FASHION




FASHION
Clothing, coverings and garments intended to be worn on the human body. The words cloth and clothing are related, the first meaning fabric or textile, and the second meaning fabrics used to cover the body. The earliest garments were made of leather and other non fabrics, rather than of cloth, but these nonfabric garments are included in the category of clothing.
Fashion refers to the kinds of clothing that are in a desirable style at a particular time. At different times in history, fashionable dress has taken very different forms. In modern times nearly everyone follows fashion to some extent. A young woman would look odd if she wore the clothing that her grandmother had worn when young. However, only a small minority of people dress in the clothing that appears in high-fashion magazines or on fashion-show runways.
It is not always easy to tell the difference between basic clothing and fashionable clothing. Especially today, fashion designers often use inexpensive and functional items of clothing as inspiration. Blue jeans, for instance, originated as functional work clothing for miners and farmers. Yet today, even people who dress in jeans, T-shirts, and sports clothes may be influenced by fashion. One year, fashionable jeans may have narrow legs; the next year the legs may be baggy
Computerized Textile Mill
Machines at a large textile mill whir busily in an initial stage of processing fiber into fabric. The process is almost entirely coordinated and controlled by computer, with a small staff of managers, inspectors, and technicians to ensure quality and efficiency. Computers are able to execute complex weaving and spinning jobs with great speed and accuracy. Technology such as this has allowed the clothing industry to grow and change rapidly.
Clothing historians trace the development of dress by studying various sources, including magazines and catalogs, paintings and photographs, and hats, shoes, and other surviving items. Reliable evidence about everyday clothing from the past can be hard to obtain because most publications and images concern the fashions of the wealthy. Furthermore, clothing that has survived from the past tends not to be typical of what was worn in daily life. Museum collections are full of fashionable ball gowns, for example, but have very few everyday dresses worn by ordinary working-class women. Even fewer examples of ordinary men's clothing have been saved. Images, such as paintings, prints, and photographs, do provide considerable evidence of the history of everyday clothing. These sources indicate that although everyday clothing does not usually change as rapidly as fashionable dress, it does change constantly

COOKING AS A CHEF


Cookery, preparation of food for consumption. The oldest and most essential of the arts and crafts, cookery involves a variety of primary techniques that include the application of dry heat, immersion in or contact with heated liquids or fats, curing, smoking, and pickling. Secondary cookery techniques range from the simplest kitchen chores to the elaborate decoration of ceremonial pastries
Shrimp Seafood
Shrimp are a traditional ingredient in many regional cuisines. Shrimp meat is high in protein and low in fat, which makes it a highly nutritious food.
Cookery must be divided into two classes, perhaps best defined by the French, who distinguish between cuisine bourgeois (“home cooking”) and haute cuisine—cookery conceived as an aesthetic pursuit. In theory, the distinction is based on the differences between practical cooking skills and refined artistry. In practice, however, the distinction has always been somewhat vague and has become increasingly so in recent years, as home cooks—better informed, equipped, and supplied than in the past—emulate the work of professional chefs.

COMPUTER AND MOBILE GAMES


From their crude origins in the late 1950s and 1960s, electronic games have grown to become a multibillion-dollar industry, one which uses the latest computer technology to produce ever-more realistic game experiences for millions of users (known as gamers). Electronic game sales (hardware and software) were estimated at about $10 billion in the United States in 2004, with worldwide totals exceeding $20 billion. One significant trend in the market was the simultaneous release of games based on new motion pictures, and even big-budget movies inspired by popular games, as video games made inroads into other areas of entertainment. Some of the most elaborate games today can take years of work and tens of millions of dollars to produce.
Studies have shown that, increasingly, the majority of gamers are age 18 or older. In response, many software companies and game studios have focused on developing more advanced games aimed at late teenage and adult audiences. This in turn has sparked concerns by some parents’ groups that younger teens and children are being exposed to graphic violence, drugs, and even sexual imagery in popular games. Most game developers now follow an established rating system—much like the movie industry—that includes the designations E (for Everyone), T (Teen), M (Mature), and AO (Adults Only).
Electronic Games, interactive hardware or software played for entertainment, challenge, or educational purposes. Electronic games vary in design but can include vibrant color, sound, realistic movement, and visual effects; some even employ human actors. There are two broad classes of electronic games: video games, which are designed for specific video-game systems, handheld devices, and coin-operated arcade consoles; and computer games, which are played on personal computers.
Electronic games are a popular pastime for both children and adults. Categories include strategy games, sports games, adventure and exploration games, card and board games, puzzle games, fast-action arcade games, and flying simulations. Some software programs employ game-play elements to teach reading, writing, problem solving, and other basic skills.

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