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Cropped an existing shot and thought it looked a lot nicer. Got to love closer shots of the singer and everything
Asi como lo lées, el CSS tambien sirve para la producción de alimentos pero es obvio que no es el CSS (Cascade Style Sheet) ni el...
Brasov , Romania, 19.02 2023, Women Handball game between CSM Corona Brasov vs CSS Medias - J1 - Season 2022/2023
IF you’ve ever done css or web development you’ll probably get this joke. Heck, if you’ve been married you’ll probably understand.
Ever been annoyed by Internet Marketing? Tell us what annoys you about marketing and win a cool prize.
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Christopher Schmitt presenting at the CSS Summit. Hosted at the University of Cincinnati, Raymond Walters College
The DF-2 is China's first medium-range ballistic missile, with 1,250 km range and 15-20 kt nuclear warhead. It received the western designation of CSS-1, for China Surface-to-Surface (missile). It was long noted by the western observers that the DF-2 could be a copy of the Soviet R-5 Pobeda (SS-3 Shyster), as they have identical look, range, engine and payload. Now it is known that the whole documentation for R-5 had been delivered from Soviet Union to China in the late 1950s. But some western authors are still attribute the entire design to Chinese specialists Xie Guangxuan, Liang Sili, Liu Chuanru, Liu Yuanwei, Lin Shuangwei, and Ren Xinmin. The first DF-2 failed in its launch test in 1962, leading to the improved DF-2A. The DF-2A was used to carry out China's first nuclear ballistic missile test at Lop Nor in 1966, and was in operational service since late 1960s. All DF-2 were retired from active duty in the 1980s.
(Text Wikipedia)
A pair of CSS&SB GP38-2s led by No. 2009 lead a westbound freight approaching Kensington Tower, in November 2000.
Designed by CSS’ own Lovefoxxx
source: www.subpop.com/releases/css/shirts/css_dirty_finger_t_shi...
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.
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.
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.