SPSP0018 – World Crisis “e-Health”

May 4, 2009 by


e-Health Global Projects

By Juan Chamero, from Caece University at Buenos Aires, Argentine, May 4th 2009

Subject: e-health, IT&C, Social Networks, World Networks

 info source 1: Multi Knowledge Project, from e-HealthNews of European Union



The MULTI-KNOWLEDGE Project aims to integrate different biomedical information from heterogeneous sources (clinical, laboratory and metabolic) with data on gene and protein expression provided by new high throughput technologies in a system committed to cardiovascular risk profiling.The classical approach in global cardiovascular (CV) risk assessment can be faulty: classical risk factors (such as high cholesterol, high blood pressure, smoking, etc) are able to explain only 50% cases of CV events; it is furthermore not possible to assess the differential impact of risk factors in different subjects and it is still unclear whether the correction of risk factors can fetch CV risk to zero. There arises the need to to get a better prediction of the clinical events and a more efficient prevention strategy.The MULTI-KNOWLEDGE Project’s general goal is therefore the construction and implementation of a predictive algorithm combining clinical, laboratory, metabolic, gene and protein expression data to identify the presence of early signs of vessel wall atherosclerotic disease in subjects at different degree of cardiovascular disease (CVD) risk on the basis of traditional risk factors and insulin resistance level.

Scientific-medical objectives: To investigate the impact of CV risk factors on systemic inflammation using gene expression profiling and To integrate clinical and molecular data to predict the presence of early signs of atherosclerosis.

Technical aim: To implement multiuser collaborative instruments to manage and analyze data from high-throughput technologies and clinical data

For further information, please visit Multi Knowledge EU

 Info source 2: ACTION-Grid, from e-HealthNews of European Union


ACTION-Grid is a Specific International Cooperation Project on healthcare information systems based on Grid capabilities and Biomedical Informatics (BMI) between Latin America, the Western Balkans and the European Union (EU). Members of the consortium have published pioneering scientific papers in Grid and BMI. They participated in the BIOINFOMED and SYMBIOMATICS studies that contributed decisively to the last two FPs of the EC. See also ACTION Grid Website

Info source 3: The Users’ Guide to the Health Reform Galaxy, a series of authoritative articles about the American Healt Reform, most of them posted by Minna Jung, from Johnson & Johnson Foundation.


Robert Wood Johnson was one of the twentieth century’s most innovative and colorful business leaders. He built Johnson and Johnson into a world-renowned company and gave new meaning to the need for corporations to serve the public interest. His generosity created one of the nation’s most significant philanthropies dedicated to improve the health and health care of all Americans.


Categories: e-health. Establishment, Establishment e-health, people e-health, social research, Information Society

 Comment: we select this subject because in despite of dealing with a Health System apparently restricted to United States was always a model of philanthropy an their works pioneers of “for everybody’s ” Health Systems from the point of view of the actual “establishment”.


Tags: e-health, EU e-health, e-HealtNews, e-Health News, MK, Multi knowledge, Multiknowledge Project, global cardiovascular risk assessment, cardiovascular risk profiling, CV risk factors, CVD, cardiovascular disease, systemic inflammation, gene expression profiling, molecular data, atherosclerosis, high throughput technologies, action grid, BMI, Biomedical Information, Bioinfomed, Symbiomatics, health reform galaxy, Minna Jung, RWJF, Robert Wood Johnson Foundation, Johnson and Johnson, American health care,


SP0017 – World Crisis “e-Health” Vision

May 3, 2009 by


Human Health Technologies

By Juan Chamero, from Caece University at Buenos Aires, Argentine, May 4th 2009


Source: e-health UE Logo


Subject: Human Health Semantic Pills Series – e-Health, Virtual Worlds, Virtual Reality, Therapy Games, War Games, e-Training

 Info source 1: eHealth Initiative Lauds Inclusion of Health IT Provisions in American Recovery and Reinvestment Act, from e-HealthInitiative.org.

WASHINGTON, D.C. –  FEBRUARY 17, 2009 The independent, non-profit, multi-stakeholder eHealth Initiative congratulates both Congress and President Obama on the enactment of the American Recovery and Reinvestment Act, which includes an estimated net investment of $19 billion for health information technology (IT). This figure is comprised of $2 billion in immediate, discretionary funding for the Office of the National Coordinator, an estimated $29 billion to be paid out through Medicare and Medicaid incentives, and estimated off-setting savings of $12 billion

Info source 2: Video game therapy for mental health, from Nathan Wilkinson, Institute of Health and Social Policy, McGill University, Canada; Rebecca P. Ang, Division of Psychology School of Humanities and Social Sciences, Nanyang Technological University, Singapore, rpang@ntu.edu.sg; Dion H. Goh, Division of Information Studies, Wee Kim Kee School of Communication and Information, Nanyang Technological University, Singapore.

Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.”

 Info source 3: BBC News, Games therapy for burns victims,

 Playing on a Wii demands a user act out all the physical movements involved in sports such as tennis, golf and boxing. Specialists say using the Wii brings back flexibility to damaged areas and that most importantly – patients actually enjoy their treatment.

“When recovering from an operation, such as a skin graft, patients may need recover normal use of their hands and arms,” said Maureen Adams, head of therapy at Queen Victoria NHS Foundation Trust in East Grinstead.

“Using the Wii is a way of significantly improving movement, while not seeing the activity as therapy, which helps motivate them. Wii can also be done at home, so patients are able to continue their own personal therapies.”


Info source 4: Playing a video game? No, it’s health therapy, by By John Gaudiosi, from REUTERS


“RALEIGH, North Carolina (Reuters Life!) – Video games are known to improve hand-eye coordination but can they help someone quit smoking or lose weight?

Hot on the heels of Nintendo’s smash success, “Wii Fit,” game makers are introducing new titles with a healthy focus, such as French game publisher Ubisoft’s “Allen Carr’s Easyway to Stop Smoking” that hits on Nintendo DS in November.

Over 10 million smokers worldwide have turned to Allen Carr’s Easyway books, clinics or DVD in order to stop smoking but now smokers wanting to quit can instead play 14 mini-games.

Info source 5: Iraq War Veterans Rehabilitation Therapy, from GamePolitics.com and Virtual Reality Training, from Encyclopedia.com.  


Comment: Of course we are to be open minded in order to procure for a better world. So each idea about our body-mind health and improving must be heard, seen and tested. I’m a Zen master and supposedly a body-mind expert trusting in our innate abilities to maintain healthy, long lasting and aware as much as possible in any circumstances. However I believe that is perfectly possible to tune our body with all forms of environment energies. Even in Zen we extensively use imagery to enhance our body mind power for example by tuning with nature: the breath of trees, the flow of rivers and creeks, the calm of lakes so it is perfectly possible to tune with imagery waves thru animated computing. For example in Zen we advise athletes to continue their High Intensity training when injured, “playing and making gym by imagery seen others doing it!.”



Info source 6: Does violence in video games contribute to real life violence?, by Melinda Clayton from Helium.com


YES: 47%, NO: 53%

It is then a controversial subject!.


 “As a psychotherapist, I have often had to explain my techniques to concerned foster parents. In our play therapy room we had toy guns, toy handcuffs, toy knives, and empty liquor bottles. The children with whom we worked had often been through horrendous abuse. They were drawn towards these items in an attempt to “explain” to me, through their play, what had happened to them and how they felt about it.

I had to explain to the concerned foster parents that children need to be able to work through their feelings and issues in a safe place. To responsibly allow them to do so would not create violence. The violence that came out in their play in the play therapy room was a direct result of the violence they had experienced at home, and allowing them to process it through play enabled them to move through it towards a healthy resolution.

Do violent video games create violence? No. But children who are drawn to these games may be crying out for help due to violence and trauma experienced in real life.”



Info source 7: Games is in a saddle point in between e-health AND e-learning: article I by Hartmut Gieselmann and and article II by Christian Swertz from Eludamos.org.


Hartmut Gieselmann wrote:


Whenever war and computer games are discussed in public, politicians and educators are mainly concerned about the gruesome brutality that domesticates violence into children’s heads. Killing small figures on the screen and fountains of red bloodpixels coming out of the victimized bits and bytes make them fear that teenagers will become more aggressive in real life. This discussion is one of the oldest when it comes to criticising new media. The same concerns were raised about Greek tragedy, Goethe’s Werther, television, comics, and Rap music. But when you take a closer look at war games, you will realize that the violent scenes that are shown there are not nearly as gruesome as in fictional games featuring monsters and vampires. The main reason behind this is that here violence will only be recognized as entertaining for the gamer (or any other audience in literature or film) when he (much more than 90 Percent of war gamers are male) can draw a strict line between the real world and the non real gaming world – otherwise he would be scared by what he sees and stop feeling comfortable.


