• Title/Summary/Keyword: Service quality satisfaction

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Trends of Korean Medicine Treatment after Musculoskeletal Disorder Surgery: A Literatural Review (근골격계 질환 수술 후 한방치료 동향(국내 학술지를 중심으로))

  • Lee, Kang-Joon;Park, Chang-Hyun;Lee, Yoon-Jae;Lee, Jung-Han;Cho, Jae-Heung;Park, Tae-Yong;Yang, Na-Rae;Hwang, Eui-Hyoung;Song, Yun-Kyung
    • Journal of Korean Medicine Rehabilitation
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    • v.27 no.3
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    • pp.61-70
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    • 2017
  • Objectives The purpose of this review is to analyse the trend in papers related with Korean Medicine Treatment after musculoskeletal disorder surgery. Methods We reviewed Korean Medicine papers by searching Korean web databases 'Korea Traditional Knowledge Portal', 'Scientific and Technological Information Integration Service (NDSL)', 'Academic Research Information Service (RISS)', 'Korea Medical Informati on Portal (OASIS)'. We classified the papers by the year of publishment, the title of journals, the type of study, surgery region, chief complain after surgery, main treatment, periods after surgery, assessment for outcomes. Results 1. Korean Medicine treatment after musculoskeletal disorder surgery has received more attention than in the past and there are attempts to do various studies besides the case reports. 2. 41 research papers were divided in to 3 original articles, 3 review articles, 35 case reports. But almost presented a low level of evidence. 3. Pain was the most common symptom after the musculoskeletal disorder surgery. Pain should be the primary goal of Korean rehabilitation treatment after musculoskeletal disorder surgery. 4. Assessment tools for outcome were concentrated in questionnaries, VAS and NRS. In order to evaluate better, it is necessary to evaluate the overall condition of the patient such as the quality of life evaluation and patient satisfaction. Conclusions In this study, we expect that the development and clinical application of Korean rehabilitation treatment program after musculoskeletal disorder surgery will be actively pursued.

Evaluation of Transit Transfer Pattern for the Mobility Handicapped Using Traffic Card Big Data: Focus on Transfer between Bus and Metro (교통카드데이터를 활용한 교통약자 대중교통 환승통행패턴 분석: 버스 지하철 간 환승을 중심으로)

  • Kwon, Min young;Kim, Young chan;Ku, Ji sun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.20 no.2
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    • pp.58-71
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    • 2021
  • The number of elderly people worldwide is rapidly increasing and the mobility handicapped suffering from inconvenient public transportation service is also increasing. In Korea and abroad, various policies are being implemented to provide high-quality transportation services for the mobility handicapped, and budget support and investment related to mobility facilities are being expanded. The mobility handicapped spends more time for transit transfer than normal users and their satisfaction with transit service is also lower. There exist transfer inconvenience points of the mobility handicapped due to various factors such as long transfer distances, absence of transportation facilities like elevators, escalators, etc. The purpose of this study is to find transfer inconvenience points for convenient transit transfer of the mobility handicapped using Smart card Big data. This study process traffic card transaction data and construct transfer travel data by user groups using smart card big data and analysis of the transfer characteristics for each user group ; normal, children, elderly, etc. Finally, find transfer inconveniences points by comparing transfer patterns between normal users and the mobility handicapped. This study is significant in that it can find transfer inconvenience points for convenient transit transfer of the mobility handicapped using Smart card Big data. In addition, it can be applicated of Smart card Big data for developing public transportation polices in the future. It is expected that the result of this study be used to improve the accessibility of transit transportation for mobility handicapped.

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

A Case Study of the Construction Management Applied to I-Project (I-프로젝트의 건설사업 관리(Construction Management) 적용사례)

  • Kim Jong-Hoon;Seo Bong-Whan
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.102-112
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    • 2001
  • It has been passed $5\~6$ years since Construction Management introduced in Korea, but a few government projects have been presented as CM instances. We performed CM service, on behalf of the foreign Client, in the Insa-dong construction, I-Project. Even though there were many limits in cost, time and other aspects, we have attained satisfaction of the Client and successful businesses of all the construction parties as adopting the advanced management methods. Many advanced construction methods have been applied for the purpose of time reduce, cost save and quality assurance as well as to the webbased project management has been imported to overcome the limits of time and place. They have actualized to increase the productivity of the project by managing the floor to floor cycle and quality systemically pursuant to ISO 9002, and by adopting Real-name construction and completion system (or individual activity. While carrying out this project, it is possible to establish mutual reliability and understanding enable to resolve the issues occurring in the early stage due to insufficient understanding of CM, lack of communications and team work, indistinct work scope through continuos training and conferences. Additionally, we became to share business targets among the parties and promoted the project in confidence. We wish that the success of I- project to be rated as a standard model of CM in Korea.

