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Avaliação do potencial fotoprotetor do extrato hidroalcoólico de Lafoensia pacari A. St-Hill (Lytraceae) e obtenção de uma formulação fitocosmética / Potential evaluation sunscreen hydroalcoholic extract Lafoensia pacari A. St-Hill (Lytraceae) and obtaining a phytocosmetic formulationCaixeta, Eliane de Vasconcelos 08 December 2014 (has links)
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Previous issue date: 2014-12-08 / In Brazil, the number of cases of skin cancer has increased, representing a
significant public health problem. Various cosmetic products have been developed
with sunscreens and from marketing’s point of view the addition of natural products in
particular containing phenolic compounds, has been the subject of several studies.
The aim of this study was to determine the Sun Protection Factor (SPF) of
hydroalcoholic Lafoensia pacari extract and assess its potential for additive in SPF in
a sunscreen formulation containing the chemical filter metoxycinamate octyl. First it
was obtained hydroalcoholic L. pacari extract and the monitoring of extraction
process by CCD. The SPF from L. pacari extract, from the chemical filter
metoxycinamate octyl (eusolex 2292®) and both formulations were determined using
the technique of Mansur and colleagues with adaptations, such as diffuse
reflectance.The chromatographic profile of the extract or formulation were
investigated by CLAE as well as dosing of total phenols and flavonoids. In addition,
tests for antioxidant activity of the extract by DPPH and FRAP methods were carried
out. Lastly, it was performed the accelerated stability on a 90-day cycle formulation at
three different temperature conditions. Regarding the chromatographic profile by
CCD it was detected seven stains in the four extraction conditions employed, being
eluted identically and after revealed by NP, they were indicative of polyphenols and
flavonoids. It was selected the extraction by bath of 30 min ultrasound. The
formulation containing eusolex 2292® and extract achieved a 7.3 indicating activation
and photoprotection. Using a reflectance technique, the achieved results were from
9.7 to 11.11, confirming the additive by a more sensitive technique. The
chromatographic profiles, by CLAE, the extract or formulation showed peaks with
retention times and identical UV absorption spectrum, thereby confirming the
presence of the extract in the final formulation. Dosing of total phenols resulted in
3.31% and total flavonoids 0.31%. Antioxidant activity by DPPH assay showed EC50
= 53,73 mg/L and FRAP results showed that 1 g of Pacari extract showed reduction
capability of 323.62 μM of ferrous sulfate. The preliminary stability test showed that
there was a formulation stability in the FPS and viscosity after freeze - defrost cycle.It
was found that the extract obtained from the leaves of L. pacari has absorbance in
UVC, UVB and UV. This extract was able to aditivar FPS formulation developed in
this work, containing eusolex 2292® chemical filter and showed antioxidant activity . / No Brasil, o número de casos de câncer de pele tem aumentado, representando um
considerável problema de saúde pública. Diversos produtos cosméticos têm sido
desenvolvidos com filtros solares e sob ponto de vista mercadológico a adição de
produtos naturais, em particular contendo compostos fenólicos, tem sido alvo de
vários estudos. O objetivo desse trabalho foi determinar o Fator de Proteção Solar
(FPS) do extrato hidroalcoólico de Lafoensia pacari e avaliar o seu potencial de
aditivação do FPS em uma formulação fotoprotetora contendo o filtro químico
metoxicinamato de octila. Primeiramente procedeu-se a obtenção do extrato
hidroalcoólico de L. pacari e monitorização do processo extrativo por CCD. O FPS
do extrato de pacari, do filtro quimíco metoxicinamato de octila (eusolex 2292®) e
das formulações foram determinados tanto através da técnica de Mansur e
colaboradores com adaptações, como por reflectância difusa. O perfil cromatográfico
do extrato e da formulação foram investigados por CLAE, bem como o doseamento
