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Confederate Ironclad - America Civil War

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CSS&SB 803 sits on station track 2 at the Illinois Railway Museum.

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)

Cansei de Ser Sexy

 

Paris Hilton was standing just offstage to the right. They sang the song "Meeting Paris Hilton" to her.

CSS volta aos palcos brasileiros e agita público na Tenda Oi Novo Som

Foto: Sylvio Fagundes - flickr.com/j_sylvio

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.

The CSS Acadia, a hydrographic surveying and oceanographic research ship, on display at the Marine Museum of the Atlantic. CSS Acadia was requisitioned by the Royal Canadian Navy during both world wars, and was known as the HMCS Acadia.

CSS Performs at the Coachella Valley Music and Arts Festival in Indio, CA on April 17, 2011. Photo by Chris Tuite for Pitchfork

CSS volta aos palcos brasileiros e agita público na Tenda Oi Novo Som

Foto: Sylvio Fagundes - flickr.com/j_sylvio

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:

selavy.wordpress.com/2008/08/25/reading-festival/

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.

Construido através de tutorial as partes de HTML + CSS

css + diplo

neumo's

seattle, wa

5 august 2006

 

Filter Magazine

Culture Collide Festival

Los Angeles, California

October 8th & 9th 2011

CSS volta aos palcos brasileiros e agita público na Tenda Oi Novo Som

Foto: Sylvio Fagundes - flickr.com/j_sylvio

@ La Route du Rock (Saint-Malo)

Catholic Social Services Philly

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