932 resultados para ISO 9001 elements


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Markku Laitisen esitys Kirjastonjohtajien neuvottelupäivillä Lahdessa 1.10.2015.

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Tutkielmassa tarkastellaan sitä, miten erilaiset internetin käyttötavat, käytön aktiivisuus sekä palveluntarjoajaan kohdistuva luottamus vaikuttavat alttiuteen kuluttaa sosiaalisessa internetissä. Tarkastelen myös, miten erilaiset sosiodemografiset tekijät vaikuttavat alttiuteen kuluttaa verkossa. Verkkokulutukseen vaikuttavien tekijöiden tarkastelun lisäksi pohdin palveluntarjoajaan kohdistuvan epäluottamuksen muodostumiseen vaikuttavia tekijöitä. Tässä tutkimuksessa käytetään tutkimusaineistona vuonna 2013 kerättyä Special Eurobarometer 398 –aineistoa, jota tarkastellaan ristiintaulukointien ja X²-testien sekä logistisen regressioanalyysin avulla. Tutkimuksen tuloksista on pääteltävissä, että internetin käytön tavat ovat erittäin merkittäviä verkkokulutusta ohjaavia tekijöitä. Myös verkkokauppaan kohdistuva epäluottamus, kuluttajan ikä sekä koulutusaste vaikuttivat verkkokulutusaktiivisuuteen, mutta vaikutukset vaihtelivat tutkimusmaiden välillä. Samoin epäluottamuksen rakentumiseen vaikuttavat tekijät vaihtelivat Suomen ja Iso-Britannian välillä. Tämän tutkimuksen tulokset osaltaan puoltavat aiempaa kirjallisuutta siinä, että hyvätuloisten, korkeasti koulutetun keskiluokan sekä matalasti koulutetun ja alhaisen tulotason sosiaaliluokan välillä on havaittavissa merkittäviä sosiaalisen internetin käyttöön liittyviä eroja, jotka vaikuttavat voimakkaasti yhteiskunnallisen osallistumisen mahdollisuuksien asteeseen, kuten esimerkiksi verkkokulutusmahdollisuuksien jakautumiseen.

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Imprimatur: C. R. Lindberg.

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The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are needed to secure those resources, and (3) to identify the existing institutions (‘the rules of the game’) affecting the emergence of the medical game ecosystem. The theoretical background consists of service ecosystems literature. The empirical study conducted is based on the semi-structured theme interviews of 25 experts in three relevant fields: games and technology, health and funding. The data was analysed through a theoretical framework that was designed based upon service ecosystems literature. The study proposes that the key actors are divided into five groups: medical game companies, customers, funders, regulatory parties and complementors. Their needs are linked to improving patient motivation and enhancing the healthcare processes resulting in lower costs. Several types of resources, especially skills and knowledge, are required to create a medical game. To gain access to those resources, medical game companies need to build complex networks of relationships. Proficiency in managing those value networks is crucial. In addition, the company should take into account the underlying institutions in the healthcare sector affecting the medical game ecosystem. Three crucial institutions were identified: validation, lack of innovation supporting structures in healthcare and the rising consumerisation. Based on the findings, medical games cannot be made in isolation. A developmental trajectory model of the emerging medical game ecosystem was created based on the empirical data. The relevancy of relationships and resources is dependent on the trajectory that the medical game company at that time resides. Furthermore, creating an official and documented database for clinically valdated medical games was proposed to establish the medical game market and ensure an adequate status for the effective medical games. Finally, ecosystems approach provides interesting future opportunities for research on medical game ecosystems.

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The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For this reason, the topics regarding the children’s health games as games, video games, children’s gameplay, and serious games along with health, relevant health affairs, and health promotion were covered. Secondly, the meta-study was conducted with the 56 articles on children’s health games. These 56 articles were analyzed with the coding technique defined by Charmaz’s Grounded Theory Method (Charmaz, 2006) for finding out which elements of children’s health games have a positive impact on children’s health promotion. The main result suggests that, although there are 24 different elements found and listed which all positive in their nature, their positive impact is a matter of how they are used or implemented through the consumption cycle of children’s health games and how all these elements interact with each other. In addition to this, a pragmatic proposal is formulated for possibly better or more successful health games. The study concludes with the declaration of the limitations encountered through the research and the recommendations for future research.

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The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For this reason, the topics regarding the children’s health games as games, video games, children’s gameplay, and serious games along with health, relevant health affairs, and health promotion were covered. Secondly, the meta-study was conducted with the 56 articles on children’s health games. These 56 articles were analyzed with the coding technique defined by Charmaz’s Grounded Theory Method (Charmaz, 2006) for finding out which elements of children’s health games have a positive impact on children’s health promotion. The main result suggests that, although there are 24 different elements found and listed which all positive in their nature, their positive impact is a matter of how they are used or implemented through the consumption cycle of children’s health games and how all these elements interact with each other. In addition to this, a pragmatic proposal is formulated for possibly better or more successful health games. The study concludes with the declaration of the limitations encountered through the research and the recommendations for future research.