de fenóis totais e flavonóides totais. Além disso, foram realizados ensaios para
atividade antioxidante do extrato pelos métodos de DPPH e FRAP. Por fim, foi
realizada a estabilidade acelerada em ciclo de 90 dias da formulação em três
condições de temperatura diferentes. Em relação ao perfil cromatográfico por CCD
foram detectadas oito manchas, nas quatro condições de extração empregadas,
sendo eluídas de maneira idêntica e após reveladas por NP, as quais foram
indicativas de polifenois e flavonoides. Selecionou-se a extração por banho de
ultrassom 30 min. O FPS alcançado para a formulação contendo somente o eusolex
2292® foi 5,37. A formulação contendo eusolex 2292® e extrato apresentou FPS de
7,3, o que indica a aditivação na fotoproteção. Empregando a técnica de reflectância
os resultados alcançados foram de 9,7 para 11,11, o que confirma a aditivação por
uma técnica mais sensível. Os perfis cromatográficos, por CLAE, do extrato e da
formulação apresentaram picos com tempos de retenção e espectro de absorção no
UV idênticos, confirmando assim a presença do extrato na formulação final. O
doseamento de fenóis totais resultou em 3,31% e de flavonóides totais 0,31%. A
atividade antioxidante pelo método de DPPH apresentou EC50 = 53,73 μg / mL e
para FRAP o resultado mostrou que 1 g do extrato de pacari apresentou capacidade
de redução de 323,62 μM de sulfato ferroso. O teste de estabilidade preliminar
mostrou que houve uma estabilidade da formulação no FPS e na viscosidade após
ciclo gela-degela. Verificou-se que o extrato obtido das folhas de pacari possui
absorbância na região UVC, UVB e UVA. Este extrato foi capaz de aditivar o FPS da
formulação desenvolvida neste trabalho, contendo filtro químico eusolex 2292® e
apresentou atividade antioxidante.
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Bandesign för MultiplayerspelÅkesson, Peter January 2009 (has links)
Denna rapport är en undersökning om hur man gör en bana i ett FPS-spel så att banan blirintressant och rolig så att så många spelare som möjligt vill spela den. För att komma framtill det har jag skapat en bana i Hammer till spelet Team Fortress 2 för att göra vissa testerpå den för att därigenom komma fram till mitt resultat. Slutligen kom jag fram till att det viktigaste när man skapar en bana är variation och att hamed något som passar alla. Dessutom kan det ha en viss vikt hur banan ser ut annarskommer folk inte ens testa banan.
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Unidentified bodies in forensic pathology practice in South Africa : demographic and medico-legal perspectivesEvert, Lucinda 23 May 2012 (has links)
Unidentified bodies in the forensic setting constitute a global problem. Though this should be of great concern to many governments, very little data on the extent of this phenomenon is available in international literature and few countries require that statistics on the number of unidentified deceased be kept. To determine the extent of this phenomenon in South Africa, a study into the number of unidentified deceased at the Pretoria Medico-Legal Laboratory and their demographic profile was undertaken. The study has indicated that between 7% and 10% of bodies remain unidentified at the Medico-Legal Laboratory in Pretoria. Publications further indicate that a total of 846 bodies remained unidentified at Medico-Legal Laboratories in Gauteng for the period January 2010 to August 2010. This number is very high when compared to international literature. Of great concern is the fact that these statistics do not include the cases in which persons die in hospital facilities from natural causes without an identity, which are not referred to the Forensic Pathology Service for investigation. The true extent of the problem may thus be far greater than imagined. Determining the true extent of this phenomenon in South Africa is therefore important, as these unidentified bodies have many social and economic consequences. Not only are families unaware that their loved ones have passed away, but they are also unable to bury and mourn