Saturday, October 5, 2019

Smmary 5 Essay Example | Topics and Well Written Essays - 750 words

Smmary 5 - Essay Example Researchers evaluated DNA methylation patterns of patients who were in various stages of lung adenocarcinoma. The study identified various significant DNA methylated genes of 72 in Stage I, 93 in Stage II, and 170 in Stage III. There were a set of 34 DNA methylated genes that were significant. The results showed a pattern of epigenetics throughout all stages and when analyzing the pathways, there was a correlation of the signaling and metabolic pathways of lung adenocarcinoma and epigenetics. Within this study, it was concluded that through the integration of epigenetic information of genes can be used to understand diseases and also to identify them. This could mean that the progression of cancer is also associated with genetic mutations. Epigenetic genes could play a major role in how cancer develops and the spread of it. This article discusses epigenetics and it relates closely to the article â€Å"Conserved Epigenomic Signals in Mice and Humans Reveal Immune Basis of Alzheimer’s Disease† (2015). Though the disease is different, it still shows that there is a correlation between epigenetics and possible diseases for which genes are already coded to cause these diseases. Also in this article, while research was conducted on mice, transcription and epigenetic changes were recorded while the animal was in different stages of the disease. The information that was presented fits with some of the information from prior readings because there seems to be an evident mutation that is functional within the genes which allows for researchers to predetermine whether or not a human’s DNA might be coded to have these diseases. It is fascinating to learn more about how it is possible that finding these mutated genes could possibly lead to the treatment of these various diseases in the future. It also makes one curious if all human cells are already coded through mutations and variations to see if someone is predisposed to also having certain

Friday, October 4, 2019

Labor Relations in Different Organizations in The United Arab Emirates Essay

Labor Relations in Different Organizations in The United Arab Emirates - Essay Example The following paper analyses, types of work permits, the different categories of violations, and the human rights of laborers in the UAE. A look at the Dubai bank also provides input on the above issues (Allah 1978, p. 78). The beginning of 2011 saw the introduction of work permits in the UAE via the Cabinet Resolution No. 25 of 2010. They include; work transfer, temporary, part-time juvenile persons and personnel sponsored by kin work permits. The work transfer permit covers non-nationals working in the UAE transferred between organizations within the UAE of which must be registered by the Ministry of Labor. Temporary work permits, on the other hand, cover both national and non-national personnel working on a project for less than six months. Part time work permits cover individuals working part time for few hours compared to full time workers who work for extra hours (Allah 1978, p. 156). The number of hours specified by the Ministry of Labor for full time employment includes eight hours excluding lunch breaks; therefore, hours worked less than the outlined eight hours constitute part time employment. This allows both national and non-national personnel to take up more than one job unlike in the past, whereby, people were only allowed to have one job at a time. However, changes of the intricate details of this permit are still underway. This is because various issues keep arising with the encountering of different milestones. Juvenile persons’ permits cover young individuals between 15 to 18 years seeking employment within organizations. Permits for personnel sponsored by their kin cover dependants sought to work for an organization. Meaning expatriates finally have the opportunity to act as their dependants sponsors. This allows their kin to acquire work permits despite them not being eligible for any of the above listed permits (Allah 1978, p. 198). Therefore, the introduction of different types of work permits made it easier for the Dubai Bank Human Resource managers to recruit personnel in an easier way. For example, they were able to capitalize on the permits for personnel sponsored by their kin. This is because; they used these permits as incentive when soliciting the services of expatriates. These permits allow dependants of an expatriate to get employment easily because getting a work permit ceases to be an obstacle. Therefore, Dubai bank officials continue to embrace the gradual changes implemented by the Ministry of Labor (Pawan 2007, p.77). With the recent global recession, violations of labor regulations in the UAE increased dramatically. As a result, the Ministry of Labor came up with policies which sought to address these violations. Companies like the Dubai bank, therefore, readjusted their labor relation policies to accommodate the reevaluated regulations from the Labor Ministry. The Ministry made three categories of violations known to the public. Black points awarded by the Ministry showed the seriousness of the se violations. The more the black points earned by an organization, the severe the penalties imposed. Penalties were either fines or the organization would be downgraded in severe cases. The latter’s imposition occurred when a firm acquired more than 100 black points in any given year (Pawan 2007, p.119).  

