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The CSS Shark, the first Confederate atomic submarine, took to the seas in the last two years of the Second Great War as a regular submarine, wreaking havoc on Northern shipping. After the war, the sub was outfitted with nuclear warheads and given nuclear power. The Confederate Joint Chiefs of Staff, high-ranking officers from every branch and every state, had the ability to launch the warheads at any time, unlike in the USA, where the president was in control of the nuclear arsenal.
As technology in the web design industry continues to progress at an exponential rate, the relatively slow-paced evolution of HTML throughout the years has always been a frustration point for many designers. It wasn’t long ago that we said goodbye to tables within tables and now that we’re starting to get comfortable with xHTML and CSS, we’re faced with the tough challenge of designing for desktops, laptops, tablets and smartphones. www.r2integrated.com/blog/index.php/r2i-design-lounge-res...
CSS volta aos palcos brasileiros e agita público na Tenda Oi Novo Som
Foto: Sylvio Fagundes - flickr.com/j_sylvio
MEH. Todo mundo falou que foi legal, que foi bem mais profissional que antes, whatever.
Fato foi que não me empolgou. Exceto pelos dois baixos que a menina usou durante o show e que eu não consegui UMA foto decente dela.
E essa foto é uma das guitarristas/tecladista/gaitista/magrela doida. Só reparei no cabelo dela aqui quando descarreguei as fotos. (Engraçado, teve outra foto dela que eu tinha adorado mas que agora por conta desta não vou postar :p)
CSS volta aos palcos brasileiros e agita público na Tenda Oi Novo Som
Foto: Sylvio Fagundes - flickr.com/j_sylvio
JOINT BASE PEARL HARBOR-HICKAM, Hawaii (June 17, 2016) Capt. Craig R. Blakely, commander, Submarine Squadron (SUBRON) 7, addresses guests during a change-of-command ceremony in Joint Base Pearl Harbor-Hickam. (U.S. Navy photo by Mass Communication Specialist 2nd Class Michael H. Lee)
28-29 marzo 2013
ore 20.30 e 21.30
Chiesa di S. Francesco - Udine
Viaggio sul tema della trasmissione del gesto
sulla figura dell'angelo attraverso l'opera del Tiepolo
di Virgilio Sieni
una produzione
Accademia sull'arte del gesto
Compagnia Virgilio Sieni
in collaborazione con Comune di Udine - Assessorato alla Cultura per Le giornate del Tiepolo
CSS Teatro stabile di innovazione del FVG
all'interno del progetto internazionale
Arte del gesto nel Mediterraneo
con il sostegno di Ministero per i Beni e le Attività Culturali
Regione Toscana
e con AMGA Energia & Servizi
con
Luisa Amprimo,
Lucia Bagnarol,
Alice Bolzicco,
Lorenza Bortolussi,
Milvia Cuttini,
Antonietta Ermacora,
Pilar Gallegos,
Milvia Gregoris,
Camilla Isola,
Emanuela Martellossi,
Dina Meneano,
Laura Nazzi,
Valentina Saggin,
Michela Silvestrin,
Genny Tavano,
Jessica Vidusso,
Rosamaria Zani
assistente Barbara Stimoli
foto di Giulia Iacolutti
André Lhuillier, CSS PhD student. André’s talk entitled “Why Little Samson Didn’t Defeat The Hedgehog: A Story Of Social Influence And The Relevance Of Distribution For Successful Information Goods"
Abstract: In 1992 during one of the fiercest battles of the so called ‘console wars’, a modest game was released in the mist of the industry frenzy. Although ‘Little Samson’ is recognized by those who know it as a great game, it remains unknown for most of the consumers today. On the other side of the battlefield, Sega’s thriving Hedgehog was convincing everyone that they have seized their main competitor ‘Mario Kart’. Despite this momentary victory in consumer’s memory and affection, the real winner was not in the center of the industry’s attention. Having less media presence, the sequel of Super Mario Land for the Game Boy was the most purchased game with almost 200% units of what ‘Sonic 2’ sold. This kind of unpredictable and divergent behavior is a unique characteristic of information goods markets. In this presentation I survey the last 30 years of the video game sector and show its particular composition and evolution. Following De Vany’s approach to Hollywood movie industry I dwell into an analysis of this industry with special emphasis in consumer behavior. Re-visiting De Vany’s proposal I make a simple ABM approach to model and show how placement or distribution properties may induce long tail distributions. Following the relevance of information diffusion and the development of hype in this industry another model is presented. In this case the relevance of a consumer social system and its dynamics. After an analysis of the industry history, consumer’s social influence, sales and distribution/access is reviewed; I present several findings and propose a model to understand them. A final discussion will be opened with the presentation of data on Valve Company digital platform Steam.
