• Title/Summary/Keyword: Quality of interaction

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Interaction and main effects of physical and depressive symptoms on quality of life in Korean women seeking care for rectal prolapse: a cross-sectional observational study

  • Moon, Hee;Park, Youngrye;Kim, Mili;Lee, Seonah
    • Women's Health Nursing
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    • v.27 no.4
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    • pp.297-306
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    • 2021
  • Purpose: Rectal prolapse is still a relatively understudied medical condition, especially in women, whereas physical symptoms, depressive symptoms, and quality of life (QOL) in women with pelvic organ prolapse have been steadily studied. This study aimed to examine the interaction and main effects of physical and depressive symptoms on physical and mental QOL of women seeking care for rectal prolapse in Korea. Methods: Ninety-two women with rectal prolapse were recruited from a colorectal surgery clinic of a tertiary teaching hospital in Gwangju, Korea. Physical symptoms related to rectal prolapse (pelvic organ prolapse distress, POPD; colorectal-anal distress, CRAD; and urinary distress, UD), depression, and QOL were measured. The data were analyzed using descriptive statistics, Pearson correlation coefficient, and two-way analysis of variance. Results: The interaction between POPD symptoms and depressive symptoms (F=4.51, p=.037) affected physical QOL. The interaction between POPD (F=9.66, p=.003) and CRAD symptoms (F=7.48, p=.008), respectively, and depressive symptoms affected mental QOL. Depressive symptoms had a significant main effect on the physical QOL in the CRAD (F=6.22, p=.014) and UD (F=6.01, p=.016) groups and on mental QOL in the UD group (F=24.54, p<.001). Conclusion: Physical and depressive symptoms should be considered together to improve the QOL in women with rectal prolapse. Nursing interventions and medical treatments to decrease rectal prolapse-related physical and depressive symptoms are required to improve QOL in women with symptomatic rectal prolapse.

QoE Framework for Haptic-based 3D Network Virtual Environment (촉감지원 3D 네트워크 가상환경을 위한 QoE 프레임워크)

  • Kim, Jong-Won;Lee, Seok-Hee;Son, Seok-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.7
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    • pp.646-656
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    • 2008
  • In this paper, the prototype of haptic-based NVE (networked virtual environment) QoE (quality of experience) is proposed. The proposed framework plays a role of providing users with realistic feeling by managing the system and network resources efficiently under time-varying networks and heterogeneous systems. Therefore, first IoPH (importance of presence for haptic interaction) is defined to quantitate the sense of real that the users feel now. Then we define the haptic-based NVE components required to satisfy the haptic interaction QoE requirements. Finally, QoE adaptation scheme is suggested, which adapts the haptic-based NVE components to current network and system constraints for better haptic interaction quality.

The Effect of Service Quality on Service Value, Customer Satisfaction and Reuse Intention in the China Hospital Industry (중국 병원산업에서 서비스품질이 서비스가치, 고객만족 및 재이용의도에 미치는 영향)

  • Zhao, Na;Chang, Seog-Ju
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.89-97
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    • 2012
  • The purpose of this study is to examine service quality elements in China Bank Industry and influence on service value, customer satisfaction and reuse intention. This study is composed one parallel comparison of documentary and evidential researches. To verify research model, the survey about medical institution and hospital services were conducted in Daqing of Heilongjiang Province, in China. Collected data was analyzed and the results are introduced in this paper. The findings ar as followed. This study has modified three-dimensional model of service quality: "interaction quality", "outcome quality" and "physical environment quality". Research was focused on investigating the direct effect of every service quality dimension on customer satisfaction. But "outcome quality "has only direct effect on service value, "interaction quality" and "physical environment quality" have not direct effect on service value in this study. Service value has direct effect on customer satisfaction and reuse intention. And customer satisfaction was the significant mediating role in the relationship of the service value and reuse intention.