Thursday, October 3, 2019

History of Gladiatorial Games Essay Example for Free

History of Gladiatorial Games Essay History of gladiatorial games Origins Early literary sources seldom agree on the origins of gladiators and the gladiator games.[1] In the late 1st century BC, Nicolaus of Damascus believed they were Etruscan.[2] A generation later, Livy wrote that they were first held in 310 BC by the Campanians in celebration of their victory over the Samnites.[3] Long after the games had ceased, the 7th century AD writer Isidore of Seville derived Latin lanista (manager of gladiators) from the Etruscan word for executioner, and the title of Charon (an official who accompanied the dead from the Roman gladiatorial arena) from Charun, psychopomp of the Etruscan underworld. [4] Roman historians emphasized the gladiator games as a foreign import, most likely Etruscan. This preference informed most standard histories of the Roman games in the early modern era.[5] Reappraisal of the evidence supports a Campanian origin, or at least a borrowing, for the games and gladiators.[6] The earliest known Roman gladiator schools (ludi) were in Campania.[7] Tomb frescoes from Paestum (4th century BC) show paired fighters, with helmets, spears and shields, in a propitiatory funeral blood-rite that anticipates early Roman gladiator games.[8] Compared to these images, supporting evidence from Etruscan tomb-paintings is tentative and late. The Paestum frescoes may represent the continuation of a much older tradition, acquired or inherited from Greek colonists of the 8th century BC.[9] Livy dates the earliest Roman gladiator games to 264 BC, in the early stages of Romes First Punic War against Carthage. Decimus Iunius Brutus Scaeva had three gladiator pairs fight to the death in Romes cattle market Forum (Forum Boarium) to honor his dead father, Brutus Pera. This is described as a munus (plural: munera), a commemorative duty owed the manes of a dead ancestor by his descendants.[10] The gladiator type used (according to a single, later source), was Thracian.[11] but the development of the munus and its gladiator types was most strongly influenced by Samniums support for Hannibal and subsequent punitive expeditions by Rome and her Campanian allies; the earliest and most frequently mentioned type was the Samnite.[12] The war in Samnium, immediately afterwards, was attended with equal danger and an equally glorious conclusion. The enemy, besides their other warlike preparation, had made their battle-line to glitter with new and splendid arms. There were two corps: the shields of the one were inlaid with gold, of the other with silverThe Romans had already heard of these splendid accoutrements, but their generals had taught them that a soldier should be rough to look on, not adorned with gold and silver but putting his trust in iron and in courageThe Dictator, as decreed by the senate, celebrated a triumph, in which by far the finest show was afforded by the captured armour. So the Romans made use of the splendid armour of their enemies to do honour to their gods; while the Campanians, in consequence of their pride and in hatred of the Samnites, equipped after this fashion the gladiators who furnished them entertainment at their feasts, and bestowed on them the name Samnites. (Livy 9.40)[13] Livys account skirts the funereal, sacrificial function of early Roman gladiator combats and underlines the later theatrical ethos of the gladiator show: splendidly, exotically armed and armoured barbarians, treacherous and degenerate, are dominated by Roman iron and native courage.[14] His plain Romans virtuously dedicate the magnificent spoils of war to the Gods. Their Campanian allies stage a dinner entertainment using gladiators who may not be Samnites, but play the Samnite role. Other groups and tribes would join the cast list as Roman territories expanded. Most gladiators were armed and armoured in the manner of the enemies of Rome.[15] The munus became a morally instructive form of historic enactment in which the only honourable option for the gladiator was to fight well, or else die well.

