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Wilcox is a bit proud of his skill sets. He likes to make sure that everyone knows he is bit of a techie, yes, he might even use the word "master".
He spends his days deep in the city working with high-powered clients spreading the evangelical word of standards-based web design. You might even say he walks the walk and talks the talk.
But, when he is not enlightening the masses, he barricades himself indoors and immerses himself in the writing of the css 4 coding spec. You see he was tired of all the hemming and hawing over the release of a version 3, and so he moved right in and took it upon himself to bypass all the frivolity by diving headlong into version 4 (which interestingly most browser companies are inline to adopt for its pure ease of use and no nonsense style).
If you did not understand the previous paragraph, please don't fret. I didn't understand it either when he first explained it to me. Wilcox is a bit puffed up with pride, but what do you expect from a dude who is a self-proclaimed "guru"?
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...
Double track work continues and it appears that they are using the “new” track which has a switch to nowhere (right now). Fortunately the weather has been cooperative with above normal temperature for most of January.
blog.onthewings.net/wp-content/uploads/2009/11/css-experi...
A series of CSS-only experiments.
See blog.onthewings.net/2009/11/24/css-only-experiements/ for more info.
Ovi Chris Rouly, Ph.D. Candidate,Department of Computational Social Science, George Mason University. Chris’s talk entitled “At The Root Of Sociality: Working Towards Emergent, Permanent, Social Affines"
Abstract: Complexity science often uses generative models to study and explain the emergent behavior of humans, human culture, and human patterns of social organization. In spite of this, little is actually known about how the lowest levels of human social organization came into being. That is, little is actually known about how the earliest members of our hominini tribe transitioned from being presumably small-groups of ape-like polygynous/promiscuous individuals (beginning perhaps with Ardipithecus or Australopithecus after the time of the Pan-Homo split in the late Pliocene to early Pleistocene eras) into family units having stable breeding-bonds, extended families, and clans. What were the causal mechanisms (biological, possibly cognitive, social, and environmental, etc.) that were responsible for the conversion? To confound the issue, it is also possible the conversion process itself was a complex system replete with input sensitivities and path dependencies i.e., a nested complex system. One author has referred to similar processes and their distinctive social arrangements as, “the deep structure of society” (Chapais, 2010). This paper reviews ongoing research attempting to model-then-understand a few of the underlying social, environmental, and biological systems present at the root of human sociality.
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.
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.
Cansei de Ser Sexy
Paris Hilton was standing just offstage to the right. They sang the song "Meeting Paris Hilton" to her.