South Shore and LIRC GP38-2's work together on a westbound Belt interchange train.
Ogden Dunes, IN.
10-10-20
CSSconf.eu is a conference dedicated to the designers, developers and engineers who build the world’s most engaging user interfaces. From the community, for the community.
Berlin | September 13, 2013
CSS Performs at the Coachella Valley Music and Arts Festival in Indio, CA on April 17, 2011. Photo by Chris Tuite for Pitchfork
CSSconf.eu is a conference dedicated to the designers, developers and engineers who build the world’s most engaging user interfaces. From the community, for the community.
Berlin | September 13, 2013
André Lhuillier, CSS PhD student. André’s talk entitled “Why Little Samson Didn’t Defeat The Hedgehog: A Story Of Social Influence And The Relevance Of Distribution For Successful Information Goods"
Abstract: In 1992 during one of the fiercest battles of the so called ‘console wars’, a modest game was released in the mist of the industry frenzy. Although ‘Little Samson’ is recognized by those who know it as a great game, it remains unknown for most of the consumers today. On the other side of the battlefield, Sega’s thriving Hedgehog was convincing everyone that they have seized their main competitor ‘Mario Kart’. Despite this momentary victory in consumer’s memory and affection, the real winner was not in the center of the industry’s attention. Having less media presence, the sequel of Super Mario Land for the Game Boy was the most purchased game with almost 200% units of what ‘Sonic 2’ sold. This kind of unpredictable and divergent behavior is a unique characteristic of information goods markets. In this presentation I survey the last 30 years of the video game sector and show its particular composition and evolution. Following De Vany’s approach to Hollywood movie industry I dwell into an analysis of this industry with special emphasis in consumer behavior. Re-visiting De Vany’s proposal I make a simple ABM approach to model and show how placement or distribution properties may induce long tail distributions. Following the relevance of information diffusion and the development of hype in this industry another model is presented. In this case the relevance of a consumer social system and its dynamics. After an analysis of the industry history, consumer’s social influence, sales and distribution/access is reviewed; I present several findings and propose a model to understand them. A final discussion will be opened with the presentation of data on Valve Company digital platform Steam.
Lovefoxxx, Ana Rezende e Luiza Sá em entrevista para a BBC Radio 1, antes do show (24/08/08)
Leia mais:
André Lhuillier, CSS PhD student. André’s talk entitled “Why Little Samson Didn’t Defeat The Hedgehog: A Story Of Social Influence And The Relevance Of Distribution For Successful Information Goods"
Abstract: In 1992 during one of the fiercest battles of the so called ‘console wars’, a modest game was released in the mist of the industry frenzy. Although ‘Little Samson’ is recognized by those who know it as a great game, it remains unknown for most of the consumers today. On the other side of the battlefield, Sega’s thriving Hedgehog was convincing everyone that they have seized their main competitor ‘Mario Kart’. Despite this momentary victory in consumer’s memory and affection, the real winner was not in the center of the industry’s attention. Having less media presence, the sequel of Super Mario Land for the Game Boy was the most purchased game with almost 200% units of what ‘Sonic 2’ sold. This kind of unpredictable and divergent behavior is a unique characteristic of information goods markets. In this presentation I survey the last 30 years of the video game sector and show its particular composition and evolution. Following De Vany’s approach to Hollywood movie industry I dwell into an analysis of this industry with special emphasis in consumer behavior. Re-visiting De Vany’s proposal I make a simple ABM approach to model and show how placement or distribution properties may induce long tail distributions. Following the relevance of information diffusion and the development of hype in this industry another model is presented. In this case the relevance of a consumer social system and its dynamics. After an analysis of the industry history, consumer’s social influence, sales and distribution/access is reviewed; I present several findings and propose a model to understand them. A final discussion will be opened with the presentation of data on Valve Company digital platform Steam.