them. Unidentified bodies at Medico-Legal Laboratory facilities also impacts on the service delivery capability of the government departments involved in the investigation of such cases. The drafting of additional legislation for the management of unidentified bodies is therefore required. A need to establish and enforce specific protocols to be followed in the event of unidentified bodies has also been identified. The creation of a National Unidentified Decedent website and DNA database is recommended as they will greatly assist in reducing the number of unidentified bodies throughout South Africa. It is however only through coordinated efforts and interdepartmental cooperation that these proposals will be successful. AFRIKAANS : Ongeïdentifiseerde liggame in die forensiese omgewing is ‘n wêreldwye probleem. Alhoewel dit ‘n bron van kommer vir meeste regerings behoort te wees, is baie min data oor die omvang van hierdie verskynsel beskikbaar in die internationale literatuur, met min lande wat vereis dat amptelike statistieke oor onbekende oorledenes versamel word. Om die omvang van hierdie verskynsel in Suid Afrika te bepaal, is ‘n studie na die aantal onbekende liggame by die Regsgeneeskundige Laboratorium in Pretoria en hul demografies profiel onderneem . Die studie het getoon dat tussen 7% en 10% van alle liggame wat deur die Regsgeneeskundige Laboratorium in Pretoria opgeneem word, onuitgeken bly. Publikasies dui ook aan dat 846 liggame ongeïdentifiseerd was by Regsgeneeskundige Laboratoriums vir die tydperk Januarie 2010 to Augustus 2010. Hierdie getal is aansienlik hoër as díe wat in die internasionale literatuur gesien word. ‘n Groot bron van kommer is die feit dat hierdie statistieke nie gevalle insluit waar die oorledene in ‘n hospitaal gesterf het as gevolg van natuurlike oorsake, sonder dat hul identiteit bekend is. Die ware omvang van die problem kan dus veel groter as geskat wees. Die bepaling van die omvang van hierdie verskynsel in Suid Afrika is belangrik, omdat ongeïdentifiseerde liggame beide sosiale en ekonomiese gevolge het. Nie net is families onbewus daarvan dat hul geliefdes gesterf het nie, maar kry hul ook nie die geleentheid om hul geliefdes te begrawe en oor hul afsterwe te rou nie. Ongeïdentifiseerde liggame by Regsgeneeskundige Laboratoriums het ook ‘n invloed op die diensleweringskapasiteit van die verskeie staatsdepartemente wat betrokke is by die ondersoek van sulke gevalle. Die opstel van addisionele wetgewing wat die bestuur van ongeïdentifiseerde liggame reguleer is dus nodig. Die behoefte aan spesifieke protokolle vir die hantering van sulke gevalle is ook geïdentifiseer. Daar word verder aangeraai dat ‘n Nasionale Onuitgekende Liggaam webwerf en DNS databasis geskep word in ‘n poging om die aantal ongeïdentifiseerde liggame in Suid Afrika te verminder. Dit is egter slegs deur middel van gekoördineerde pogings en interdepartmentele samewerking wat hierdie voorstelle sukses sal behaal. Copyright / Dissertation (MSc)--University of Pretoria, 2011. / Forensic Medicine / unrestricted
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React Native vs. Flutter : A performance comparison between cross-platform mobile application development frameworksTollin, Gustav, Marcus, Lidekrans January 2023 (has links)
This study compares the performance of two popular cross-platform mobile application development frameworks, Flutter and React Native. As the number of mobile users continues to grow, the ability to target multiple platforms using a single codebase is increasingly important for developers and companies. We conducted three manual UI tests; scrolling through a list, testing the camera, and filtering a large dataset to measure the performance of the frameworks in terms of CPU usage, memory usage, and janky frames on an Android device. The results indicate that Flutter may provide better performance in specific situations when compared to React Native. The study contributes to the existing research by providing additional insights into the performance of these frameworks under specific test scenarios.
