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Pharmacocybernetics : ウィキペディア英語版 | Pharmacocybernetics
Pharmacocybernetics (also known as pharma-cybernetics, cybernetic pharmacy and cyberpharmacy) is an upcoming field that describes the science of supporting drugs and medications use through the application and evaluation of informatics and internet technologies, so as to improve the pharmaceutical care of patients.〔Yap KY, Chuang X, Lee AJM, Lee RZ, Lim L, Lim JJ, Nimesha R. Pharmaco-cybernetics as an interactive component of pharma-culture: empowering drug knowledge through user-, experience- and activity-centered designs. International Journal of Computer Science Issues 2009; 3: 1-13.〕 It is an interdisciplinary field that integrates the domains of medicine and pharmacy, computer sciences (informatics, cybernetics, interactive digital media, human-computer-environment interactions) and psychological sciences to design, develop, apply and evaluate technological innovations which improve drugs and medications management, as well as prevent or solve drug-related problems. ==Terminology== “Pharmaco” originates from the Greek word “pharmakon”, which means drugs or poisons;〔Stedman TL. Stedman's Medical Dictionary. 28th ed. Baltimore, Maryland: Lippincott Williams & Wilkins; 2005.〕 while “cybernetics” originates from the Greek word “kubernetes”, which means “the art of steering”.〔Pangaro P. "Getting started" guide to cybernetics. Available at: http://pangaro.com/published/cyber-macmillan.html.〕 Norbert Wiener first defined cybernetics as the science or study of “control and communication in the animal and the machine”.〔〔American Society for Cybernetics. Foundations - the subject of cybernetics: defining 'cybernetics'. Available at: http://www.asc-cybernetics.org/foundations/definitions.htm.〕 Since then, the American Society for Cybernetics has further described this field as “the design or discovery and application of principles of regulation and communication”.〔 Cybernetics has been applied to many fields, such as anthropology, sociology, systems theory, psychology, biology, computer science and engineering. The defining characteristic of a cybernetic system is its relationship between endogenous goals and the external environment.〔Corning PA. Synergy, cybernetics, and the evolution of politics. International Political Science Review 1996; 17(1): 91-119. (DOI: 10.1177/019251296017001006 )〕 In the 1970s, cybernetics was applied in healthcare as a means of setting positive outcome goals for patients who were not satisfied with their plastic surgeries.〔'Psycho-cybernetics' Author. (Plastic surgeon tries to heal 'inner scars' ). Los Angeles Times 1973, 2 November; Sect. Part 1-A: B5-1.〕 The emergence of “new cybernetics” or “second-order cybernetics” further expanded this concept to include the interactions between cybernetic systems and the people interacting with them, as well as to society as a whole.〔Geyer F. The challenge of sociocybernetics. Kybernetes: The International Journal of Systems & Cybernetics 1995; 24(4): 6-32. (DOI: 10.1108/03684929510089321 )〕 Cybernetics also includes the concept of “cyberspace”, which is described by the science fiction author William Gibson as a virtual representation of information in varying states of accessibility that is linked to various people and organizations in his book Neuromancer.〔Adams PC. Cyberspace and virtual places. Geographical Review 1997; 87(2): 155-171.〕〔Trappl R. The cybernetics and systems revival: Paper presented at: 14th European Meeting on Cybernetics and Systems Research (EMCSR'98); 14–17 April 1998; University of Vienna, Austrian Society for Cybernetic Studies.〕〔Gibson W. Neuromancer (Special 20th Anniversary Edition). Hardcover ed: Ace Books; 2004.〕 This concept is also reiterated in the movie “The Matrix” and its sequels, which revolves around Neo (Keanu Reeves), a computer programmer, who lives in a simulated matrix world created by sentient machines but perceived by humans as reality. The term “cyberspace” is now used ubiquitously to describe anything that is associated with computers, informatics and internet technologies, and also user experiences through interactions with these technologies.
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