A quick way is to paint some pfx hair on the head and use the built in turbulence on the brush to do the animation. The uniform force attribute on the brush could be used for the general wind direction and speed. You could also attach a few nurbs curves to the stroke as control hairs to better shape the flow.
Another option is to create cloth strips and apply a turbulence force along with a directional wind. One could then render as hair textured surfaces, or by controlling pfx hairs with them.
Duncan