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Effect of resolution on player performance and experience in virtual reality low-fidelity first-person shooting gamesSingh, Gauri, Vangavolu, Veera Venkata Sai Siva Ram January 2023 (has links)
Background. With the increasing popularity of virtual reality(VR) in gaming applications, it is important to understand the factors that influence the user experienceof players in VR games. One such factor is the resolution of the VR headsets, whichdetermines the clarity and sharpness of the applications on the screen. However,achieving higher visual details can consume a lot of computational power and limitaccessibility for users with lower-end hardware. Objectives. The aim of this project was to determine if different resolution settingsavailable in VR affect the performance of players, their game experience, and simulator sickness symptoms. The objectives of the thesis project included the developmentof an FPS game prototype with low visual details, designing and conducting a userstudy, and analyzing the data collected during the experiment to find any relationbetween different resolutions on the performance and experience of the participants. Methods. A VR FPS game prototype was developed with a low level of visualdetails which was played in varying resolutions from 2k to 4k. Participants (n=27)were asked to play the game in each resolution and complete surveys on game experience and simulator sickness using standard questionnaires. The performance of theparticipants was measured by recording the time taken to hit targets, and the totalpoints scored at the end of 90 seconds in each resolution. Results. The results indicated that there was no significant difference in player performance and experience of participants in 2k, 3k, and 4k resolutions. The simulatorsickness symptoms such as eyestrain and difficulty in focusing and concentrating werefound to be most extreme in the highest and lowest resolution. Conclusions. In conclusion, this thesis project found that increasing resolution doesnot necessarily increase the performance and experience of players in the VR FPSgame prototype. However, the simulator sickness symptoms depend on the resolutionand are of statistical importance in the highest(4k) and the lowest(2k) resolution.
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Undersökning av skillnader och likheter i användarvänlighetsproblem/styrkor för användargränssnitt av populära esporter inom populära genrer / Examining Differences and Similarities in Usability Problems/Strenghts in the User Interfaces of Popular Esports from Different Popular GenresÅkerlund, Elias, Marbinah, Johan January 2019 (has links)
Det senaste decenniet har esporter växt förvånansvärt mycket i popularitet. Fenomenet esport har lett till utvecklingen av en hel uppsjö olika genrer, som alla har sina distinkta problem hos deras användarvänlighet i dess olika gränssnitt [22]. Den här studiens metod baseras på Nielsens tumregler för utvärdering av användarvänlighet i användargränssnitt, samt en kombination av både Turunen [5] och Quintans [2] uppsättning av frågor som även de är baserade på Nielsens tumregler, för att hitta vilka likheter och skillnader som finns i användarvänligheten hos tre olika spel som varje tillhör tre distinkta genrer, specifikt FPS (First Person Shooter), MOBA (Multiplayer Online Battle Arena) och RTS (Real-Time Strategy). De korresponderande spelen som undersöks är Counter Strike global offensive (CSGO), League of legends (LoL), respektive Starcraft II (SC2). Undersökningens resultat visar bland annat att SC2, spelet som representerar RTS, hade flest problem i användarvänligheten medan LoL och CSGO hade betydligt färre problem. HUD:en (Heads-Up Display) var gränssnittet som stod ut mest för SC2 eftersom det antog flest antal problem. Detta resultat kan anses som logiskt när man ser till spelets popularitet jämfört med de övriga två, då de andra är mycket populärare sett till antal visningstimmar. Dock är genrerna RTS och MOBA mycket lika i sin utformning och man hade därför kunnat förvänta sig att LoL och SC2 skulle haft ett flertal likheter, vilket de inte hade. Studien visar generellt sett på en mångfald i skillnader hos deras problem och även en mångfald i styrkor. / In the last decade, esports has been continuously exceeding expectations in its popularity. The phenomenon of esports has led to the development of a whole lot of different genres, which all have their own distinct problems/strengths in the usability of their user interfaces [22]. Inspired by Nielsen’s heuristics for user interface inspection, as well as using a combined set of questions from Turunen [5] and Quintans [2] to evaluate the usability of a user interface, this study aims to see which similarities and differences there are in the usability of distinctly chosen user interfaces of three esport games from three different genres, specifically FPS (First Person Shooter), MOBA (Multiplayer Online Battle Arena) and RTS (Real-Time Strategy) corresponding to Counter Strike global offensive (CSGO), League of legends (LoL) and Starcraft II (SC2) respectively. The result of the study shows many findings, one of the more amazing findings was that SC2, the game that represents the RTS genre, had the most usability problems in its user interfaces, whilst both CSGO and LoL had significantly fewer problems. The HUD (Heads-up display) was the interface that stood out the most for SC2 because it adopted the most problems. This result makes sense when looking at the popularity of the game compared to the others, but since the RTS and MOBA genres are partially alike, one could expect LoL to have similar problems, which it did not for the most part. The study also shows a lot of specific differences in usability problems between the various games. In addition, there were many similarities in usability strengths and very few specific similarities in usability problems between various games mentioned before.
