Thursday, January 30, 2020

History of Haircoloring Essay Example for Free

History of Haircoloring Essay The first major break through in hair coloring history came in 1863, when chemist Dr. August Wilhelm Von Hofmann reported the dye properties of paraphenylenediamine. His discovery led to the birth of the synthetic hair dye industry, and PPD still Dominates the field today. Hofmann was also known for his studies of organic derivatives of ammonia and for discovering the first unsaturated alcohol and several organic dyes. On the heels of Hofmann’s discovery, in 1867 London chemist E. H.  Thullay and Parisian hairdresser Leon Hugot demonstrated the advantages of hydrogen peroxide as best chemical way to lighten hair then alkaline solutions. After the mid 1920’s oxidation dyes were greatly improved and the fashionable use of haircoloring boomed. The introduction of salon and then home hair dyes during the same period brought about a revolutionary change worldwide and explosion of hair options. Clairol’s founder, Lawrence M. Gelb, introduced hair color to salons more than 70 years ago. When Clairol launched its first salon colors in 1931, millions of women began using them. Instant Clairol Oil Shampoo Tint soon changed the look of Americans. In 1950, Clairol introduced Miss Clairol Hair Color Bath, the first real breakthrough that lightened hair without the harshness and complicated handling of bleach. For the first time, hair could be lightened, tinted, conditioned and shampooed in only one step instead of five, in only 20 minutes. In the 1661 book Eighteen Books of the Secrets of Art Nature, various methods of coloring hair black, gold, green, red, yellow, and white are explained. Hair dye or hair color, is a chemical preparation used to change the color of a person’s hair. Hair dye is used to cover gray hair, which in some cultures has historically been considered to be a sign of aging. The Romans have been known to be interested in changing hair color and history revealed that they created over a hundred recipes using natural ingredients. These preparations could only darken hair. In 2007, where the next hair color breakthrough is currently unfolding, the first in over 50 years. Advances in understanding the molecular structure of hair have allowed scientists to develop improved technologies that minimize the amount of damage in the coloring process, and even create specialized products that restore health and brilliance to colored hair. The new chemistry of hair color is here, making hair color easier, quicker, and more effective than ever. Today millions of women color their hair, spanning every age, race, nationality and religion. According to recent surveys, at least 88 percent of all women feel their hair has an effect on their self-confidence. Today women demand a quick efficient product that easily fit into their hectic lifestyle. These are the products that we have today.

Wednesday, January 22, 2020

Italian Unification :: Italy History

Italian unification 1) There were a number of reasons as to the fact that Italian unification seemed so far away in the early 1850s, and reasons why nobody felt that Italy as one state would ever be possible. There had been a number of attempted uprisings between 1948 and 49, however all of these had been unsuccessful. The area that is now Italy was still separate parts, each part with their own culture and traditions. Around ninety percent of the population were uneducated and many did not even know the term Italy, many of these people did not have any concerns over who ruled them, and just wished to be ruled well. Austria was still very much the dominant power in Italy, and a dominant power in Europe, at the time it seemed impossible that they could ever be removed from Italy. 2) Cavour saw Mazzini’s ideas as negative, and idealistic, Cavour wanted Piedmontease expansion while Mazzini and his followers wanted a united Italy. Cavour detested Mazzini because of his extremist views, the opposite to Cavour’s middle of the road politics. As well as this Mazzini’s practical record had been one of complete failure, and many young revolutionaries died to no effect. Cavour believed that Mazzini was in fact a help to his cause, and so looked for support from different areas. 4) At Plombieres an agreement was signed in which the French under Napoleon the third agreed to help Piedmont eject the Austrians from states in the northern part of Italy, the meeting was vital because Cavour knew that he had no chance of removing the Austrians without outside support, which France agreed to give at the meeting at Plombieres. However they agreed only to do this on the condition that Austria were seen as the aggressors. To ensure that this was the case Cavour had troops mobilise inside piedmont which then resulted in Austria attacking, this gave France the excuse they needed to attack Austria and take many of the northern states. However fear of intervention by the Germanic states and fear of troubles at home lead Napoleon to him pulling out and not fulfilling the agreements made at Plombieres, and therefore not gaining niece and Savoy. When Cavour wished to continue the battle against the Austrians he was prevented from doing so by Victor Emanuel, and consequently resigned. 6) Cavour was a very skilled politician who wished Piedmont to be seen as a force in Europe, and to achieve this he did a number of things, firstly he involved himself in the Crimean war in which both Britain and France had a great interest in.

