• Title/Summary/Keyword: objective satisfaction

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Underemployment of the Reemployed: Antecedents and Effects on Organizational Adaptation (불완전고용의 선행요인 및 불완전고용이 조직 적응에 미치는 영향)

  • Youn-Hee Roh ;Myung Un Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.19-49
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    • 2011
  • In this study, multilateral conceptualizations of underemployment were measured in terms of wages, social status, skill utilization and permanence of the job, and then the effects of antecedents on underemployment and the effects of underemployment on organizational adaptation were examined. Data obtained by a longitudinally designed survey at intervals of 18 months with the reemployed(N = 153) after job loss were used. The underemployment measures include 1) the ratio of wage change 2) the ratio of status change 3) the ratio of education 4) the occurrence of change from the permanent job to temporary job, 5) overqualification - growth opportunity, 6) overqualification - mismatch. The first four measures are social-economic and objective measures and the last two measures are psychological and self-reported ones. Demographic variables(sex, age, education level, and period of unemployed), circumstantial variables(economic hardship, number of dependents), and psychological variables(job-seeking self-efficacy, depression/anxiety, latent function) are included in antecedents. In the effects of antecedents on underemployment, age increases the level of underemployment in the aspects of wage and job status. Economic hardship increases the possibility of underemployment in the aspects of education and number of dependents increases the possibility of underemployment in the aspects of job status. Job seeking self-efficacy decreases the possibility of underemployment in the overqualification - no growth. Retention of latent function during the period of unemployment lowers the possibility of underemployment in the overqualification - no growth. The level of depression and anxiety during the period of unemployment raises the possibility of underemployment in terms of education and in the overqualification - mismatch. In the effects of underemployment on organizational adaptation, the higher the level of underemployment in the aspect of education is, the lower the level of person-organization fit, emotional commitment, and job satisfaction are. And the transition from permanent job to temporary job makes emotional commitment and job satisfaction lower. No growth and mismatch exerted a significant influence on organizational adaptation generally.

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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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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Implementation Strategy for the Elderly Care Solution Based on Usage Log Analysis: Focusing on the Case of Hyodol Product (사용자 로그 분석에 기반한 노인 돌봄 솔루션 구축 전략: 효돌 제품의 사례를 중심으로)

  • Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.117-140
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    • 2019
  • As the aging phenomenon accelerates and various social problems related to the elderly of the vulnerable are raised, the need for effective elderly care solutions to protect the health and safety of the elderly generation is growing. Recently, more and more people are using Smart Toys equipped with ICT technology for care for elderly. In particular, log data collected through smart toys is highly valuable to be used as a quantitative and objective indicator in areas such as policy-making and service planning. However, research related to smart toys is limited, such as the development of smart toys and the validation of smart toy effectiveness. In other words, there is a dearth of research to derive insights based on log data collected through smart toys and to use them for decision making. This study will analyze log data collected from smart toy and derive effective insights to improve the quality of life for elderly users. Specifically, the user profiling-based analysis and elicitation of a change in quality of life mechanism based on behavior were performed. First, in the user profiling analysis, two important dimensions of classifying the type of elderly group from five factors of elderly user's living management were derived: 'Routine Activities' and 'Work-out Activities'. Based on the dimensions derived, a hierarchical cluster analysis and K-Means clustering were performed to classify the entire elderly user into three groups. Through a profiling analysis, the demographic characteristics of each group of elderlies and the behavior of using smart toy were identified. Second, stepwise regression was performed in eliciting the mechanism of change in quality of life. The effects of interaction, content usage, and indoor activity have been identified on the improvement of depression and lifestyle for the elderly. In addition, it identified the role of user performance evaluation and satisfaction with smart toy as a parameter that mediated the relationship between usage behavior and quality of life change. Specific mechanisms are as follows. First, the interaction between smart toy and elderly was found to have an effect of improving the depression by mediating attitudes to smart toy. The 'Satisfaction toward Smart Toy,' a variable that affects the improvement of the elderly's depression, changes how users evaluate smart toy performance. At this time, it has been identified that it is the interaction with smart toy that has a positive effect on smart toy These results can be interpreted as an elderly with a desire to meet emotional stability interact actively with smart toy, and a positive assessment of smart toy, greatly appreciating the effectiveness of smart toy. Second, the content usage has been confirmed to have a direct effect on improving lifestyle without going through other variables. Elderly who use a lot of the content provided by smart toy have improved their lifestyle. However, this effect has occurred regardless of the attitude the user has toward smart toy. Third, log data show that a high degree of indoor activity improves both the lifestyle and depression of the elderly. The more indoor activity, the better the lifestyle of the elderly, and these effects occur regardless of the user's attitude toward smart toy. In addition, elderly with a high degree of indoor activity are satisfied with smart toys, which cause improvement in the elderly's depression. However, it can be interpreted that elderly who prefer outdoor activities than indoor activities, or those who are less active due to health problems, are hard to satisfied with smart toys, and are not able to get the effects of improving depression. In summary, based on the activities of the elderly, three groups of elderly were identified and the important characteristics of each type were identified. In addition, this study sought to identify the mechanism by which the behavior of the elderly on smart toy affects the lives of the actual elderly, and to derive user needs and insights.