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Substituting Live Training With Virtual Training By Means Of A Commercial Off The Shelf, First Person Shooter Computer Game And the Effect on PerformanceKneuper, George, II 01 January 2006 (has links)
This research measures the change in Army ROTC cadets' tactical performance when up to 75% of their tactical live training is replaced with training done on a computer. An ROTC instructor from any of the 270 programs across the nation can take this research and implement a training plan utilizing a relatively cheap off the shelf computer game and save their program: cadet and cadre time, training dollars, and transportation/equipment/training area resources, while seeing no degradation in their cadets' performance. Little research has been done on the effect of replacing live simulation with virtual simulation. With this in mind, six groups of individuals were run through the experiment for over five months at various levels of virtual/live training and scored across 16 leadership skills. These results were then formulated into a guideline defining how much training should be virtual training and how much live, to optimize an individual's performance.
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Berättande i spelmiljöer : Miljö- och indexikalt berättande i Portal / Narration in game environments : Environmental and indexical storytelling in PortalOlsson, Linnéa January 2023 (has links)
I detta arbete har spelet Portal (2007) undersökts för det miljö- och indexikaltberättande som finns i spelet och svarat på frågan om vilka lärdomar det finns att ta ur ett spelutvecklarperspektiv. Arbetet är utformat som en teorikonsumerad fallstudie där Portal (2007) jämförs med redan satta definitioner på olika sorters rumsligt berättande. I undersökningen framkommer det att spelet alltid innehåller någon form av miljö- och indexikalt berättande, men det är inte jämnt fördelat utan det mesta sker i den senare delen av spelet. Lärdomarna som går att dra från undersökningen är att det sker en hel del miljö- och indexikalt berättande i enkla linjära spel fastän spelmekaniken kan ha varit fokusen under utvecklingen av spelet. Portal (2007) visar också på att det inte krävs ett stort utrymme för att miljön kan berätta sagor, det krävs bara ett litet gömställe.
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Occlusion i dataspel : Och dess effekt på spelarens beteende / Occlusion in video games : And its effect on the player's behaviorBarboni, Alexander January 2022 (has links)
Tidigare forskning kring spatialt ljud har kommit fram till ovissa slutsatser på grund avbristfällig undersökningsmetod och för lite åtanke på dataspel som mediaform. Denna undersökning ämnar därför att undersöka huruvida occlusion påverkar spelaren i ett First Person Shooter-spelscenario, samt om extern information kan påverka spelarens beteende. Tre versioner av en artefakt skapades i spelmotorn Unity (2005) som lät testpersoner spela igenom den på distans för att skicka tillbaka observationsdata som artefakten producerar. Utifrån observationsdatan som visualiserar varje testpersons spelsekvens med kompletterande data från en enkätundersökning syns mönster som visar på att varken occlusion eller extern information i form av ett presenterat kontrollschema är en faktor till spelarens beteende. Framtida arbete hade kunnat bestå antingen av ytterligare testpersoner för att säkerställa att de mönster som syns i resultaten är trovärdiga, eller att undersöka andra faktorer som enkätdatan pekar på har en påverkan på spelaren medan occlusion inte har det. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
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Preparação de protetores solares com argila: análise da eficácia in vitro da propriedade fotoprotetora.COSTA, Joneuso Tércio Cavalcanti da. 28 June 2018 (has links)
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Previous issue date: 2015-08-27 / As radiações não ionizantes (UV-A; UV-B e UV-C) do espectro
eletromagnético do sol causam doenças aos seres humanos e precisam ser
evitadas. O uso adequado do protetor solar minimiza tal risco. Atualmente, a
tendência é introduzir materiais naturais, orgânicos ou inorgânicos, na composição
dos protetores solares (fotoprotetores), no afã de neutralizar possíveis efeitos
colaterais dos materiais sintéticos. Estudos mostraram que argilas (silicatos em
camadas) incorporadas aos protetores solares podem bloquear radiação ultravioleta
no comprimento de onda entre 250 a 400 nm dependendo da composição da argila.