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A Study of the Relationship between the Outbound Call Center Service Quality and Service Recovery Customer Royalty (아웃바운드 콜센터 서비스품질과 서비스회복 고객충성도 관계 연구)

  • Kim, Jun-Whai
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.163-176
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    • 2015
  • The purpose of this research is to find out the service quality dimensions and detailed elements of a call center, and to study what relationship the service quality dimensions have with service recovery and customer royalty. This research set up the hypothesis and the research model to verify the relationship between the call center service quality and the service quality customer royalty for 139 people surveyed who experienced dissatisfactions. The result of the hypothesis verification shows that it has an influence on the counselors' service quality and service recovery processes of 3 call centers. The service recovery has en influence on the customer royalty. The result quality as a result remained for a customer after counseling can be called the ultimate purpose of using the call center for a customer, and the research shows that it has the largest influence on the service recovery of 3 dimensions of the call center service quality. In the relationship between the service recovery and the customer royalty, the service recovery has a meaningful influence on the customer royalty.

A Study on the Service Quality of Management Consulting of Traditional Korean Markets and This Affects the Management's Performance - Mediating Effects of Utilizing Management Consulting - (전통시장의 경영컨설팅 서비스품질이 경영성과에 미치는 영향 - 컨설팅 활용도의 매개효과 -)

  • An, Sang Hoon;Park, Mi Ra;Lee, Yong Chul
    • Journal of the Korean Society of Food Culture
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    • v.34 no.4
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    • pp.401-410
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    • 2019
  • This study investigated the influence of the quality of a business management consulting service and the mediating effect of utilizing a business management consulting service. For this purpose, data was collected from 200 self-employed workers of the Moonchang market in Dasejun, the Yongdap market in Seoul and the Jatgeoeul market in Gapyeong. The result of the study are as follows. First, it was found that the quality of interaction, the quality of the result and the quality of the physical environment have significant influences over peoples' financial aptitude. Second, it was found that the quality of the interaction, the quality of the result and the quality of the physical environment have significant influences over peoples' non-financial aptitudes. Thirds, the evaluation of a mediating effect of utilization of a business management consulting service on the relationship between the quality of a business management consulting service and business performance showed that it has a significant influence in all ways and so this, proved its mediating effect. Therefor, as one of the means to activate traditional markets in Korea, it would be beneficial to actively introduce a business management consulting service and this would achieve a better performance through efforts to change the perception of employees and consultants about post-management of business management consulting services.

A Study on the Change of Primipara's Mother - Infant Interactional process (모아상호작용과정의 진행양상에 관한 연구)

  • Cho, Mi-Young
    • Women's Health Nursing
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    • v.1 no.1
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    • pp.5-27
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    • 1995
  • One of the important tasks for new parents, especially mothers, is to establish warm, mutually affirming interpersonal relationships with the new baby in the family, with the purpose of promoting the health development of the child and the well-being of the whole family. Nurses assess the quality of the behavioral characteristics of the maternal-infant interaction. The purpose of this longitudinal descriptive correlational study is to investigate the changes of the mother - infant interactions from postpartum 1 day to postpartum 8weeks of the transition to parenthood. The aim was to contribute to the development of theoretical under standing on which to base care toward promoting the quality of maternal - infant interaction. Data were collect ed directly by the investigator and at rained from Jul, 1, 1990 to Jun 8, 1991, Subjects were a random sample of 44 mothers, 44 who had a normal delivery (but with out other perinatal complications) at four general hospitals in Seoul. Instruments used were the Stainton Parent-infant Interaction Scale (1981). The first observations were made in the delivery room, followed by day 1, day 2, day 3 and 2 weeks, 4 weeks, 6 weeks and 8 weeks after, birth, for a total of 8 contacts. Observations in the hospital were made during the hour prior to scheduled feedings. The infant was placed beside the mother. Later contacts were made at home. Data analysis was don by computer using as SPSS program and included, Paired t-test, t-test and Pearson Correlation coefficient ; the results were as follows. 1. The daily maternal-infant interaction score for the initial contact ofter birth to 8 weeks postpartum had the lowest average score 5.21 and the highest 8.02(in a range of 0-10). This subject group of mothers needed Extra nursing supporting to promote their maternal-infant interaction. 2. The daily scores for the maternal-infant interaction tended to rise, showing a gradual improvement over the period of eight weeks. However, there were significantly different increases in maternal-infant interaction only from the first to second day (p=0.000) and from the fourth to sixth weeks ofter birth.(p=0.000) 3. When the seven items of maternal-infant interaction were evaluated items of maternal-infant inter action were evaluated separately, "Care taking for the baby" had the highest average score, 1.60(in a range of 0-2) and "Speaks to baby" the lowest, 0.8. All items, suggested the subjects' need of nursing intervention to promote maternal-infant interaction 4. There were positive correlations between certain general characteristics, namely, both a higher economic status (p=0.027) and breast feeding (p=0.021) and maternal-infant interaction.