Tuesday, January 14, 2020

Effects of Computer Gaming Essay

Technology nowadays has brought man to an era of digital and advanced world of computers. Not only are computers used in studies, research and work, it is now being used as part of leisure and entertainment. Most of the youth today know how computers work and even a 3 year old child who is still yet to learn how to read and write knows how to operate a simple computer. This is because the interactive element of a lot of software that computers use excites and attract children and this makes them learn to use and play with the computers. (Jones, 2002) Advancement in technology has drastically changed man’s way of living which has been made easier for most. It has come from diskette to very portable and stylish mini USB, from the ancient â€Å"three point eleven† personal computers with big and bulky monitors and CPUs to very user friendly touch screen-tablet PCs, and from limited Nintendo games like Mario brothers to a bunch of online and offline games like Dota, Counter Strike, Angry Birds, and Fruit Ninja etc. Such kind of improvements has led today’s generation to learning more of what life has to offer through the use of modern technologies like computers. Schools now facilitate teaching and learning through the use of computers. By the use of this kind of technology, learning is now more fun and a lot easier. Application of modern technology like computer-assisted teaching-learning on student’s aims to provide faster learning and ease of teaching and also provide the students of the advanced technology that they need to experience inside the classroom, and which they can apply when they are out of school. Since computer has a lot to offer to its users, it is also being used as entertainment and leisure and computer gaming being the most popular. There are lots of computer games that enhance the thinking abilities of students because of its gaming nature and environment like strategic gaming, word puzzles, etc. With this fact, learning through computer gaming helps students be more willing to study and learn more because, they are not just playing, they are also learning. The use of multimedia in education has significantly changed people’s learning processes. Results from a number of research studies indicate that appropriately designed multimedia instruction enhances students’ learning performance in science, mathematics, and literacy (Gee, 2003). Previous studies indicate that computer-assisted instruction programs have important factors that can motivate, challenge, increase curiosity and control, and promote fantasy in children (Tzeng, 1999). Despite the fact that computer and video games have the same multimedia capability as computer assisted instruction programs, their potential learning impact is often discounted by parents and educators. While computer gaming is regarded somewhat negative in educational settings, particularly for young students, re-scrutinizing of its influence in a teaching and learning context is vital since computer gaming can also be an education-assisted-program with proper implementation and application. While others confirm the negative effects of computer gaming to students’ performance in school and student’s health and mental ability, some authors argue that there are positive outcomes that a player can gain while playing computer video games. A research published in the Australasian Journal of Educational technology found that students who play computer and video games more frequently get lower grades than those who do not. However, it is also included in the research the positive effect of this activity to students as far as some specific video games are concerned which promote some elements that increases learning. On an online article entitled by Charles Pearson (2009) â€Å"Positive Effects of Computer Games on Student Achievement†, the author enumerated five positive significant effects of computer gaming to students. These include enhancing one’s problem solving capability, time and resource management, strategic life management skills, educational games promoting learning, and inherent instructional nature helps students to hone mastery skills. Playing video games needs a sharp mind and an alert reflexes because most of the games require thinking quickly to be able to achieve the games’ goal. According to a blog site on the web authored by Manali Oak (2009) which has an article entitled Positive Effects of Video Games states that since video gaming is interactive, it boosts the ability of one person to use his mind and hence, develops the thinking ability of the person playing. The author also said that video gaming is surely better than watching television as video games are interactive. In addition to what Manali Oak added that playing video games help benefit person with inferiority complex and lack of self confidence as they are experiencing sense of participation and a sense of achievement thus, building his self confidence. An excellent summary of the scant research that has been conducted is by Barlett, Anderson, and Swing (2009) on their research book Video game effects confirmed, suspected, and speculative: A review of the evidence. They reviewed the evidences for video game effects and grouped them into categories of confirmed, suspected, and speculative. By â€Å"confirmed,† the authors mean that the outcomes have received consistent empirical support for causal claims. They describe two such confirmed positive outcomes: (1) Playing video games can result in superior visual attention and (2) Video game play improves the ability to mentally rotate or arrange objects. They point out that the research shows that both violent and non-violent video games produce these positive effects. They also observed that educational video games and simulators can teach specific educational skills and knowledge such as algebra, biology, photography, computer programming, and flight training. The evidence for this connection is provided by Gee (2007) and Shaffer (2006). However, most of the games that they discuss are not commercially available. Perhaps such games will be developed and distributed more widely in the future. In the meantime, the evidence shows that video games can enhance learning if they are designed properly for that purpose. Another study tackled the good and bad effects of video games to children conducted by the Raise Smart Kids Organization. The study enumerated the positive effects of video games to children. Following instructions, problem solving and logic, hand-eye coordination, fine motor and spatial skills, resource management and logistics, multitasking, quick thinking and making fast analysis and decision, inductive reasoning and hypothesis testing are among those which enumerated by the author about the positive effects of video gaming. In addition, the article also included that video games can improve one’s decision making speed. People who played action-based video and computer games made decisions 25% faster than others without sacrificing accuracy, according to a study from the University of Rochester. Other studies suggests that most expert gamers can make choices and act on them up to six times a second—four times faster than most people, and can pay attention to more than six things at once without getting confused, compared to only four by the average person. Surprisingly, the violent action games that often worry parents most had the strongest beneficial effect on the brain, according to cognitive neuroscientist Daphne Bavelier, who studied the effect of action games at Switzerland’s University of Geneva and the University of Rochester in New York. Moving from the early years, the effects of socialization become more entrenched. In an article published in The Journal of Educational Computing, A. Colley (1994) reported that masculine gender role traits are associated with a more positive computer attitude and that there is a gender stereotype of science in general being masculine. According to Sax (2007) his book â€Å"Boys Adrift: The five factors driving the growing epidemic of unmotivated boys and underachieving young men† where he drew one fact well established by his conducted research revealed that violent video games cause aggressive behavior in the players. He argues that video games are so addictive that they satisfy the male need to power and control. It is evident in the country like the Philippines that the most popular computer games that the youth play in the computers are Dota, San Andreas, Counter Strike among others which are clearly promoting violence and aggression through its war and battle depiction. It can in effect, influence the youth as they play those kind of games which depict war, blood, killing, shooting etc. In a book by Barlett, Anderson, and Swing (2009) entitled Video Game Effects Confirmed, Suspected, and Speculative: A Review of the Evidence, it has stated that the â€Å"confirmed† negative effects of video games established by the research include aggressive thoughts and behavior, physiological arousal, and antisocial behavior. It was also explained that there are two variables that heighten the effects of computer games. One is depiction of blood, which results in higher levels of physiological arousal, aggressive feelings, and aggressive thoughts. Another is rewarding of violent acts, which also increases these effects. Since most of the computer games depicts violence, what they conceive in the monitors of their computers in the games that they are playing are somewhat becoming part of their reality. In an article on a eHow.com by Sarah Arnette (2011) entitled The Negative Effects of Computer Gaming on Students, the author enumerated four negative effects of computer gaming on students. She used the General Aggression Model (GAM) developed by Craig Anderson and Douglas Gentile in conducting the study that helped the author come up with the results. The results showed the negative effects include short term aggression, lack of problem solving thinking ability, weight gain, and anti social behaviors. It is regarded that the negative effects of playing video games does not only affect the player’s mental ability but as well as that concerning their health and socialization. Computer gaming also affects the behavior of the players and on how they relate with other people. A study by Argosy University’s Minnesota School on Professional Psychology found out that game addicts argue a lot with their teachers, fight a lot with their friends, and score lower grades than others who play video games less often. Performance in class may be negatively affected due to significant time spent in playing video games. Studies conducted by Anderson and Dill (2000) and one that was conducted by Gentile, Lynch and Walsh (2004) show that the more a person spends playing video games, the poorer is his performance in school. Computer gaming can also affect the health of the players. According to an online article entitled â€Å"the good and bad effects of video games† (2011), online gaming may also have bad effects on one’s health including obesity, video-induced seizures and postural, muscular and skeletal disorders such as tendonitis, nerve compression, and carpal tunnel syndrome. Conceptual Framework This study was based on a recent study conducted by Barlett, Anderson, and Swing (2009) and a study by the Raise Smart Kid organization which stated that there are confirmed positive and negative effects of computer gaming on studies of students who play the computer. Barlett, Anderson, and Swing stated that the â€Å"confirmed† negative effects of video games established by the research include aggressive thoughts and behavior, physiological arousal, and antisocial behavior On the other hand, Raise Smart Kid organization stated the good and bad effects of video games to. The article enumerated the positive effects of video games to children: following instructions, problem solving and logic, hand-eye coordination, fine motor and spatial skills, resource management and logistics, multitasking, quick thinking and making fast analysis and decision, inductive reasoning and hypothesis testing. Using the results of the study conducted by Barlett, Anderson, and Swing in 2009 and the study by the Raise Smart Kids Org as basis, this study aims to find out what effects do computer gaming have particularly on students of Business Administration of the College of the Immaculate Conception and enumerate both the positive and negative effects of the said activity on their studies and personal behavior.

