3,921 research outputs found

    Intrusive Interventions: Public Health, Domestic Space, and Infectious Disease

    Get PDF

    Conclusion: The social dimension of infant well-being

    Get PDF

    The Power of Parody and Satire in the 21st Century English Classroom

    Get PDF
    A frequent question in today’s high school English classroom is how the classics fit into our 21st century curriculum. Students ask, How is this relevant to me? and complain that the literature they are reading in class is outdated and difficult to understand. Therefore, my project embraces a few canonical texts that are most frequently used in America\u27s schools and presents them in an innovative way that students will not only understand, but engage on a critical level. Based on emerging research in the education field, my project explains how modern technology and the techniques of parody and satire can be used in combination with one another to make literature come alive. For example, texts such as Arthur Miller’s Death of a Salesman, Shakespeare’s Romeo and Juliet, and Herman Melville’s Moby Dick can be spun from new and even humorous perspectives. Models for three class projects involving these texts are described and linked, including a YouTube parody video, a digital modern adaptation poster, and a Twitter account featuring a character from a novel. By creating these projects myself, I am presenting ways that students can access literature right where they are, yet pushing them to think critically and creatively about important themes found in works that continue to stand the test of time

    How World War II Affected the Economic and Social Life of East Tennessee

    Get PDF
    Much has been written about America’s entry into World War II. However, little attention has been given to the war’s effects on the social and economic lives of the people of East Tennessee who both benefited and suffered from the presence of many wartime facilities and industries. World War II also affected those civilians living and working on the home front. While its men had to fight in foreign lands, the region had to deal with food, housing, and labor shortages, the changing roles of women and African-Americans, and even the presence of enemy prisoners of war. This paper intends to show how the people of East Tennessee both benefitted and suffered as a result of America’s entry into World War II. It will detail the role of local industries that in most cases changed from producing consumer goods to war material. Attention will be paid to key wartime facilities such as Oak Ridge Laboratory and Eastman Chemical. In addition, it will examine the effect that the war had on those East Tennesseans who served overseas and returned home to their families and communities changed forever. This paper will also show the extent to which East Tennessee women and African-Americans contributed to and were affected by the war effort as well as how their roles in society would be changed because of it. The use of enemy prisoners of war as labor on the home front will be elaborated upon as well. By examining these themes and topics, our citizenry today will have a better understanding of the sacrifices made to win World War II

    Physical activity among 60-69-year-olds in England: knowledge, perception, behaviour and risk factors

    Get PDF
    This paper examines the risk factors that influence physical activity levels among a representative sample or older people in England and their awareness of the Chief Medical Officer's recommended level of physical activity. The paper analyses data from the cross-sectional, nationally-representative Health Surveys for England (HSfE) in 2006 and 2007. In HSfE2006, 1,550 adults aged 60-69 years responded to a physical activity participation questionnaire, and in HSfE2007, 561 adults aged 60-64. years were asked about their knowledge of the physical activity requirement and their attitudes to participation. Very few respondents knew the recommended physical activity target, but more than one-half thought they had enough physical activity in their daily life, and over three-quarters thought they were 'very' or 'fairly' physically active compared with age peers. The perceived barriers to physical activity included work commitments, lack of leisure time and poor health. It was found that obesity, not being in work and having a limiting long-term illness associated with a lower likelihood of physical activity. Participation in sports and exercise, walking, heavy housework and gardening were all lower in non-working than working adults. Older adults had unrealistic views of their activity levels, and of work and lack of time as barriers to physical activity. It is concluded that more attention needs to be paid to health promotion and education among the over-sixties, especially those not in paid work

    Brand endorsements: An exploratory study into the effectiveness of using video game characters as brand endorsers

    Get PDF
    Celebrity endorsements have been established as one of the most preferred methods of advertising by marketers (Patel, 2009). Biswas, Hussain and O’Donnell (2009) enumerates five specific benefits of employing celebrity endorsers for a brand, they can be summarised as follows: drawing attention, crisis management, brand repositioning, global marketing, and boosting sales. However the benefits of using a celebrity endorser can be markedly reversed if the celebrity, is involved in a controversial incident, loses credibility by endorsing too many brands, suddenly changes their image, overshadows the brand which is being endorsed, experiences a drop in popularity, is the centre of negative publicity, or fails to perform within their specific career (Erdogan, 1999). As a solution to these problems this research has investigated the use of video game characters as celebrity brand endorsers. Video game characters are celebrities in their own right but they are not plagued by the same risks and problems as ordinary celebrities (Avery, Ferrand, Nicholas & Rowley, 2006; Shimp & Till, 1998). This exploratory study used a quantitative research approach. A self-administered questionnaire using a 7-point Likert scale was developed and piloted. The questionnaire was distributed at the University of the Witwatersrand to a sample group of 484 respondents between the ages of 18 to 25. Fictitious adverts were used as stimuli during the questionnaire. Convenience sampling was used because of time and monetary constraints. The linear regression results proved that video game characters are effective as brand endorsers and can be used in place of an ordinary celebrity to increase the purchase intentions of the target audience. It can be recommended that video game companies seek opportunities to create partnerships with marketers to use their characters as brand endorsers.KIM201

    Cancer as a metabolic disease

    Get PDF
    Emerging evidence indicates that impaired cellular energy metabolism is the defining characteristic of nearly all cancers regardless of cellular or tissue origin. In contrast to normal cells, which derive most of their usable energy from oxidative phosphorylation, most cancer cells become heavily dependent on substrate level phosphorylation to meet energy demands. Evidence is reviewed supporting a general hypothesis that genomic instability and essentially all hallmarks of cancer, including aerobic glycolysis (Warburg effect), can be linked to impaired mitochondrial function and energy metabolism. A view of cancer as primarily a metabolic disease will impact approaches to cancer management and prevention
    corecore