Addictiveness of Video Games

Addictiveness of Video Games Tingting Song Are Internet Video Games Addictive? Yes, They Are. Video games have already became an indispensable part of our lives especially through the Internet as a medium to link the virtual space and real people in the worldwide. It is worth mentioning that Internet video games are more popular among teenagers, and their spare time is occupied by a variety of video games instead of doing something creative, imaginative and innovative. Therefore, they have a greater chance of video game addiction than other groups of players. Susan Orlean (n.d.) who is an American journalist states, â€Å"I’ve always been afraid of video games – not afraid that I wouldn’t like them, but that I would like them too much, and that after mere seconds in front of any particularly bright and absorbing game, I would abandon all ambition, turn into a mouth – breathing zombie, and develop a wide, sofa-shaped rear end.† The speaker points out the emotions of most players in the face of the video game. Video games excites, annoys the p layers, and even lets them hard to give up playing. Also, playing video games is a good escapist channel and the best way to kill time for players. In my position paper, I believed internet video games are addictive particularly for groups of adolescents. I will discuss the reasons, the causes, and the possible effects of being addicted to the games in detail with evidence. There is no doubt that video games addiction is a quiet killer that is threatening the study habits and the lives of teenagers. Game addiction is a sign of teenagers who have an excessive dependence on a game. First of all, video games have addictive triggers to attract and to lure the players to become addicted to the game. In order to draw more players to play the games, game designers tend to make different types of games which meet different individual needs. a) Video games are usually divided into the following several types such as Action, Massively Multiplayer Online Role-Playing (MMORPG), Strategy, Simulation, and Driving etc. Players can always find the games for their needs in such various categories. b) You will find that there have no specific pre-defined ends for most of these different video games. Players completes every task to have a new discover and those unpredictable factors always inspires players’ curiosity to continue playing the games all the time. c) The game set different reward for the character of the level up. When character have a new start in a new game, the character’s attributes are initialization settings in the game. If players want to finis h the advanced task, to upgrade character’s attributes and to get more skills, they must make their roles from the initial level up to full level soon. With the level of ascension, players have to spend more and more time to challenge more difficult tasks. The process by characters to level up is sustainable and it cannot be sustained for a long time. Games designers build various rewards patterns for players to earn, which also causes addiction. d) Meanwhile, in-game currencies are increased by spending more time playing and more tasks are completed, which leads to more seductive pursuits to achieve. Cumulative gaming time or login in the game on time to complete the task will accumulate more wealth such as gold coins, credits, and energy which increase players’ purchasing power. In-game currencies can buy game props to help players easy to complete the task, and buy the virtual clothes to dress up the character, etc. (Loder Natasha, 2014). Actually, the virtual wealt h were drove by players’ vanity. Sometimes, parts of crops in the game can sell for business in real life between players. That’s why parts for players play so hard that update their items for selling to get a good price. e) Moreover, the designers prefer to set the randomly time-schedule of in-game rewards. Sometimes, players will get a big reward after finishing several tasks, but there are still have several parts of players will get a huge rewards when they only complete one task. Game designers make the factors of uncertainty to let the players never know when they can be rewarded through the tasks, but players always would like to wait the reward until as long as they play long enough. Designers are so smart that always structure a different target to pursue players for different period of gaming time. That’s why players will always have the game to play with innovation. There is no doubt that video games addiction should be categorized as a mental disorde r, however, the addiction is caused by video games’ design, which attracts more players to spend large amount of time to play it (John Hopson, 2001). In the second place, video games provide a fully realized virtual world for players to â€Å"escape† from the reality of the physical world. For gamers, the virtual world are more appealing than real life. a) Those kind of people with social phobias, and lose motivation to communicate with people more likely to addict in the internet video games. The success of the game gives them confidence and give them affirmation to prove their personal ability. Because the desire for interpersonal communication, these groups of players would like to build friendships in virtual space. Players can play together with other game users in a group randomly, and enjoy the feeling of teamwork to accomplish their common task. Also, in the network game, players based on reality condition of the real world or personal expectations of themselves to create the character in any status to finish career goal, to make friends, and to build the family with other users in the game. A lot of players put the ir own emotions to the games like the SIMS, and gradually lose themselves and indulge in games (Romeo Vitelli, 2013). Furthermore, b) people who have huge pressure in real life, sitting in front of the computer, logging in the video games and into the game, they will no longer remember their own ambitions and worry about the difficulties that happen in the life. They will only remember the games’ tasks, the monsters are killed, or another beautiful magic world. Players love the feeling of playing games without any restriction force in real life so video games become their spirit of places gradually (Jack Flanagan, 2014). Thirdly, video games have a strong psychological basis that can lead to an addiction for the players. For instance a) players get hysterical symptoms in the process to play racing games. Usually, this kind of psychology similar with the feedback after playing extreme sports. However, extreme sports have a high level of danger. People who keen to play extreme sports are willing to challenge the nature, and in the case of high danger coefficient to reach high excited state of mind. The metamorphosis of video game also create an immerse experiences for players, such as racing games. In addition, video games do not have physical risk. In the game, players should have quick reaction to avoid â€Å"hit† and elude oncoming vehicles. Mental shocking is a part of fun. Players are almost die but they are alive no matter in the process of extreme sports or such process of violate racing games (Jagodzinski Jan, 2006). All at once, b) violent video game provides the stimulus and brings mor e exciting pleasure for players. You cannot shooting in the street with a gun, it is illegal. However, violent games don’t break the low and have the restrictions for players. Virtual experiences are very real not only the first-Hand Role in killing process but also the vivid graphics. The pleasure of this kind of game is the reason of the players cannot extricate themselves (Xu Zhengchuan, 2012). The last but not the least, Neuroimaging studies have begun to study the changes of brain activity when players play the games and recorded the changes with documents. The evidence shows that there have changes in brain activity during on-line play. Response to video game addiction in players is similar with drug-induced substance dependence. â€Å"These brain regions include the dorsolateral perfrontal cortex, orbitofrontal cortex, parahippocampal gyrus, nucleus accumbens, thalamus and caudate mucleus.