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How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma!
256
How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil?
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How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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- H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook??
346
How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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- H And if two old ladies on the bus are gossiping about something?
67
How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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The emphatic H-H WITH voice will probably make you want to call for an ambulance!
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How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ?
148
How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!"
222
How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?..
166
How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death.
134
How to say "Yes" in Norwegian Did you know that when Tor takes a sharp intake of breath, he is not doing some strange kind of yoga exercise, he is simply agreeing with you! “H” in Norwegian means “Yes” ! Here we explore this rather strange phenomenon in the Norwegian language... The sharp intake of breath that we Norwegians sometimes do in the middle of a conversation, have you noticed it? I call it The affirmative “H” It is hard to believe that Norwegian — the language of long words, and flawless logic — allows “Yes”, “that’s right”, “exactly” and many others, to be pronounced like this: It’s certainly not intuitive. When I travel, my affirmative "H!" becomes the object of many misinterpretations… People often wonder what on earth is going on first time they hear me do it. The person they are talking to seems to be gasping for breath — it is slightly freakish! They look at me strangely, as if there is something wrong with me. Or they turn around quickly to look behind them as if someone is sneaking up on them… Here’s a funny story: I was ordering food at a restaurant in London. The waitress asked me if I liked my wine… and I answered "HH!", doing a sharp intake of breath. Thinking that something bad was rushing up behind her, the waitress jumped forward to avoid whatever it was, and spilled my wine over both of us. When she looked behind her and realized there was no danger in sight, she stared at me and snarled: “What was that sound for?” “I was was just telling you that I liked the wine!”, I answered. Years later, still in London, one of my best friends told me he thought I had pretty bad asthma sometimes… How to say “H” like a Norwegian Everyone uses it more or less frequently: little kids, old ladies, even World Ski Champions — with or without asthma! See how it’s done in this video! If the speaker’s mouth is slightly open from the start, then chances are you’ll just hear the “H!” - Er det du som heter Yngvil? - H. - Har du sett den filmen ? - H. - Har han gått? - H. Sometimes you can sort of "detect" the word “ja” in there… If the speaker’s mouth starts out closed, however it’s a whole other ballgame… Lips and tongue and throat add other smacking and snorting sounds to the "H", and that’s when you might start wondering if something is wrong with a person: - Er du snart ferdig med å kikke på facebook?? - H! ( sounds more like "-PTKH!") - Skal vi gå snart? - H And if two old ladies on the bus are gossiping about something? The emphatic H-H WITH voice will probably make you want to call for an ambulance! - Er’e SANT? - H! - Sa’an virkelig det? - H! - Rett opp i ansiktet på deg ? - H! Gasp of fear or Affirmative "H"? So how do you tell the difference between: “H” = “I agree with you” “H” = “I am having an asthma attack” or “H” = “There’s a werewolf behind you!” ? The following is not "medically proven", but I would say that in the case of a fear reaction or an asthmatic breath a person’s chest is tight, their shoulders would rise, and a tenser “H” is heard… But the affirmative "H!" ? It's all about Deep Breathing … If you’re good at it, you sound like you’ve been doing Yoga for years - So, is Norway the only country with this unique sound, then?.. No, the Swedes do the same thing (of course) and so, I believe, do the Irish! Apart from those two, I don’t know any other country where expressing that you agree with someone sounds as if you’re scared to death. (except perhaps in North Korea.) Do you know of anywhere else? Let us know! Use the comment window below. Check back next week for our Christmas Special Issue of Norskbloggen! Til then — H-a det bra!!!