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Influence of ferulic acid and clinoptilolite supplementation on growth performance, carcass, meat quality, and fatty acid profile of finished lambs

  • Tanori-Lozano, Ana;Quintana-Romandia, Adrian Imanol;Montalvo-Corral, Maricela;Pinelli-Saavedra, Araceli;Valenzuela-Melendres, Martin;Davila-Ramirez, Jose Luis;Islava-Lagarda, Thalia Yamileth;Gonzalez-Rios, Humberto
    • Journal of Animal Science and Technology
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    • v.64 no.2
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    • pp.274-290
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    • 2022
  • This study was conducted to evaluate the effect of ferulic acid (FA) and clinoptilolite (CTL) supplementation on the growth performance, carcass characteristics, and meat quality of hair-breed lambs. Twenty-eight Kathadin male lambs (33.72 ± 3.4 kg) were randomly allocated to one of the four diets (n=7) under a 2 × 2 factorial arrangement to evaluate the effect of FA (0 or 300 ppm) and CTL (0% or 1%) during the last 40 days of the finishing phase. No interaction between additives was shown for growth performance, carcass characteristics and meat quality, with exception of the fatty acid profile (p < 0.05). FA reduced feed intake and carcass conformation (p < 0.05). Wholesale cuts were not affected by FA or CTL (p > 0.05). The L*, a*, and C* color parameters and some intramuscular fatty acids of the longissimus thoracis muscle were positively modified by CTL supplementation (p < 0.05). While there was no FA × CTL interaction, each additive could be used individually in animal nutrition to improve the feedlot performance and meat quality of the lambs.

A Study on the Quality Evaluation of Mobile Puzzle Game using AHP (AHP를 이용한 모바일퍼즐게임의 게임성 평가에 관한 연구)

  • Lee, Han-ho;Jung, In-Hoo;Lee, Jong-Wouk;Lee, Min-Seop;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.43-50
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    • 2016
  • This research tried to evaluate the competitiveness of a mobile game in the aspect of emotional value which was developed on the purpose of improving specific emotional features. An evaluation of emotional value of a game before its commercial service will provide an effective advice for its marketing and service. The target game to be evaluated on this research is a mobile puzzle game of match-3 genre. We compared the game with Candy crush saga and Poko pang, and the indicators used to evaluate emotional features were flow, challenge, and intention of use. The importance values of indicators were calculated using AHP. And the three games were evaluated by pair-wise comparison method. Finally, the importance values of each indicators were applied to the evaluated results to make overall game quality value.

VRSMS: VR-based Sensor Management System (VRSMS: 가상현실 기반 센서 관리 시스템)

  • Kim, Han-Soo;Kim, Hyung-Seok
    • Journal of the HCI Society of Korea
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    • v.3 no.2
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    • pp.1-8
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    • 2008
  • We introduce VRSMS(VR-based sensor management system) which is the visualization system of micro-scale air quality monitoring system Airscope[3]. By adopting VR-based visualization method, casual users can get insight of air quality data intuitively. Users can also manipulate sensors in VR space to get specific data they needed. For adaptive visualization, we separated visualization and interaction methods from air quality data. By separation, we can get consistent way for data access so new visualization and interaction methods are easily attached. As one of the adaptive visualization method, we constructed large display system which consists of several small displays. This system can provide accessibility for air quality data to people one public space.

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Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • v.1 no.4
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.