The Use and its Affecting Factors of patients aged 30 and over with single and multiple chronic diseases and their usage outpatient Korean medicine clinics - Based on the Ministry of Health and Welfare's 2011 Report on usage of Korean medicine - (30세 이상 한방의료기관 외래환자 중 비복합 및 복합만성질환자의 의료이용과 결정요인 - 2011년 한방의료이용 및 한약소비실태조사보고서(보건복지부)자료를 중심으로 -)

  • Yoon, Jinwon;Choi, Sungyong;Lee, Sundong
    • Journal of Society of Preventive Korean Medicine
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    • v.19 no.1
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    • pp.95-107
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    • 2015
  • Objective : To use and its affecting factors of patients' outpatient treatment that have single and multiple chronic illnesses Method : We used the 2011 study by the Ministry of Health and Welfare, "Report on Usage and Consumption of Korean Medicine." This report was conducted on outpatients and inpatients that visited Korean traditional medicine, from August 25th, 2011, to September 30th, 2011. Our research was based on 1729 patients with chronic diseases aged 30 and over who received outpatient treatment during the last three months. Results : There were 1365 patients with non-complex chronic diseases, while there were 364 patients with complex chronis diseases. Patients had 1 - 8 chronic diseases, and the average number (standard deviation) was 1.26 (0.59). There were statistically significant differences by sex(P<0.0001), age(p=0.0045), marriage (p=0.0060), education level(p<0.0001), income level(P=0.0063), and types of health insurance(p=0.0023). The diseases most common among patients with non-complex chronic diseases were: low back pain, arthritis, gastrointestinal disorder, frozen shoulder, side effects from motor accidents, high blood pressure, fracture, stroke, diabetes, cancer, atopic dermatitis, and asthma. The diseases most common among patients with non-complex chronic diseases were: arthritis+low back pain, low back pain+gastrointestinal disorder, low back pain+side effects from motor accidents, low back pain+frozen shoulder, arthritis+gastrointestinal disease, gastrointestinal disease+frozen shoulder, arthritis+low back pain+gastrointestinal disease, high blood pressure+arthritis, arthritis+low back pain+frozen shoulder, arthritis+fracture, and arthritis+side effects from motor accidents. There were statistically significant differences among the usage of medical clinics by: frequently used clinic (p<0.0001), number of treatment (p<0.0001), the cost of outpatient treatment (p=0.0073), the satisfaction rate (p=0.0171), whether the clinic is the preferred clinic (p=0.0040). In model 1, men than women, people who had local benefits instead of type 1 medical aid, and patients with complex chronic diseases were more likely to use Korean medical clinics. In model 2, men than women, people who had local benefits than people with types 1 and 2 medical aids, people who went to pharmacies and Korean medicine pharmacies than people who went to hospitals, people who went to get treatment 1-10 times than people who visited 11-20 times and more than 41 times, and people who spent less than ten thousand Korean won than people who spent 1 to 2 million Korean won, and people without complex chronic diseases were more likely to use Korean medical treatment. Conclusion : There were differences in sociodemographic characteristics and the usage of medical clinics between patients with non-complex chronic diseases and patients with complex chronic diseases. Among patients with complex chronic diseases, women, patients with types 1 and 2 medical aid, patients who used Korean medical clinics, patients who were treated 11-20 times and more than 41 times, and patients who spent 1 million to 2 million Korean won on outpatient treatment used less treatment than patients with non-complex chronic diseases. However, patients with complex chronic diseases used pharmacies and Korean medicine pharmacies more.

