• 제목/요약/키워드: Accuracy of behavior

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소규모 외식업체용 IP-USN을 활용한 HACCP 시스템 적용 및 유효성 검증 (The Implementation of a HACCP System through u-HACCP Application and the Verification of Microbial Quality Improvement in a Small Size Restaurant)

  • 임태현;최정화;강영재;곽동경
    • 한국식품영양과학회지
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    • 제42권3호
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    • pp.464-477
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    • 2013
  • 대부분의 외식산업은 생산 품목, 생산 방법, 생산 기술, 대상자들이 제조가공업체와는 매우 다르고 생산량, 취급인원, 영업규모등도 학교나 병원급식과는 여러 요소의 차이점을 가지고 있다. 본 연구는 소규모 외식업체에서 HACCP 시스템 적용을 위하여 종사자 대상 위생교육과 도입 전후의 미생물 분석과 시스템 도입에 따른 유의성 평가와 평가항목별 상관관계를 분석하였다. 또한 USN를 구축하여 도입 전후의 시간-온도관리 분석을 시행하여 효율성을 평가하였다. 위생교육 전후 조리 종사자의 위생업무 지식에 관한 평가 결과 개인위생, 식품의 공급 및 저장, 식품의 취급 및 배식, 기구의 세척 및 소독에서 유의적인 차이가 있었다. 또한 위생교육 전후 조리 종사자의 수행도에 관한 평가결과 식품의 취급 및 배식, 기구의 세척 및 소독, 작업 환경관리 영역에서 유의적으로 상승한 결과를 보였다. 조리 종사자의 교육 전후의 위생지식 결과는 개인위생(p<0.05), 식품의 공급 및 저장(p<0.05), 식품의 취급 및 배식(p<0.05), 기구의 세척 및 소독 영역(p<0.05)에서 유의적인 차이를 보였다. 모든 항목에서 정답률이 상승하였고 전체 문항에 대한 정답률은 교육 전 75%에서 교육 후 90%로 향상되었다. 조리 종사자의 위생업무에 대한 수행도 결과는 식품의 취급 및 배식(p<0.05), 기구의 세척 및 소독(p<0.05), 작업 환경관리 영역(p<0.05)과 총 점수에서 유의적인 차이를 보였다. HACCP 도입 전후의 소독에 따른 양상추 샐러드 미생물 품질분석 결과는 소독전 일반세균이 양상추 원재료 4.80 logCFU/g에서 소독 후 2.41 logCFU/g으로, 라디치오는 원재료 4.15 logCFU/g에서 소독 후 2.48 logCFU/g으로, 토마토는 원재료 4.10 logCFU/g에서 소독 후 평균 1.68 logCFU/g으로 나타나 중요관리점인 세척 시 소독을 통해 미생물 수치가 감소되었다. 멸치와 꽈리고추의 미생물적 품질결과는 원재료의 일반세균수는 각각 4.52 logCFU/g, 5.72 logCFU/g으로 나타났고, 볶았을 때 멸치는 2.07 logCFU/g, 꽈리고추는 1.50 logCFU/g으로 낮아졌다. 가열 공정 후 대장균군과 장내세균은 검출되지 않았다. 하지만 멸치꽈리볶음의 생산 공정은 재료별로 따로 볶아 버무리는 공정이 있어 최종식품에는 일반세균 4.33 logCFU/g, 대장균군 0.71 logCFU/g, 장내세균 1.65 logCFU/g, 황색포도상구균이 1.27 logCFU/g으로 검출되었다. 숙주나물의 미생물 분석 결과는 조리단계 및 배식단계에서 각각 4.20 logCFU/g, 4.68 logCFU/g의 높은 수치를 나타냈으나, 적용 후의 조리단계 및 배식단계에서는 각각 3.26 logCFU/g, 3.34 logCFU/g으로 나타났다. 숙주나물 및 잡채의 후처리 작업시 HACCP 적용 전 종사자 손의 일반세균수는 평균 5.90~5.99 logCFU/hand에서 적용 후 평균 0~2.30 logCFU/hand로 나타났다. 가열조리 후처리 공정에서는 교차오염을 줄이기 위하여 종사원의 손의 위생적인 관리가 필수적인 것으로 사료된다. 도입 전과 도입 후 2개월 시점의 조리 종사자의 위생지식점수 차이, 위생수행도 차이, 양상추 샐러드와 조리 종사자 손의 미생물적 품질 개선효과 간의 상관관계를 구하였다. 위생수행도의 변화와 양상추 샐러드의 미생물적 품질 개선 효과는 유의한 양의 상관관계(p<0.01)를 보여 위생 수행도가 높아질수록 식품의 미생물적 품질이 개선될 수 있다는 것을 보여주었다. 위생지식의 변화와 조리 종사자 손의 미생물 변화가 유의한 양의 상관관계(p<0.05)가 있었다. u-HACCP 시스템 도입 전후 온도관리에서의 3가지(온도측정의 정확성, 온도관리 효율성, 온도범위의 안정성)를 평가하였는데, 도입 전에는 업무시간에 냉장고 $5^{\circ}C$ 이하, 냉동고 $-18^{\circ}C$ 이하, 온장고 $57^{\circ}C$ 이상의 기준이 지켜지지 않은 것을 발견할 수 있었다. 하지만 도입 후 냉장고, 온장고, 식기세척기마다 자동경보로 위생 사고를 예방하였고 실시간 상황모니터가 설치되어 있어 HACCP 업무가 대폭 간소화 되었으며, 무엇보다 지속적인 위생교육으로 인해 직원들의 위험온도($5^{\circ}C{\sim}57^{\circ}C$)에 대한 이해도가 높아져 냉장, 냉동, 온장고의 기준온도의 준수율이 상승되었다. 따라서 유비쿼터스 센서 온도계를 이용하여 검수, 가공, 보존, 조리, 유통 등 각 단계별로 자동 모니터링이 가능해 잠재적 위험요소를 사전에 관리자에게 통보해 줌으로써 식품의 위생안전성을 확보할 수 있고, 무선 센서 네트워크의 특징을 이용하여 식재료 안전 관리 시스템에 적용할 경우 24시간 모니터링이 가능하여 신속한 개선조치와 이력 관리 모니터링을 통한 신뢰성 있는 품질경영 시스템을 구축할 수 있을 것으로 사료된다.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.