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Tämän tutkimuksen tavoitteena oli tehdä ymmärrettäväksi kvalitatiivisen tutkimus-menetelmää käyttäen tutkimuskohteena olevan case -yrityksen myynnin edustaji-en asiakassuhteen johtamisesta sekä sen hoitamisesta tapahtuvia toimia sekä niiden vaikutusta yrityksen arvoketjutoimintoihin ja prosesseihin sekä yrityksen asiakkaisiin. Tutkimuksella haluttiin löytää ne tekijät ja toimet, mitkä vaikuttavat prosessien toimimiseen sekä aiheuttavat suoraan tai välillisesti kustannuksia tai prosessihidasteita yritykselle. Lisäksi halutaan saada käsitys siitä osataanko nämä kohdat tällä hetkellä tiedostaa myynnin ja arvoketju toimesta. Tutkimuksen asiaa tarkastellaan case -yrityksen kolmen liiketoiminta-alueen kannalta. Tutkimuksen teoreettinen viitekehys rakentuu asiakassuhteen johtamisen, asia-kaspalvelun, asiakaspalvelun laadun sekä sisäisen asiakaspalvelun teorioiden ympärille. Lisäksi viitekehyksessä aihetta tarkastellaan kannattavuuden ja proses-sitehokkuuden näkökulmasta. Tutkimus empiirinen osuus toteutettiin puoli strukturoituina teemahaastatteluina valituille myynnin sekä arvoketjun edustajille. Tutkimusosiossa haluttiin saada selvyys sekä näkemys siihen, miten asiakassuhteen johtaminen tällä hetkellä tapahtuu case -yrityksessä sekä mitä tämä vaikuttaa yrityksen arvoketjun prosesseihin kun palveluprossien volyymimäärä on suuri. Tutkimustulokset vahvistavat sen, että yrityksen hyvällä ja sujuvalla yrityksen si-säisellä asiakaspalvelulla oli iso vaikutus yrityksen sisäisiin prosesseihin sekä asiakkaalle tuotettavaan asiakaspalvelun laatuun. Lisäksi toimiva ja sujuva sisäinen asiakaspalvelu vaikuttaa yritykseen myyntiin ja sitä kautta syntyvään tulokseen.

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Kotoistushankkeen lausunto

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Kotoistushankkeen kannanotto, ks. http://www.kotoistus.fi

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The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are needed to secure those resources, and (3) to identify the existing institutions (‘the rules of the game’) affecting the emergence of the medical game ecosystem. The theoretical background consists of service ecosystems literature. The empirical study conducted is based on the semi-structured theme interviews of 25 experts in three relevant fields: games and technology, health and funding. The data was analysed through a theoretical framework that was designed based upon service ecosystems literature. The study proposes that the key actors are divided into five groups: medical game companies, customers, funders, regulatory parties and complementors. Their needs are linked to improving patient motivation and enhancing the healthcare processes resulting in lower costs. Several types of resources, especially skills and knowledge, are required to create a medical game. To gain access to those resources, medical game companies need to build complex networks of relationships. Proficiency in managing those value networks is crucial. In addition, the company should take into account the underlying institutions in the healthcare sector affecting the medical game ecosystem. Three crucial institutions were identified: validation, lack of innovation supporting structures in healthcare and the rising consumerisation. Based on the findings, medical games cannot be made in isolation. A developmental trajectory model of the emerging medical game ecosystem was created based on the empirical data. The relevancy of relationships and resources is dependent on the trajectory that the medical game company at that time resides. Furthermore, creating an official and documented database for clinically validated medical games was proposed to establish the medical game market and ensure an adequate status for the effective medical games. Finally, ecosystems approach provides interesting future opportunities for research on medical game ecosystems

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The Chinese welding industry is growing every year due to rapid development of the Chinese economy. Increasingly, companies around the world are looking to use Chinese enterprises as their cooperation partners. However, the Chinese welding industry also has its weaknesses, such as relatively low quality and weak management. A modern, advanced welding management system appropriate for local socio-economic conditions is required to enable Chinese enterprises to enhance further their business development. The thesis researches the design and implementation of a new welding quality management system for China. This new system is called ‗welding production quality control management model in China‘ (WQMC). Constructed on the basis of analysis of a survey and in-company interviews, the welding management system comprises the following different elements and perspectives: a ‗Localized congenital existing problem resolution strategies‘ (LCEPRS) database, a ‗human factor designed training system‘ (HFDT) training strategy, the theory of modular design, ISO 3834 requirements, total welding management (TWM), and lean manufacturing (LEAN) theory. The methods used in the research are literature review, questionnaires, interviews, and the author‘s model design experiences and observations, i.e. the approach is primarily qualitative and phenomenological. The thesis describes the design and implementation of a HFDT strategy in Chinese welding companies. Such training is an effective way to increase employees‘ awareness of quality and issues associated with quality assurance. The study identified widely existing problems in the Chinese welding industry and constructed a LCEPRS database that can be used in efforts to mitigate and avoid common problems. The work uses the theory of modular design, TWM and LEAN as tools for the implementation of the WQMC system.