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한솔 호남대학교 인문사회과학연구소 2018 인문사회과학연구 Vol.60 No.1
A transnational network of activists led the international consumer boycott against Nestlé from 1976 to 1984. The boycott aimed to make transnational corporations “immediately stop all promotions of infant formulas in developing nations,” as the deaths of numerous infants in the developing nations were attributed to these formulas. An international movement originating from the U.S. spread to networks of NGOs from 65 nations. Eventually, the boycott successfully pressured Nestlé to abided by the international code drafted by the WHO and UNICEF to sanction excessive marketing of infant formula. Although this boycott transpired three decades ago, the case deserves a thorough analysis for its political strategy. To effectively pressure Nestlé, activists pushed for "information politics, symbolic politics, leverage politics, and accountability politics" by mobilizing various economic and political actors (e.g. consumers, GOs, IGOs), and leveraging their power against Nestlé. My analysis enriches the understanding of international political economy through illuminating the rich potential of transnational activists’ networks to harness the power of multiple stakeholders to curb multinational corporation.
한솔,전민선 한국생활과학회 2019 한국생활과학회지 Vol.28 No.2
The aim of this study was to develop a nutrition education program ‘Nutritional Management for Healthy Aging’ for elderly. The program was developed and implemented for low-income elderly people using welfare facility located in Daejeon for 18 weeks. Various experiential activities were included to enhance the effectiveness of the education. After , the interest and performance level of the participants was investigated. The media material showed the highest interest, and the game materials drew the highest performance level among the materials. 본 연구의 목적은 저소득층 노인을 대상으로 ‘노년기의 건강한 식생활 관리'를 주제로 한 영양교육 프로그램을 개발하는 것이다. 이 프로그램은 대전에 위치한 복지시설을 이용하는 저소득 노인을 대상으로 18 주 동안 개발 및 시행되었고, 교육의 효과를 높이기 위해 다양한 체험 활동이 포함시켰다. 교육 후 대상자들의 흥미도와 실천도를 조사하였는데, 시각자료에 대한 흥미도가 가장 높았고, 실천도는 게임이 가장 높게 나타났다.