Horror games as well as splatter movies are turning violence so much over the top that everybody realizes that what is shown on the screen cannot be real. War games on the other hand try to be as accurate as possible: They try to emulate real battles. Showing too much gruesome violence would distract the gamer and the game could no longer be recognized as an accurate simulation of real wars. By just pointing at the most violent games, critics overlook that war games have a much greater impact on gamers’ opinions and their world views because they do not show the actual violence. It is hidden behind complex simulations of real guns, tanks, jets, and squad tactics. This is why authorities are more concerned about a gangster game like Grand Theft Auto than a recruitment tool like America’s Army.

When you compare recent World War Shooters to the older Doom Game you will find several differences, despite they both are referred to as First Person Shooters. In Doom, the player fights on his own against masses of monsters. He has no buddies at his side that he has to take care of. He is a one man army. The Doom plot was often copied to real war scenarios. But this type of lonely hero is a discontinued soldier model. It was popular during the Reagan era when the Rambo-movies were shown at theatres. Rambo was the prototype of a dumb muscle machine that was trained by the military to kill everything that moves: Very effective for covered actions in the jungle of ‘Third World’ countries but not appropriate to represent the intelligent and well organized army of the 1990s.

President Clinton had a different military doctrine. He transformed the army (again) into a world police that should fight for freedom and justice all over the world. The army should no longer be thought of as a group of aggressive Rambos but as a high tech machinery that tries to prevent civil victims with their smart bombs. The soldier was no longer an animalistic macho but a cool thinking engineer who merely followed orders and functioned like a gearwheel in a clockwork. The former mentioned technical war simulations of the 1990s supported the new image of the army and were in sync with the Clinton doctrine.

George W. Bush changed that. After 9/11 he had to galvanize the US society with a common destiny. Osama Bin Laden played to his hands since Bush was able use the fear of terror to justify a higher military funding and the cut back of civil rights for his homeland security program. And here come the World War Two games that make the gamer believe that he can take part in an important battle that changes history. He also has a common destiny with his comrades. It is no longer the Rambo type of soldier that was promoted by games in the 1990s. It is the figure of the caring father who has to look after his company, his “brothers in arms”. To free the world of tyrants like Saddam Hussein or Osama Bin Laden, you have to fight for America like your grandpa did in World War Two against Hitler. You have to fight, as if you would defend your own family. That is the new picture in the games that support the Bush doctrine.

Christian Swertz wrote:

And now there are digital games and learning, acting as serious games. Serious games promise freedom and force at once, don’t they? Sounds like a vintage contradiction in the first place, a pretty good dilemma, or maybe just mucking around with the player, since selling hard work as fun and having people pay for it must be the robber baron’s dream. And then it’s a trap you don’t want anybody to stumble in, unless we are witnessing a dialectical miracle – the final synthesis of force and freedom.

A little step back to look behind the scene might shed some light on the issue here. The idea of combining games and learning is not exactly new. In the 18. century games were applied for educational purposes by Basedow (Parmentier 2004). He was picking up earlier ideas like the negative education by Rousseau (1972). Looking behind this concept shows that learning objectives were not explicitly taught but expressed in the rules of the games. The objectives are learned in the game by discovering the rules – and rules of games are forces, particularly if the toy is a computer, since computers can’t negotiate rules. But the player still experiences the game as play and thus the freedom in the game, even if it is forced, by rules. So playing games in general, and serious games in particular, is a kind of a dialectical miracle. But that’s the miracle that accomplishes all learning: On the one hand, the learner is forced to learn something, and thus forced by that something. On the other hand, learners are free to understand what and however they want to. The learner is free to play within and with the force of teachers rules (Litt 1952).

Comment: We in the Western culture used to sum ourselves to extremes keeping as much as possible off “middle ways” where however wisdom used to transit. Virtual words, games, virtual games, virtual reality, virtual body mind fitting are extreme options to enjoy, being healthier, and to be wiser as well almost without “effort”, privately and secure. On the other hand we have the “hard way” alleging that health, wisdom, and virtues are only obtained with sacrifice.      

