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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.
Artwork depicting the Confederate States Cruiser CSS Florida at Sea.
Name:CSS Florida
Launched:1862
Commissioned:August 17, 1862
Decommissioned:October 7, 1864
Fate:Captured by United States; sunk in a "mysterious" collision November 28, 1864
Length:191 ft (58 m)
Beam:27 ft 2 in (8.28 m)
Draft:13 ft (4.0 m)
Propulsion:Sails and steam engine
Speed:9.5 knots (18 km/h) under steam, 12 knots (22 km/h) under sail
Complement:146 officers and men
Armament:6 x 6 in (152 mm) rifled cannons, 2 x 7 in (178 mm) rifled cannons, 1 x 12 pounder (5 kg) cannon
CSS Performs at the Coachella Valley Music and Arts Festival in Indio, CA on April 17, 2011. Photo by Chris Tuite for Pitchfork
Cansei de Ser Sexy
Paris Hilton was standing just offstage to the right. They sang the song "Meeting Paris Hilton" to her.
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.
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.
Some CSS freight power awaits a crew in the wee hours of the morning at the Shops.
Michigan City, Indiana
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.
Cropped an existing shot and thought it looked a lot nicer. Got to love closer shots of the singer and everything
The CSS Virginia relied on its heavy armor plating and sloping sides to make enemy shot bounce off. But the heavy armor plating made the ship sluggish to maneuver and its deep draft restricted it from entering shallow water. Although heavily armed, only a few of its guns could be brought to bear at any one time.
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...