The Relationship between Lens Properties and the Lens Wearer's Factors in RGP Lens Manufacturing (RGP렌즈 제조 시 렌즈 물성과 렌즈 착용자 요인과의 관계)

  • Park, Mijung;Park, Ha Young;Park, Jung Ju;Kong, Heejung;Cha, Young Hwa;Kim, So Ra
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.1
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    • pp.27-35
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    • 2013
  • Purpose: The present study was conducted to investigate the changes in the physical properties of RGP lenses induced by the polishing during the process of RGP lens manufacturing, and further evaluate the differences in the actual wearer's comfort and the tear film break-up time caused by these changes. Methods: RGP lenses (fluorosilicone acrylate material) were divided into 4 groups by the different lens-polishing time like 0, 25, 50 and 100 seconds and the thickness, the surface roughness and the wetting angle of those lenses were compared. Furthermore, the comfortability of the lens wear was surveyed after applying these lenses on the subject's eyes with normal tear volume and the non-invasive tear break-up time of the wearers was measured. Results: The central thickness of 4 RGP lenses made of different lens-polishing time was not significantly different however, the lens surface was changed smoother after polishing to be confirmed by scanning electron microscopy. The wetting angle of the RGP lens significantly decreased in accordance with the increase of polishing time. Thus, the difference of approximately $16^{\circ}$ between 0 second and 100 seconds-polishing was statistically significant. The actual wearing feeling of RGP lens was tended to improve in accordance with the increase of the lens wettability however, it was not proportional improvement. The non-invasive tear break-up time of the lens wearers showed different aspect compared with the changes in lens wettability and the actual feeling of RGP lens wear. Conclusions: In this study, better lens wettability, thinner lens thickness, and/or improved lens surface induced by physical stimuli in the process of RGP lens manufacturing was not well-correlated with the increase of actual subjective/objective satisfaction in RGP lens wear. Thus, the consideration of physical properties of the lens as well as the lens wearers' physiological factors in the process of RGP lens manufacturing may be suggested.

Research of university students' awareness of career development and their preparation for employment (대학생의 진로개발과 취업준비에 대한 인식 연구)

  • Park, Ki-Moon;Lee, Kyu-Nyo
    • 대한공업교육학회지
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    • v.34 no.2
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    • pp.103-127
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    • 2009
  • The purpose of this study is to offer the basic data regarding the problems of the employment training activities and their solutions by way of the research and analysis of the awareness of career development of university students and their preparation for employment opportunities. The results of the study are as follows. First, it is necessary that the students themselves make plans for future jobs and their preparation for them, from the start of their university work. This includes taking employment preparation courses as liberal arts requirements. It also needs to have a systematic association with some organizations such as employment preparation centers. Second, it is necessary that the career portfolios of university students be accepted as materials for objective evaluation so that the companies use them at the time of hiring new employees. If those materials are stored and managed in a database even after their graduation, they will be the strong foundation for the competitive power of the university.Third, it is necessary that university students establish the orientation of employment training in advance, according to their personal and disciplinary possibilities by diagnosing the level of basic employment ability they possess and that they find out the appropriate programs, both personal and disciplinary, to enforce the abilities they need to develop further. Accordingly, it is necessary to have an evaluation system in order to assess student's basic employment abilities, so as to increase the degree of their employment preparation and its support strategy based on the evaluation. Fourth, in the higher education level, university students' lower awareness (M=2.86) of their discipline satisfaction, their major selection, and the university's employment opportunity service shows that it is necessary that there be close connection between learning and work. For short-term purpose, the quantitative and qualitative evaluation must be preceded about the various employment training programs and self-development programs offered by the university. From the long-term perspective, it is urgently necessary that the university ensure the human resources development experts for the purpose of diagnosing employment services within the university.

Exploratory Correlation Analysis among Age Identity, Proximity of Clothing to Self, and Self-Actualization for Older Persons in the United States (미국 노년층의 의복의 자아 근접성, 나이 정체성, 자아실현 사이의 상호연관성 분석)

  • Lee, Young-A
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.12
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    • pp.1897-1909
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    • 2009
  • This large-scale research project contributes to the theory development in the importance of clothing to the self and in the way that older persons might age successfully by fulfilling the need for self-actualization by incorporating a primary resource environment, such as clothing into their self-system. This paper presents one research objective from a lager project that explores the correlations among the Proximity of Clothing to Self (PCS), age identity (subjective or perceived age), and self-actualization (the highest level of human needs). A mail survey design was applied to this study. In November 2004, two questionnaires, Clothing: A Resource for Successful Aging? (to measure PCS, age identity, and demographic variables) and Personal Orientation Inventory (to measure self-actualization), were sent to 1,700 older persons in the U.S. and 195 completed usable questionnaires were returned (12% response rate). This research discovered that the age identity of older persons did not relate with PCS except for those 85 years and over. There were negative correlations among subscales of PCS and self-actualization. This result can be interpreted as that an older person who has not met the highest level of needs yet, can use clothing as a facilitator or need satisfier to meet a higher level of Self-Actualization (SA). Correlation analyses also revealed that older persons in the age category of 75 to 84 years were different from those in the category of 65 to 74 years and 85 years and over. This result implies that older persons in this age category are undergoing more psychological transitions than those in other categories. Further research is necessary to explore the relationship of several SA subscales with various clothing variables such as clothing interest, clothing involvement, or clothing satisfaction.