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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Gartner predicts that by 2015 this number will increase to 1.9 million jobs.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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A growing trend towards digitization, digital storing, processing, and managing of information, as well as the spread of electronic devices and electronic communication lead to generation of high volumes of data. “Big data” collected from sensors, mobile devices, and computers create new opportunities, as well as new challenges for the way organizations operatee. To illustrate the new opportunities opened up by big data, IBM reports that 2.5 quintillion bytes of data is created on a daily basis, and almost 90% of all data was created within the past 2 years. McKinsey predicts that the volume of global data will grow at the rate of 40% annually. A company like Walmart, processes over 1 million transactions per hour and owns over 2.5 petabytes of data. According to Gartner, developing big data capability and technology will account for $28 billion of IT spending in 2012 and will increase to $34 billion on 2013. Now, most of the big data spending goes towards social network and content analysis. Many organizations have already started developing core competencies related to big data and are customizing their existing solutions to the new environment influenced by big data. Governments are also facing new challenges of creating an enabling environment for businesses to be able to operate with large amounts of data, especially containing sensitive information. 1. Big data is increasing security and privacy awareness. Governments, citizens, as well as companies and clients show greater sensitivity towards data and its privacy. As noted by Cloudera CTO Amr Awadallah speaking at Wharton BizTech conference, people and organizations are more willing to give up control even over their financial resources by, for instance, putting them into bank accounts, than to give up control over their data. In December 2012, California Department of Insurance announced that it was launching investigation of Nationwide Mutual Insurance Co which reportedly had its computer system penetrated. The potential number of affected individuals whose personal and financial data, including tax returns, social security numbers was accessed, could reportedly reach over a million. Security of computer systems and data is becoming key to preserving assets and reputation of organizations. 2. Big data is improving transparency and efficiency of operations. Data-driven decisions lead to better efficiency and opening up non-sensitive data helps make organizations more transparent. Open data movement has shown how data stimulates innovation and development of analytical capabilities. New applications and data visualization have made services and information more accessible and help better engage citizens and clients. According to David Lee, Director of Product Development at Box, speaking at Wharton, most of the data used by citizens is created trough desktop applications and specialized content apps. 3. Big data is driving infrastructure development. Growth of data will stimulate organizations to rely on cloud providers to store the data. Gartner predicts that by 2016, nearly 1/3 of the data will be stored in the cloud and the cloud industry will double. The US was among the first governments to switch to cloud computing. The government launched FedRamp program which aims to accelerate secure cloud adoption and authorize the IT services which are used by government agencies. For scientific and research purposes, big data is creating the need for powerful machines to process it. The US government owns 251 of 500 top supercomputers. Oak Ridge National Laboratory in Tennessee managed by the US Department of Energy has the world’s most powerful computer Titan with 17.59 Petaflop/s (quadrillions of calculations per second) and 560.640 processors. Europe has 105 out of 500 top super computers, China – 72, No 2 country after the US. 4. Big data is creating jobs. According to indeed.com, there are over 17.000 jobs in big data immediately available in the US. Gartner predicts that by 2015 this number will increase to 1.9 million jobs. Globally, 4.4 million jobs will be created to support big data. McKinsey estimates that by 2018, US will experience a shortage of 140.000 to 190.000 of analytics professionals and almost 1.5 million of big data professionals, from analysts to managers. To address the shortage of talent, companies, for example EMC, started to offer training and certification programs in big data. Universities are launching Master’s program in analytics, very large information systems and big data to prepare next-generation specialists.
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Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood.
350
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
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en
0.903823
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Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German).
466
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
http://www.photomazza.com/?Swietenia-mahagoni
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en
0.903823
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<urn:uuid:78b816d8-e552-45c8-ba5d-1f696db97b9f>_4
(1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown.
204
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
http://www.photomazza.com/?Swietenia-mahagoni
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en
0.903823
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The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge.
164
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
http://www.photomazza.com/?Swietenia-mahagoni
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en
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The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals.
178
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
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The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour.
233
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
http://www.photomazza.com/?Swietenia-mahagoni
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en
0.903823
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It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age.
175
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
http://www.photomazza.com/?Swietenia-mahagoni
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en
0.903823
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<urn:uuid:78b816d8-e552-45c8-ba5d-1f696db97b9f>_9
The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre.
320
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
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The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700.
199
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil.
357
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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http://www.photomazza.com/?Swietenia-mahagoni
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The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception.
243
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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CC-MAIN-2018-13
http://www.photomazza.com/?Swietenia-mahagoni
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It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates.
310
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness.
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Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages.
145
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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Finally, various parts of the plant are utilized in the traditional medicine.
