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Tech Report kmi-04-21 Abstract


Healthcare Compunetics: An End-to-End Architecture for Self-Care Service Provision
Techreport ID: kmi-04-21
Date: 2004
Author(s): Andy Marsh, George Roussos and Yanna Vogiazou
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Extending healthcare to the community introduces a number of new challenges for the development of information technology infrastructures. A core component of the new self-care infrastructures will be wearable or implantable sensors and actuators that monitor vital signs and take proactive actions to respond to observed clinical conditions. In this paper, we introduce the three core elements of the Healthcare Compunetics architecture developed with a view to support the new self-care services: i-notes is a system that extends the electronic patient record to include non-verified data collection by the sensors; i-WAND is a wearable device that offers pluggable body area connectivity, local storage and processing and remote communication to the diagnostic service centre; and the VMW Protocol which allows sensors to communicate effectively with remote healthcare servers. Finally, we conclude this discussion with a brief overview of our current work on interaction design.

Publication(s):

Appeared in: The Body Sensor Networks Workshop, Imperial College, London, UK, 6-7 April 2004
 
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Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.