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The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

Effects of Adding Bamboo leaves Powder on the Quality of Jeolpyon (댓잎분말을 첨가한 댓잎절편의 일반성분 및 품질특성)

  • Kim, Duk-Han;Hwang, Su-Jung
    • Korean journal of food and cookery science
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    • v.22 no.6 s.96
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    • pp.869-874
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    • 2006
  • This study investigated the effect of bamboo leaf powder, added at content of 0%, 3%, 6%, 9% and 12%, on the quality and sensory characteristics of rice cake imprinted with flower pattern (Ed-there is no respecitive comparison here) The chemical composition as a whole was 3.07${\pm}$0.12% of moisture, 5.87${\pm}$0.02% of crude protein, 2.52${\pm}$0.05% of crude fat, 23.70${\pm}$0.07% of crude fiber and 7.73${\pm}$0.02% of crude ash. With increasing amount of added bamboo leaf powder, the hardness and chewiness of the cake were significantly increased(p<0.05), while the cohesiveness, springiness and adhesiveness were decreased. In chromaticity, the L-value, the indicator of brightness, was significantly decreased with increasing bamboo leaf powder content. The a-value, the indicator of redness, was significantly lower than the chlorophyll color (p<0.05). The b-value, the indicator of yellowness, was increased indirect proportion to the content. In sensory test, the sensory characteristics such as color, flavor, taste and chewiness were all stronger with increasing powder content, whereas the softness and dampness were weaker. The greatest overall satisfaction was achieved by the sample group of cake with 6% preference added powder.

The Differences in Teacher Efficacy According to the Perception and Practices of Peers' Supervision in Day Care Center (어린이집 동료장학의 인식과 실태에 따른 교사효능감의 차이)

  • Kim, Hyun Jung;Hwang, Hye Jung
    • Korean Journal of Child Education & Care
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    • v.19 no.3
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    • pp.85-97
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    • 2019
  • Objective: The purpose of this study was to find out any differences in teacher efficacy according to the perception and practices of the peers' supervision in day care centers, and to improve the effectiveness of teachers and the quality educare. Methods: The subjects were 301 teachers at daycare centers in Gyeonggi Province who are working at public, private, workplace and home daycare centers. The instruments used were questionnaire concerning the perceptions and practices of peers' supervision in day care centers, and the teacher efficacy instrument. Results: The differences in teacher efficacy according to the perception of peers' supervision were significant, depending on the level of perception, willingness to participate, need and satisfaction, and sub-area of the main view. And, the differences in teacher efficacy according to the practices of peers' supervision were significant, depending on the numbers received, gave and implementated, the implementators, and the type of peers' supervision. Conclusion/Implications: This can be a clear benefit for stimulating peer's supervision. This study can greatly benefit the quality of day care service and improve teacher's professionalism.

A Study on the Experience of Non-face-to-face Lecture by College Freshmen Using Focus Group Interview (포커스 그룹 인터뷰를 활용한 대학 신입생들의 비대면 강의 경험에 대한 연구)

  • Kang, Jin-Ho;Son, Sung-Min;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.397-408
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    • 2020
  • This study conducted a focus group interview with 15 college freshman from J college to find out their experiences in non-face-to-face lectures with COVID-19. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were 'Operation of non-face-to-face lectures in unprepared situations', 'Loss of orientation in lectures and departure from learning', 'One way listening', 'The convenience of taking a lectures'. The experience of 'Operating non-face-to-face lectures in unprepared situations' included the start of mixed non-face-to-face lectures, cumbersome and inconvenient online systems, and the demand for tuition refunds. The experience of 'Loss of orientation in lectures and departure from learning' has experienced difficulty in concentrating on lectures, Deficiency in the degree of recognition of learning content, and burden of assignments and exams. The experience of 'One way listening' has experienced lack of interaction between professors and learners and non reflection of liveliness in the field. Finally, participants experienced satisfaction with being able to lectures and repeat lectures at anytime and anywhere they wanted with the convenience of taking lectures. Based on this study, participants called for improvements in the quality lecture contents and interaction between professors and learners, and it is thought that universities will need administrative and financial support and education design and system construction to construct high-quality lecture contents.

