree is originaly from australia and its remarcable features give a feeling of an old wise tree, its main branches are of enormous girth and the branches span very long distances that can carry loads that can be up to 2/3 of its weight. the most remarkable feature that struck me was the way it grows its seeds because of the beauty in which they are nested and the resiliency of the defense systems with which they use to protect themselves from unwanted animals and insects .

here are some of the facts of this tree:

Brachychiton populneus
Bottle tree
Sterculiaceae Family

Name meaning:

Brachychiton - from two Greek words, meaning ’short’, and ‘tunic’, an allusion to the bristles surrounding the seed in the fruit;
populneus - from the Latin ‘poplar-like’; the leaves resemble those of Populus species.

SUB TROPICAL
THICK BARK
EVERGREEN
VERTICAL TRUNK
THIS ONE IN PARTICULAR IS OLD BECAUSE
THE SIDE BRANCHES ARE VERY LARGE AND SUB STRCTURED

Form: pyramidal when young, overall narrow shape growing wider with age; dense foliage
Seasonality: evergreen
Size: 30-45ft, spread to 30ft; rapid growth rate
Leaves: simple; often lancolate but has large variation in margin type, sometimes lobed;
2-3in long; glossy green; attractive glittery effect in wind
Flowers: small white or off-white bell shape with pinkish dots; bloom in early summer
Fruit: distinctive brown hard woody boat-shaped pod containing round seeds; fuzz on seed can be an irritant
Stems/Trunks: distinctive trunk shape, trunk tapers like bottle, buttressed wider at base, most obvious when young,
losing bottle shape when older; trunk and stems green when young growing more brown with age
Range/Origin: Australia
Hardiness: high to mid teens

LANDSCAPE VALUE:

* popular for shade in parks
* upper end of size for residential use, okay in large landscapes
* privacy or windscreen

CULTURAL REQUIREMENTS:

* Exposure: full to part sun
* Water: requires regular irrigation during summer; once per week or once per every 2 weeks
* Soil: even texture, does not perform well in rocky soil; good drainage
* Propagation: seed, best germination using acid scarification
* Maintenance: low; pod cleanup

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DEFINING THE COUNTER-END-USER

October 23rd, 2007 admin Posted in emergent cultures | No Comments »

Counter-end-user: the person who begins a process of search in which the end user is the continuously evolving end of a research process.

Example: a researcher looks for information where first he can discuss with many other counter end users and be directed to links of websites as reference that give example to case studies. In this way the process can be constantly corroborated by a common census within a group of people who investigate these terms and give responsive feedback.

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what is an end user

October 22nd, 2007 admin Posted in emergent cultures | No Comments »

in wikipedia :

Economics and commerce define an end-user as the person who uses a product. The end-user or consumer may differ from the customer, who might buy the product, but doesn’t necessarily use it; for example, a zookeeper, the customer, might purchase elephant food for an end-user: the elephant.

In contracts, the term ‘end-user’ becomes a legal construct referring to a non-reseller. This definition characterises the store the zookeeper bought food from as a non-end-user, but the zookeeper as an end-user. This legal construct most often appears in End User License Agreements, also known as EULAs.

for me:

a new definition for this term should be created specifically referring to virtual end users, I believe that defining it with careful precision through a good census could be the key towards illustrating the population of a new world of virtual definition. Understanding the population in the web could be a great introduction to a world where the web could really be optimized in terms of the relevance of its efficiency in delivering important information. I feel that getting to the core of the information in the web is something hard to do at times especially  thanks to the extreme mis-information found in it as well as the overwhelming amount advertisements that one encounters daily. So for this matter i feel that concepts like the web 2,0 has such a great potential when it comes to generating discussion interfaces about aspects that can channel information properly to meet the increasing demand of the virtual end user.

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what you can find in streetsblogs.org

October 22nd, 2007 admin Posted in Uncategorized | No Comments »

I have to say that this blog has proved to be a commercial interface or to my ignorance a greatly distributing network with not very interactive or user friendly interface. I browsed around this blog only to find that it usually leads to commercial offers of services to end users. I hope to give a more successful illustration of the advantages of this blog through a follow up investigation that i will do. but I feel that blogs have in themselves also a design aspect that need to be well designed in bold terms as an ongoing and changing organism. so I rate this blog as a generic blog that did not seem attractive and game no sign of a live connection between people and current subjects to be highlighted.

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geekipedia article from wired magazine (nomada.com)

October 22nd, 2007 admin Posted in emergent cultures | No Comments »

It is very intresting to see how the world is slowly becoming  strongly strategical in the way in which it per sieves and manages information. Articles such as the one posted in Juan freire’s blog nomada.com clearly ilustrate this fact. The most important way that a global network system of end users of any sort can be understood is through a thorough mapping of the players in the game. Here the clear exposure of the difference between them is a gallant classification of people typologies if you will and a good example of an clear understanding of the personalities and demands of people today.

here I will paste a fragment of this article extracted from the article “Futurism”

WIRED MAGAZINE: Geekipedia

Culture : geekipedia

Capitalists US futurists tend to call themselves strategic forecasters, trend spotters, or cool hunters. These market-driven pragmatists write best-selling biz books, moderate scenario-building encounter therapy, and deliver podium-pounding motivational speeches. They consider themselves daring visionaries who tackle unthinkable “wild cards” and “black swans.” To the outside world, their prognostications sound like just more America. Major proponent: Global Business Network.

Socialists Chagrined by the fact that the term futurism was invented by Italian proto-fascists, Europeans take an inclusive approach. Their version of futurism has a Teutonically detailed, Brussels-friendly, public policy tinge. At their most daring, they promote notions like “tactical media,” “the Multitudes,” and a soft-power semiotics designed to turn the whole world European without anybody actually noticing. Major proponent: European Technology Assessment Group.

Totalitarians Futurists of this variety don’t merely forecast or speculate. They have a rigid ideological conviction about what the future holds, and they’ll happily force it on anyone within reach. Prominent schemes come from situationists, singularity enthusiasts, and transhumanist visionaries who are so desperate to escape the nightmare of history that nobody else can figure out what they’re talking about. Major proponent: Project for the New American Century.

Apocalyptics Traumatized by breakneck social, political, and technical change, these reactionaries dwell in a faith-based dreamworld where ancient divine revelation is the only source of news. Big-idea apocalyptics promote either the Rapture, where everybody else disappears — thus obviating the need to think about tomorrow — or jihadist martyrdom, where they themselves disappear and take as many unbelievers as possible with them. Major proponents: Left Behind fans, al Qaeda.

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