† (Bavelier Daphne, 2011). In addition, unlike drug addiction, Video game addiction will not cause physical damage to human body. However, damage of nervous system are the common reason for the players become problem gamblers. There is no doubt that video games are addictive, and to produce special devastating on the nervous system of the brain. Simultaneously, it is important to note that games addiction is a process of accumulation results (Bavelier Daphne, 2011). As well, add ictive triggers is the important reason for the players spend a large amount of time to play internet video games and lead to cause changes in the brain. Then the fantasy world in the games make them feel better. As an example, one of the easiest operation video games called Farm Game which connects the players with their friends through the Internet. When the player starts to play the game, they will have six lands to sowing crops. Mature crops generally lasted six to seven hours. Players had to harvest their crops on time to avoid their game friends to steal their crops. Players with crops to sell more, they will acquire more coins to buy more land and more expensive crops. At the same time, their level of farms will up with more crops they sold. Players had to check the time, log in the game every day and harvest crops on time in order to avoid other players to steal their crops. I doubts even the players whether cannot help thinking of the picture, content and so on in the game or not. Actually, for most game players, they do often remind of the game and can’t wait to play the game. Video-game designers structure unpredictable and unexpected factors to attract players’ curio sity and desire, so they would like to spend more time to complete the goal in the games. Compared to drug addiction with physical damage, video games are more inclined to spiritual enjoyment and satisfaction. It seems that video game addiction is harmless, but Bakker says video games addiction can ruin lives (Sherry Rauh, 2006). Players don’t think they are in trouble with games addiction who are ignoring the problems and making addiction worse. At an addiction treatment center in Amsterdam, in the Netherlands (Sherry Rauh, 2006), players particularly are groups of adolescent who seriously addicted to internet video games and come to this center to quit addiction on video games. Keith Bakker (Sherry Rauh, 2006) is a director of this addiction consultants said in recent years, they received more and more patients who addicted especially for playing online role-playing games. In the process of broking dependence, if the players does not get more actions such as playing video g ames, they will become agitated, irate, violent and miserable because their fantasy world was interrupted by us. They are in low depression even do not willing to eat, sleep and alive. Otherwise, video game addicts will let players stay away from social development that affect socialize relationships; they will become more isolated with others. As well, students won’t have energy to learning because they are hard to concentrate on learning. And, with the grades become poor, they are tend to dropout and give up other interests and hobbies. In conclusion, I totally believed that it is possible to become addicted to internet video games. Video games addiction has become the mainstream problem in society. This addiction strongly causes problems for individual such as emotional problems, health problems and social problems. There are mainly four arguments’ points to explain the reason of internet video games addiction in this position paper. Such as video game have addictive triggers to attract players dependent on it and won’t stop playing. Play the game online in order to stay away the real digital world and video games offers strong psychological pressure to players. Lastly, there have changes in brain activity during on-line play. Video game gives pleasure to the players at the same time brings negative sides. In my opinion, video games addiction must be aware from parents and society because it is enough to destroy an adolescent life. Work Citation: Susan Orlean. BrainyQuote.com. Xplore Inc, 2014. Retrieved April 5, 2014,  from BrainyQuote.com Web site: http://www.brainyquote.com/citation/quotes/quotes/s/susanorlea494668.html#GxqS5W5rQEVom45A.99 Loder, N. â€Å"What Makes Video Games Addictive? : Electronic Entertainment.† The  Economist Newspaper NA, Inc. Feb 18, 2014. Web. April 5, 2014, from  http://search.proquest.com/docview/1500529138?accountid=28041 John Hopson. â€Å"Behavioral Game Design. GAMASUTRA: The Art Business  of Making Games†. UBM Tech. April 27, 2001. Web. April 5, 2014, from  http://www.gamasutra.com/view/feature/3085/behavioral_game_design.php?print=1 Romeo Vitelli, ph.D. â€Å"Are Video Games Addictive?† Psychology Today, 19 August,  2013. Web. 5 April 2014, from http://www.psychologytoday.com/blog/media-spotlight/201308/are-video-games-addictive Jack Flanagan. â€Å"The Psychology of Video Game Addiction.† The Week, 5 Feb, 2014.  Web. 5 April 2014, from http://theweek.com/article/index/255964/the-psychology-of-video-game-addiction Jagodzinski, Jan. â€Å"Video Game Cybersubjects, The Ethics of Violence and Addiction:  A Psychoanalytic Approach.† Psychoanalysis, Culture Society 11.3  (Dec 2006): 282-303. ProQuest Psychology Journals. Web. 5 April 2014  from http://services.lib.mtu.edu:3960/docview/216517632/485C5DD715AC4523PQ/3?accountid=28041 Xu, Zhengchuan, et. al. â€Å"Online Game Addiction Among Adolescents: Motivation and Prevention Factors.† European Journal of Information Systems 21.3 (May 2012):  312-340. ProQuest Business Collection. Web. 5 April 2014 from http://search.proquest.com/docview/1010849335?accountid=28041 Babelier, Daphne, et. al. â€Å"Brains On Cideo Games.† Nature Reviews. Neuroscience  12.12 (Dec 2011): 763-8. ProQuest Psychology Journals. Web. 5 April 2014  from http://search.proquest.com/docview/905093857?accountid=28041 Sherry Rauh. â€Å"Detox For Video Game Addiction?† CBS Interactive Inc. July 3, 2006.  Web. 5 April 2014, from http://www.cbsnews.com/news/detox-for-video-game-addiction/