Categories: people, health, people health, games, health – e-health,  education – e-learning, e-learning

Tags: e-health, virtual words, games, gaming, health Initiative, American Recovery and Reinvestment Act, Medicaid incentives, Medicare incentives, video game therapy, mental health, Nathan Wilkinson, Rebecca P. Ang, Dion H. Goh, Nanyang Technological University, society games, online worlds, games therapy, burns victims, John Gaudiosi, Reuters, hand-eye coordination, Nintendo, wii fit, ubisoft, Allen Carr’s, stop smoking, Iraq war veterans, rehabilitation therapies, virtual reality training, encyclopedia.com, body mind therapies, zen fitting, zen imagery, zen meditation, video games violence, Melinda Clayton, Helium.com, eludamos.org, war games, male gamers, Hartmut Gieselmann, soldier image, doom game, Rambo aggressiveness, military doctrine, Bill Clinton, civil victims, rambo movies, Clinton doctrine, George W Bush doctrine, 9/11, Osama bin Laden, Rambo type, whealti, world war two, military computer games, animalistic macho, cool thinking engineer, Bush doctrine, military propaganda, Call of Duty 2, Xbox 360,

SP0016 – World Crisis “Conspiracies”

April 28, 2009 by



Pandemics – Swine Flu

By Juan Chamero, from Caece University at Buenos Aires, Argentine, April 15th 2009



spy_spySource: Spy vs Spy from MAD, AngelFire.com

Subject: epidemics, pandemics, plagues, conspiracies

Info source 1: Beware of swine flu conspiracy theories, by Mick Fealty at April 27, 2009, from Telegraph.co.uk



Military, Laboratories, Terrorism, Fundamentalism, or just crazy people?


Viruses are like cunning conspirators. They have the capacity to mutate and get around the bodies defences. As it happens the development track is often for it to become less virile as it becomes more contractable.

And it often comes in several rounds. The deadly 1918 flu was first reported in March of that year, but didn’t really get up and moving until the last couple of months of that year.

Like a financial crisis or man made climate change, intervention is desirable sooner rather than later… Mexico, one of those rising behind the BRIC countries, is being criticised for not being prepared and responding late to the problem. The latest death total is 103 (out of a reported 1,600 infections). 

With 40 cases announced in the US we may expect the news of the first deaths there in the next day or two. Early deployment of antivirals, and the rapid development of appropriate vaccinations may be critical to keeping its effects to a minimum.

On the other hand it may just burn itself out, relatively harmlessly. It’s the kind of challenge that the western world could do well enough without. And one, along with climate change we have yet to develop systems robust enough to deal with.


Info source 2: As Swine Flu Spreads, Conspiracy Theories of Laboratory Origins Abound , by Mike Adams, from Natural News, Monday, April 27, 2009


Perhaps due to the genetic makeup of the fast-spreading H1N1 strain of influenza — which includes genetic elements from bird flu, swine flu and human flu spanning three continents — there is considerable speculation that the origins of this virus are man-made.

It’s not an unreasonable question to ask: Could world governments, spooked by the prospect of radical climate change caused by over-population of the planet, have assembled a super-secret task force to engineer and distribute a super virulent strain of influenza designed to “correct” the human population (and institute global Martial Law)?


Info source 3: Conspiracy and Conspiracy theory, from Wikipedia


A conspiracy theory is a controversial term that has come to refer to any tentative theory which explains a historical or current event as the result of a secret plot by usually powerful Machiavellian conspirators, such as a “secret team” or “shadow government”.



Comments: conspiracy is an always present ingredient in politics: people prone to believe in conspiracies think that in fact “someone” is behind catastrophes, massacres, plagues, disasters, evilness and wicked actions. We really ignore the reach of this potential pandemic and enthusiastically approve all preventing measures taken by most governments, institutions and people but at the same time pray for maximum objectivity and prudence. We suggest to go back to remind “anthrax” threat. We have selected the following famous conspiracies  


9/11 conspiracy theories, America.gov

Area 51, from area51zone.com

Bilderberg Group, from Wikipedia

The Illuminati, a video from Google

Jesuits, from Wikipedia

John F. Kennedy assassination conspiracy theories, from Ibliblio.org

New World Order, from Illuminati – Conspiracy Archive

Secret Team, from Bilderberg.org

Skull and Bones, from Voltairenet.org

Trilateral Commission, from Wikipedia

Vatican Secret Archives, from Vatican Portal

The X-Files, choose a source from Google video list



Categories: environment, people, people diseases, people health,

Tags: pandemic, pandemics, swine flu, anthrax, conspiracies, conspiracy, skull and bones. Trilateral commission, Vatican secret archives, X-files, secret team, new world order, NOW, Jesuits, John F. Kennedy assassination, The illuminati, Bilderberg group, area 51, 9/11 conspiracy theories, Mike Adams, Natural News, Mick Fealty, spy vs spy, mad,