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A series of CSS-only experiments.
See blog.onthewings.net/2009/11/24/css-only-experiements/ for more info.
CSS volta aos palcos brasileiros e agita público na Tenda Oi Novo Som
Foto: Sylvio Fagundes - flickr.com/j_sylvio
Chicago, IL, Grant Park: View southeast through a window of the South Shore train I was traveling on eastbound on this Saturday afternoon. I was taking photos fully aware of the tinted glass and reflections of the car interior lighting, the latter clearly visible here. Nevertheless I got a few interesting shots like this one and the next three that follow. This Metra Electric train was on a storage track and not moving. Location was probably just south of the E. Harrison Street pedestrian bridge.
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.
South Shore and LIRC GP38-2's work together on a westbound Belt interchange train.
Ogden Dunes, IN.
10-10-20
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
lovefoxxx giving an interview for austrian tv. i felt too silly to take this photo, tho, so all creds to stanzi.
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.