The Effects of Near Miss and Accident Prevention Activities and the Culture of Patient Safety Management for the Patient Safety (Near Miss 사고 예방 활동과 환자안전관리 문화형성이 환자안전에 미치는 영향)

  • Chang, Ho-Suk;Lee, Gui-Won
    • The Korean Journal of Nuclear Medicine Technology
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    • v.14 no.2
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    • pp.138-144
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    • 2010
  • Purpose: Despite the rapidly changing healthcare environment, healthcare organizations have recognized the importance of patient safety management. But patient safety management has the problem of the lack of participation of members due to the process of focusing on the follow-up service and punishment. The department of nuclear medicine in Uijeongbu St. Mary's Hospital started this research to reduce the near miss and prevent patient safety accidents by both initiating the participatory near-miss-proof activities as an advance management and constructing a system without disadvantages of reporting. In addition, this research aims to establish a differentiated patient safety management system in the department of nuclear medicine. Materials and Methods: 1. Colleting cases of team members' past and present near miss and accidents(First data collection). 2. Quantifying the cases of near miss and accidents after identifying the degree of importance and urgency through surveys(Second data collection). 3. Quantifying cases and indentifying important points of contact through data analysis. 4. Making and standardizing a manual for important points of contact, and initiating participatory activities to prevent errors. 5. Activating web-based community for establishing the report system of near miss. 6. Estimating the result of before and after activities through surveys and focus group interviews. Results: 1) Quantified safety accidents and near miss in the department of nuclear medicine. About 50 near misses a month and one safety accident a year. 2) Establishing improvement measurements based on quantified data. About 11 participatory activities, the improvement of process, a manual for standardization. 3) Creating a system of safety culture and high participation rate of team members. Constructing a report system, making a check list and a slogan for safety culture, and establishing assessment index. 4) Activating communities for sharing the information of cases of near misses and accidents. 5) As the result of activities, the rate of near miss occurrence declined by 50% and the safety accident did not happen. Conclusion: The best service in the department of nuclear medicine is to provide patients with safety-guaranteed high-quality examination and cure. This research started from the question, 'what is the most faithful-to-the-basics way to provide the best service for patients?' and team members' common answer for this question was building a system with participation of all members. Building a system through the participatory improvement activities for preventing near miss and creating safety culture resulted in the 50% decline of near miss occurrence and no accident. This is a meaningful result from the perspective of advance management for patient safety. Moreover, this research paved the way for creating a culture to report and admit near miss or accidents by establishing a report system with no disadvantage of reporting. The system which sticks to the basics is the best service for patients and will form a patient safety culture system, which will lead to the customer satisfaction. Therefore, all members of the department of nuclear medicine will develop a differentiated patient safety culture with stabilizing the established system.

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A Study on the Improvement for Medical Service Using Video Promotion Materials for PET/CT Scans (PET/CT 검사에서 동영상 홍보물을 통한 의료서비스 향상에 관한 연구)

  • Kim, Woo Hyun;Kim, Jung Seon;Ko, Hyun Soo;Sung, Ji Hye;Lee, Jeoung Eun
    • The Korean Journal of Nuclear Medicine Technology
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    • v.17 no.1
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    • pp.30-35
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    • 2013
  • Purpose: One of the current services, providing information to the patients and their guardians by using promotion materials induces positive responses and contributes to the improvement of the hospital reliability. Therefore, the objective of this study is to evaluate the effectiveness of audio visual materials, one of the means of promotion, as a way to give accurate medical information to resolve patient's curiosity about purpose and procedure of their examination and deplete complains about waiting which attributes negative effect to service quality assessment. Materials and Methods: 60 patients(mean age $53.97{\pm}12.24$, male : female = 26 : 34) who had $^{18}F-FDG PET/CT$ scan from July 2012 to August 2012 in Seoul Asan Medical Center were referred to the study. All of the patients having PET/CT scan were asked to watch an informative video material before the injection of radiopharmaceutical ($^{18}F-FDG$) and to fill in a questionnaire. Results: As a result of analyzing the contents of questionnaire, 52% of 60 patients had PET/CT scan for the first time and 72.4% of the patients read the PET/CT guidebook offered from their outpatient department or inpatient wards before their scan. After we searched the level of previous knowledge of the purpose and method of PET/CT scan, the patients answered 25.1% "know well", 34% "not sure", 40.9% "don't know" respectively. And 84.7% of the patients answered that watching the PET/CT guide video before the injection helps understanding what exam they were having and 15.3% of the patients did not. For the question asking ever the patients have experienced using our homepage or smart phone QR code to see the guide video before they visit out PET center, only 3.3% of them answered "yes". Lastly, the patients answered 60.1% "yes", 31.4% "so so" and 8.5% "no" respectively for the question asking whether watching the video makes the patients to fill the waiting time short. Conclusion: It is found that understanding of objective and method of the PET/CT scan and level of satisfaction was improved after the patients watched the guide video whether they had PET/CT scan before and read the PET/CT guidebook or not. Also, watching the video was effective for the reduction of perceptible waiting time. But while displaying the PET/CT guide video is useful for providing information about the scan and shortening the waiting time as one of the medical service, utilization of service was actually very poor because of the passive promotion and indifference of the patients about their examination. Therefore, from now on, it is necessary to construct the healthcare system which can be offered to more patients through the active promotion.

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