Acompanhando essa linha norteadora é que se baseou a elaboração deste trabalho
onde duas argilas foram empregadas na preparação de fotoprotetores e aferida a
eficácia em laboratório da Universidade Federal de Campina Grande (UFCG)
através da avaliação in vitro por espectrofotometria. As argilas testadas foram a
montmorilonita sódica comercial (Cloisite® Na
+
) e a bentonítica Argel 35. As
formulações foram preparadas em três farmácias de manipulação, em três cidades
diferentes, Guarabira, João Pessoa e Campina Grande, no Estado da Paraíba. O
método escolhido para avaliação do Fator de Proteção Solar (FPS) foi o método in
vitro desenvolvido por Mansur em virtude da ótima correlação com método in vivo,
além de apresentar outras vantagens a exemplo do baixo custo e o de se evitar
exposição do ser humano a experimentos que possam causar danos à saúde. Antes
de avaliar o FPS das formulações preparadas com as argilas foi feita a avaliação do
FPS de protetores solares comerciais e foi confirmado que o método in vitro utilizado
foi adequado na determinação do FPS de protetores solares. A introdução de argilas
na composição dos protetores solares, como materiais naturais, em substituição ao
material sintético TiO2 foi eficaz, especialmente para a argila bentonita Argel. A
legitimidade em se estudar o efeito fotoprotetor dos materiais argilosos na
composição dos protetores solares é justificada por grande relevância social, posto
que são de baixo custo, e ainda por serem encontradas com facilidade na natureza. / Non-ionizing radiation (UV-A, UV-B and UV-C) of the sun's electromagnetic spectrum
cause diseases to human and must be avoided. The proper use of sunscreen
minimizes this problem. Currently, the trend is to introduce natural materials, organic
or inorganic, in the composition of sunscreens, in order to neutralize possible side
effects of synthetic materials. Studies have shown that clays (layered silicates)
incorporated in sunscreens can block ultraviolet radiation in 250 to 400 nm
wavelength range depending on the clay composition. Following this guideline, in this
work, two clays were used in the preparation of sunscreen and its effectiveness was
determined at Universidade Federal de Campina Grande (UFCG) laboratory through
in vitro evaluation by spectrophotomery. The clays tested were Cloisite® Na
+
sodium
montmorillonite and Argel 35 bentonite. The formulations were prepared in
pharmacies in three different cities, Guarabira, Joao Pessoa and Campina Grande, in
Paraíba state. The method chosen to evaluate the Sun Protection Factor (SPF) was
in vitro method, developed by Mansur, due to the excellent correlation with in vivo
method. Besides, there are other advantages like low cost and less damage to health
since the volunteer is not exposed to the experiments. Before the evaluation of SPF
of prepared formulations with the clay, the SPF of commercial sunscreens was
determined and it was confirmed that the in vitro method was proper to define
sunscreen SPF. The introduction of clay in the sunscreens composition, as natural
materials, replacing TiO2 synthetic material was effective, especially for Argel
bentonite clay. The legitimacy of studying the photoprotective effect of clay materials
in the composition of sunscreens is justified by great social relevance, since they are
inexpensive and found easily in nature.
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