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Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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268
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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61
Family : Meliaceae Text © Pietro Puccio English translation by Mario Beltramini This species is native to USA (Florida) and the Caribbean (Bahamas, Cuba, Dominican Republic, Haiti and Jamaica), where it grows in the dry as well as in the humid forests up to about 800 m of altitude on prevailingly calcareous soils. The genus is honoured to the Dutch physician Gerard van Swieten (1700-1772), who was one of the founders of Vienna Botanical Garden; the name of the species might come from the name “m’oganwo” given in Jamaica by the African slaves to this tree which characteristics similar to an African tree ( Khaya ivorensis ), called “oganwo” = king of the wood. Common names: Cuban mahogany, narrow-leaved mahogany, small-leaved mahogany, Spanish mahogany, West Indian mahogany (English); acajou d’Amérique, acajou de Cuba, acajou Saint-Domingue, mahogany d’Amérique, mahogany petites feuilles (French); mogno, mogno-de-folhas-pequenas, mogno-do-Caribe, mogno-verdadeiro (Portuguese); aguano, caoba de Cuba, caoba española, caobilla, chiculte, coabillo, cóbano, gateado, mogno, orura (Spanish); Amerikanisches Mahagoni (German). The Swietenia mahagoni (L.) Jacq. (1760) is an evergreen or semi-evergreen tree, about 30 m tall, much ramified with a trunk which may exceed the metre of diameter, with the bark which, in the old specimens, is fissured and reddish-brown. The leaves are alternate, paripinnate, 10-18 cm long, with 2-4 pairs of ovate lanceolate or ovate elliptic leaflets, 2-8 cm long and 2-3 cm broad, with entire edge. The inflorescences are axillar panicles, 5-16 cm long, carrying on the same inflorescence, unisexual flowers of both sexes with ovate, about 3 mm long and greenish yellow petals. The fruit, on a long and robust peduncle, is an erect woody capsule, ovoid, 5-12 cm long, of dark brown colour, which opens at the base in 5 valves, containing some hundred of flat seeds, winged, 4-5 cm long and of dark brown colour. It reproduces by seed which, if fresh, germinates in 2-3 weeks at the temperature of 22-24 °C; it begins to bloom and fructify between the tenth and the fifteenth year of age. The wood of the species of Swietenia (mahogany) is considered as the best for furniture, frames and prestigious decorations due to its appearance, stability in the time and resistance to the sagging and is, moreover, easy to be worked; it is also utilized for musical instruments to which it confers a particular timbre. The wood of the Swietenia mahagoni is dark red with straight veins and was initially utilized in the ship buildings, its employment for realizing prestigious furniture was started only from the 1700. Due to the past indiscriminate felling, the mahogany of this species is not any more commercialized, it is available only rarely and in limited quantities, mostly coming from small African plantations; presently, the mahogany utilized comes almost exclusively from the Swietenia macrophylla, native to continental America, from Mexico to Bolivia and Brazil. The species has also a limited ornamental utilization, as isolated specimen in parks and vast gardens, as well as street tree, in the tropical and subtropical climate zones, where the temperatures around the 0 °C are a short-lasting exception. It grows in full sun or in slight shade and is not particularly demanding about the soil, acidic or alkaline, even if it better grows in much draining soils and in climates with great rainfalls regularly distributed, it can, however, resist to drought periods, like those taking place in the seasonal climates. In such case, it may lose the leaves for some weeks by the end of the dry period; it has also a fair resistance to saltiness. It is subject to several fungous sicknesses and to the attack of insects, in particular of the genus Hypsipyla , which may cause serious damages. Finally, various parts of the plant are utilized in the traditional medicine. The International Union for Conservation of Nature (IUCN) has inserted the species into the red list of the species at risk of extinction as “endangered”; it is moreover inscribed into the Appendix II of the CITES (species whose trade is ruled at international level). Synonyms: Cedrela mahagoni L. (1759); Swietenia mahogoni Lam. (1792); Swietenia fabrilis Salisb. (1796); Swietenia acutifolia Stokes (1812); Swietenia mahogani C. DC. (1878). The photographic file of Giuseppe Mazza
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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“Museums interactivity with high” or “low interactivity Museums” what does it means?
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines.
242
Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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– Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors.
165
Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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– Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex.