Wednesday, October 2, 2019

Fuzzy Logic :: Essays Papers

Fuzzy Logic "So far as the laws of mathematics refer to reality, they are not certain. And so far as they are certain, they do not refer to reality." -Albert Einstein, Geometry and Experience â€Å"It’s funny how when we’re the recipients of pain we’re clear that it’s black and white. But when we’ve got something to gain there are shades of gray.† – Dr. Laura Schlessinger Fuzz adds extreme choices of black and white, between shades of gray. Claim ness is given with fuzz; it does not make us choose. Fuzzy logic is a superset of conventional (Boolean) logic that has been extended to handle the concept of partial truth -- truth values between "completely true" and "completely false". It is also reasoning with vague concepts. There is a new math behind fuzzy logic and it took many years to find it. With this logic there is a goal, the goal is to get computers to work out just the round off black and white concepts. The Fuzzy Theory- A branch of logic designed specifically for representing knowledge and human reasoning in such a way that it amenable to process by computers, Thus fuzzy theory is applicable to *experts systems knowledge of engineering and * artificial intelligence. The fuzzy theory is concerned with the stud of *sets and * predications of this kind. There emerge such concepts as fuzzy sets, fuzzy relationships, and fuzzy quantifiers.[1] â€Å"There are certain rules and theorems that the fundamental concepts of a binary systems which are known as Boolean algebra. The understanding of Boolean algebra is considered very vital because its applications directly lead to the techniques that are essential in designing efficient digital systems. Boolean algebra serves as the basis for moving form verbal descriptions of the functions of the desired digital device to an unambiguous mathematical description.†[2] We shouldn’t regard the fuzzy theory as a single theory, rather the process â€Å"justification† as a methodology to generalize any specific theory from a crisp (discrete) to a continuous (fuzzy) form. Thus recently researchers have also introduced "fuzzy calculus", "fuzzy differential equations", and so on. We us binary numbers to represent the mathematical and logical operations that circuits perform. These Binary numbers allow us to represent everything as two states.