Sunday, January 5, 2020

Ethical Issues in Nursing - 1054 Words

Ethical Issue in Nursing Name: Jackson vrail Class: NR 504 Professor: Dr. Gre Date: 06/02/2012 School: CCN THE ETHICAL ISSUES IN NURSING Ethics can be defined as a moral decision of what it is, and what it ought to be. Ethical issues in nursing have been dramatic and political due to different ideologies and rising technology in healthcare. The American Association of Nursing has provided guiding principles where nurses base their decisions. These principles include;†¦show more content†¦DNR is a common language understood by healthcare team members, and patients are found not to understand these technical words. Nurses should break down the meaning and alternatives available to patients and families. The live example is when the life of patient was deteriorating, the nurse came and told the family member that the ICP number is decreasing. The patient thought that the condition was improving when in actual sense was the reverse. On the other hand nurses transmit information about the patient and fa mily to the physician and other healthcare team members. In other worlds they are â€Å"nodal points for exchange of information† (Liaschenko et al. 2009, p.227). They compile information from different sources and come up with a holistic approach to the situation. Another important strategy in end of life and do not resuscitate issue, is the advocacy. This may be both speaking on behalf of the patient to the family, or physician, and speaking on behalf of the healthcare team to the patient and the family members. In all cases, different parties come up with aggressive decisions and treatments which can affect the patient’s life. It is our obligation to challenge these decisions based on the interests of patients and direct the path of the treatment favorable to the patient. 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