337
Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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They are the most effective, that s because they are really interactan machines with the visitor.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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The future of these systems for the mus 4.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity based skills each: is very old and has been practiced as a game and as training.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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In the field of computer sciences there are many examples, the Tetris game is one of them.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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Thanks to the word, we can interact with us directly into a friendly environment.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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It is an interactivity that is based on the oral and written word.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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If these lines leis, estis interacting with us in some way, reacting to what we have written.
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Interactivity applied to museums can be a fairly complex concept, that could be classified in many different ways, especially if we focus the subject on the factors involved in it: info supports, space and time, resources, objectives, rhythm, intensity levels, origin, number of participants, competitive or cooperative characters, etctera. There have been various classifications from quite elaborate arguments coming from other studies and experts, but they do not give too much light to the point, really. “Museums interactivity with high” or “low interactivity Museums” what does it means? It is quite absurd in general terms, as there are interactive solutions with a single graphical question triggers a sinfn operations, while a complex “interactive machines” can solve specific issues only scores. Matt Kelm Design / Human Interactivity We can make a first classification by very basic concepts: – Interactivity by computers or electronic characters: the interpelacin with visitors to the museum is scheduled informticamente using machines. – Interactivity mechanical or manipulative characters: it is a simple interaction using mecnicas solutions, ranging from the use of springs or electrical connectors. – Interactivity of human characters: use this denomination to refer to that interaction caused by human agents either entertainers, actors, guides, etc… We will do extensive clasificacinms encompassing, one way or another, these three above, but giving them more importance to involve machines, which is what really museographer complex. Let all: 1 Interaction with information. Using simple tactile screens, joysticks, keyboards with simple programs. Modules are actually located in the halls and they often report the contents of museums (maps, works, services, etc..). They are individual use, such as vending machines in subway tickets or very similar. 2. Interaction for learning simple: respond to interactive systems uncommon, even rare, uncommon. Are machines who act with a system of unidirectional response question: the question machine, the visitor responds. It looks like the token system learning. They get outdated very quickly. 3 Interatividad based video games. Were the most complex and expensive, complicated in its maintenance, so there are usually seen frequently in museums. They are the most effective, that s because they are really interactan machines with the visitor. The future of these systems for the mus 4. Interactivity based skills each: is very old and has been practiced as a game and as training. In the field of computer sciences there are many examples, the Tetris game is one of them. 5. Based puzzles Interactivity may not be informtica base. It’s a classic game taken to the computer, there is much more to explain, we’ve all played with them. 6. Interactivity based platforms: are video games where we spent from one phase to another depending on our skills. While we are not able to overcome a phase we can not move to the next and what we do if we prove knowledge of something concrete, for example. 7. Interactivity grficas adventures in them the protagonist ESTN are you and also based on our skills. It’s like a book, but instead of reading, plotting visualize it and completing the action of the plot as we want. You can use speech, examining objects, use objects, open doors … 8 Interactivity Role Playing Game. Estbasada in RPGs, so it will be part of history. Are visible from an overhead shot. Move the characters in a scenario in which points are Sealan to perform different actions. You control all the action. 9. Interactivity strategy: from checkers or chess, for individual work shifts – a move / decision after another – also called real-time strategy with cause and effect. Its aim is to demonstrate different skills to direct operations that will lead to a logical goal. In any case, from the merely human point of view, the word is one of the best interactive tools that we have men and women to access knowledge. Thanks to the word, we can interact with us directly into a friendly environment. It is an interactivity that is based on the oral and written word. If these lines leis, estis interacting with us in some way, reacting to what we have written. Pulsaris a button to “like” or not haris, I “inscribiris to blog” or cerraris the page, it recomendaris someone. These words may trigger a large number of actions based on the word – even in a digital environment -. Many of the approaches that museums need to respond to a need for active dissemination of knowledge can be solved with the use of the word, not so much written – the huge panels filled with authentic texts are a pain – but if we can hear what is being said, what is narrated, so other people can show us and we do not know yet. There’s guides, informants, animators, actors, all professionals fantsticos can we step into a story. At the end of the road, there is nothing that can really replace person-to-person interaction, as in Love matters. SANTACANA I MESTRE, J. / MARTÍN PIÑOL. C. Manual de museografía interactiva Editorial TREA, Gijón (2010)
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