Tuesday, October 1, 2019

Lake Tahoe and The Growing Importance for Environmental Preservation Es

Lake Tahoe, an enormous expanse of clear, blue, fresh water surrounded by meadows and dense forests and rimmed by snow-capped peaks, is one of the world's great scenic and ecological wonders. Tahoe's water is world famous for its amazing clarity. Even today, one can see objects 70 feet below the surface, a clarity matched almost nowhere in the world. The Tahoe Basin had a slowly evolving and essentially balanced environment for thousands of years, with surrounding forests, meadows and marshlands helping to maintain the clarity and purity of the lake. This pristine environment also provided habitat for great diversity of plants and wildlife. Hundreds of species of native plants thrived in forest, marsh, and meadow. But now, in scarcely a century, an equilibrium that endured for thousands of years is rapidly being lost due to environmental degredation and resource values are steadily deteriorating because of human activities. While there is an appearent lose of wildlife and environment that exists in The Lake Tahoe Basin, there is also an insurgance of environmental conservation that has become increasingly powerful in the attempt at stopping these adverse affects on the environment from happening in the hope that the beauty of Lake Tahoe will continue to exist for generations and generations more. The first major change in the environment came with the logging of the 1860s, when much of the basin's forest was clear-cut. The logging tapered off with the collapse of the mining boom, but not before most of the Tahoe's virgin forest was gone. By the 1920s, cars and better roads made Tahoe accessible to the ordinary visitor, and landholdings began to be subdivided for summer homes, especially along the southern and western portions of the basin. The urbanization of the Tahoe Basin remained a relatively slow process until the 1950s, when the opening of Highway 50 and the completion of Interstate 80 brought the San Francisco Bay area within a four-hour drive. Year-round access to the lake encouraged expansion, as modest clubs designed for seasonal business were transformed into towering casinos packed with visitors throughout the year. The new access in winter also attracted thousands to the basin's ski slopes, and in addition to this increase due to accessability, the 1960 Olympics were held in the Lake Tahoe Basin, at the Squaw Valley Ski Resort. This event crea... ...ve a healthy environment we must conserve the land that has remained untouched. For this reason, the TRPA organization and many other environmental protectionist groups of the Lake Tahoe Basin, support redevelopment as an alternative to new development, and we strongly believe all development should be contained within the existing urban boundaries. Redevelopment allows for many environmental improvements to be made. Bibliography League to Save Lake Tahoe, Lake Tahoe’s Annual Clarity Chart, South Lake Tahoe, California. Douglas Strong, Tahoe: An Environmental History. (Lincoln, NE: University of Nebraska Press, c1984), pp 22-31. Tahoe Regional Planning Agency, About TRPA: Mission Statement. Online. Available: http://www.trpa.org/Mission.htm. Accessed: June 1, 2005. U.S. Forest Service, Lake Tahoe Basin Management Unit, Lake Tahoe Federal Advisory Committee. Online. Available: http://www.fs.fed.us/r5/ltbmu/local/ltfac/. Accessed: June 1, 2005. U.S. Census Bureau. California Population of Counties by Decennial Census: 1900 to 1990. Online. Available: http://www.census.gov/population/cencounts/ca190090.txt. Accessed: June 1, 2005.

Harassment and Abuse of Women in the Military

Women all around the world who are in the military are constantly getting harassed and raped by the soldiers and there is nothing that anybody is doing about it. There are many solutions that have been tried to prevent women abuse in the military, but many of them have failed. For example, the government, a few years ago made it clear that they were not going to tolerate any harassments from anybody, yet they did not keep their word. A few years ago, the government tried to prevent women from getting abused, by just warning the men to not to do it again. Apparently, that solution did not work out very well. Up until now there are women that are still getting harassed and raped, yet the only thing that is being done, is that fact that the men are the one’s that are being told, â€Å"Don’t Do It Again! † This is all that they do. Only a simple warning, no punishment. Before World War I, women assisted the military during wartime mainly as nurses and helpers. Some women, however, did become involved in battles. Molly Pitcher, a Revolutionary War water carrier, singlehandedly kept a cannon in action after a artillery crew had been disabled. During the Revolutionary and the Civil War, a few women disguised themselves as men and took part in hand-to-hand combat. The first enlisted women served in World War I as telephone and radio operators, translators, and clerks. But it was not until World War II that women became part of the regular military. Each service had its own women's corps commanded by female officers. The first of these units, the Women's Army Corps (WACs), enlisted 400,000 women during the war to work in jobs that freed men to fight. Following the war, the Women's Services Integration Act of 1948 established a permanent place for women in all branches of the military. But promotions for female officers were limited, and women were banned from ground combat jobs as well as from most Navy ships and Air Force aircraft. By the mid-1960s, about 70 percent of enlisted women worked in clerical and other office jobs. The Army and the other services at first resisted sending women to Vietnam fearing that they would notbe able to handle the stress of being in a war zone. But 7,500 military women, mainly nurses, eventually served in Vietnam. Several died in hostile action.