Performance Evaluation of a Dynamic Bandwidth Allocation Algorithm with providing the Fairness among Terminals for Ethernet PON Systems (단말에 대한 공정성을 고려한 이더넷 PON 시스템의 동적대역할당방법의 성능분석)

  • Park Ji-won;Yoon Chong-ho;Song Jae-yeon;Lim Se-youn;Kim Jin-hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.11B
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    • pp.980-990
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    • 2004
  • In this paper, we propose the dynamic bandwidth allocation algorithm for the IEEE802.3ah Ethernet Passive Optical Network(EPON) system to provide the fairness among terminals, and evaluate the delay-throughput performance by simulation. For the conventional EPON systems, an Optical Line Termination (OLT) schedules the upstream bandwidth for each Optical Network Unit (ONU), based on its buffer state. This scheme can provide a fair bandwidth allocation for each ONU. However, it has a critical problem that it does not guarantee the fair bandwidth among terminals which are connected to ONUs. For an example, we assume that the traffic from a greedy terminal increases at a time. Then, the buffer state of its ONU is instantly reported to the OLT, and finally the OW can get more bandwidth. As a result, the less bandwidth is allocated to the other ONUs, and thus the transfer delay of terminals connected to the ONUs gets inevitably increased. Noting that this unfairness problem exists in the conventional EPON systems, we propose a fair bandwidth allocation scheme by OLT with considering the buffer state of ONU as welt as the number of terminals connected it. For the performance evaluation, we develop the EPON simulation model with SIMULA simulation language. From the result of the throughput-delay performance and the dynamics of buffer state along time for each terminal and ONU, respectively, one can see that the proposed scheme can provide the fairness among not ONUs but terminals. Finally, it is worthwhile to note that the proposed scheme for the public EPON systems might be an attractive solution for providing the fairness among subscriber terminals.

Anterior Cruciate Ligament Reconstruction: Comparison of Bone-Patellar tendon-Bone Grafts with Hamstring Tendon Grafts (자가 슬개건과 자가 슬괵건을 이용한 전방십자인대 재건술의 비교)

  • Choi, Sung-Wook;Oh, In-Suk;Kim, Ryuh-Sup;Kim, Myung-Ku;Bae, Joo-Han;Park, Hae-Bong
    • Journal of the Korean Arthroscopy Society
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    • v.12 no.1
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    • pp.1-6
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    • 2008
  • Purpose: The purpose of this study is to compare the results of the arthroscopic reconstruction of ACL using autologous hamstring tendon and autologous bone-patellar tendon-bone. Materials and Methods: From January, 2000 to December, 2004, 120 patients underwent arthroscopic ACL reconstruction using autologous hamstring tendon(60 cases) and autologous bone-patellar tendon-bone(BPTB)(60 cases). The mean followed up period of hamstring tendon group was 42 months(range $24{\sim}69$ months) and patellar tendon group was 52 months(range $24{\sim}84$ months). At the time of the final follow up, sixty patients in each group were evaluated the results of physical examination, activity level, patients' satisfaction, functional status, and objective anteriror stability using KT-2000 arthrometer. Results: At the time of the final follow up we compared the two groups who had ACL reconstruction using either autologous hamstring tendon or BPTB, and the final results of the Lachman test showed negative, or mildly positive in 85%(51 cases) of the hamstring tendon group and 90%(54 cases) of the BPTB group. Pivot shift test indicated positive in both groups, 8%(5 cases) and 5%(3 cases) respectively and showed no statistically significant difference. The evaluation of the anterior laxity using the KT-2000 arthrometer revealed no significant difference in the hamstring and BPTB groups: differences less than 3 mm compared to the healthy side were 85%(51 cases) and 90%(54 cases)(p>0.05). The Lysholm score improved from a preoperative score of 51 to a postoperative score of 79.1 in the hamstring groups and from 52 to 82.2 in the BPTB groups. According to the IKDC rating system, 87%(52 cases) were normal or near normal in the hamstring group. In the BPTB group, 83%(50 cases) were normal or near normal. The Tegner score for the hamstring groups was 4.8 preoperatively and 7.1 at the final follow up, and the Tegner score for the BPTB groups was 4.5 preoperatively and 7.3 after the last follow-up. The anterior knee pain was found in 7%(4 cases) in the hamstring tendon group and 10%(6 cases) in the patellar tendon group. Conclusion: Arthroscopic ACL reconstruction using both the autologous hamstring tendon and the patellar tendon during their mid term follow up period demonstrated excellent results. However, the final results during their last follow up showed no statistically significant difference between the two groups.

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