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PENERAPAN CBT PADA PENDERITA FOBIA SPESIFIK
Penelitian ini bertujuan untuk mengetahui peran penerapan CBT (teknik kognitif & teknik coping desensitization) dalam menurunkan intensitas fobia pada kasus fobia spesifik yang dialami individu dewasa awal dengan kecenderungan neurotik. Desain penelitian ini adalah quasi experiment dan multiple case studies design. Teknik pengambilan data menggunakan kuesioner fobia, direct self report, observasi, interview, self report, tes 16PF, kuesioner EPQ-R dan angket. Subjek penelitian ini adalah dua orang perempuan, dalam tahap individu dewasa awal dengan kecenderungan neurotik tinggi dan sedang yang mengalami fobia spesifik tipe hewan. Hasil penelitian ini menunjukkan bahwa CBT (teknik kognitif & teknik coping desensitization) dapat menurunkan intensitas kondisi fobia individu dewasa awal dengan kecenderungan neurotik. Hal tersebut dapat dilihat dari pengukuran tingkat kondisi fobia dari hasil kuesioner fobia, yang awalnya sangat parah menjadi tidak parah. Adanya perubahan perilaku, pikiran yang realistis- positif, perasaan yang tenang dan skala kecemasan nol dari hasil pengukuran observasi, interview, self report, direct self report dan angket, menunjukkan bahwa subjek mampu berhadapan dengan stimulus fobianya secara adaptif. 
PEMBUATAN GAME STRATEGI THRONES AND CASTLES DENGAN FITUR VOICE COMMAND
Abstract - A game needs an input from the p ayer to respond. Most used input types are mouse and keyboard. G mes also have other inputs such as touch screen, and voice input. According to data from Steam, several games using voice input feature have a lot of positive review from players. However the number of games using voice input feature remain quite low. The creation of strategy game Thrones and Castle is intended to give a special attractiveness in strategy game using voice input feature. This game is created using Unity Game Engine, with the addition of voice input feature in game. Analysis and design process was done by comparing two existing games with similar feature. Design result was implemented using Unity Game Engine. Implementation result was tested to ensure the game have reached its goal. Testing was done by asking eighteen respondents to try the game and answer a questionnaire. Questionnaire result as a whole shows that voice input feature can give attractiveness to the game, moderately easy to use and quite accurate. Furthermore, writer also tested every available feature in game. After tests were completed, writer concludes that the game has reached its goal
PENERAPAN LEAN MANUFACTURING UNTUK MENINGKATKAN PRODUKTIVITAS SISTEM PRODUKSI DI PT. Z
PT. Z is a cocoa powder manufacturer that located in Sidoarjo, East Java. The factory wanted to implement the concept of Lean Manufacturing to overcome their problems such as, production loss and powder (scrap) which was spreading over their production floor and warehouse. This factory could improve their production system’s productivity with the deployment of Lean Manufacturing concept. Percentage of scraps and losses for initial condition is about 0,076% and 1,987%. Cycle time for grinding process and mixing process for initial concept is about 3,49 hours/ton and 14,2 hours/5ton. Process Cycle Efficiency (PCE) for the initial condition is 81%. After implementing the improvement initiatives, there were some differences on the indicators. Percentage of scraps and losses for the new condition was about 0,054% and 1,542%. Process Cycle Efficiency (PCE) was increased and becoming 82% with cycle time for grinding process is 2,7 hours/ton and 11,86 hours/5ton for mixing process
PEMBUATAN MOTION COMIC DANIEL DI KANDANG SINGA UNTUK ANAK SEKOLAH MINGGU
Minat anak-anak untuk membaca Alkitab mulai menurun dikarenakan bahasa yang terdapat pada Alkitab susah dipahami oleh anak-anak. Anak-anak lebih tertarik untuk melihat gambar-gambar dibandingkan membaca tulisan. Selain itu pengajaran Alkitab yang dilakukan di sekolah minggu hanya dilakukan 1 kali dalam seminggu, hal ini membuat anak-anak kurang bisa mengingat pengajaran Alkitab dengan baik. Salah satu pengajaran yang ada di Alkitab dapat dilihat pada kitab Daniel yaitu cerita Daniel di kandang singa. Media yang telah menyajikan cerita Daniel seperti buku cerita bergambar, website, blog, video live action dan animasi. Selain media tersebut, media uniklainnya untuk menyampaikan cerita Daniel di kandang singa adalah motion comic.Untuk mengetahui kebutuhan sistem apa saja yang diperlukan, dilakukan analisa dengan cara wawancara terhadap anak-anak sekolah minggu usia 5-12 tahun dan kakak sekolah minggu. Dari hasil wawancara yang dilakukan, didapatkan hasil bahwa media yang disenangi anak-anak untuk menceritakan kembali cerita Alkitab adalah media komputer dan anak-anak lebih suka dengan banyaknya gambar dibanding dengan banyaknya tulisan. Dalam pembuatan motion comic terdapat elemen-elemen penting yaitu cerita, storyboard, layout, dialog, animasi, audio, dan rendering. Aset yang dibuat yaitu aset gambar, efek suara, dan pengisi suara. Untuk pembuatan aplikasi menggunakan flash.Di dalam aplikasi ini terdapat kuis dan fakta unik. Validasi dilakukan dengan cara pretest dan posttest. Dari hasil validasi yang dilakukan terdapat peningkatan sebelum dan sesudah menonton motion comic Daniel di kandang singa. Sehingga dapat ditarik kesimpulan bahwa motion comic ini memiliki gambar yang bagus dan cerita yang dapat dimengerti
PENGARUH KUALITAS RESTORAN TERHADAP KEPUASAN PELANGGAN DAN REKOMENDASI PELANGGAN PADA RESTORAN CHINESE FOOD GUILIN SURABAYA
Abstract - The purpose of this study is to determine whether the quality of the restaurant has a affect to customer satisfaction or customer recommendation in Guilin chinese food restaurant Surabaya. The quality of restaurant is measured through the experience of eating perceived by customer in the restaurant as a whole. This study was analyzed using multiple ordinary least square (OLS)regression, binary logistic regression, and sobel test via the Statistical Package for Social Sciences (SPSS) 18.0 for windows.The results of this study found that restaurant service, physical atmosphere and overall quality has a positive and significant impact on restaurant quality. As well as the quality of the restaurant has a positive and significant impact on customer satisfaction. From customer satisfaction comes up the customer recommendation, where satisfied customers will be willing to recommend Guilin chinese food restaurant Surabaya to others. Thus, the results of the study support the concept of the theory about the impact of restaurant quality to customer satisfaction or customer recommendation
PERAN PT. PERTAMINA SEBAGAI PENYEDIA PASOKAN BAHAN BAKAR MINYAK DI INDONESIA
Petroleum has a very important role in the Indonesian economy as asource of energy for domestic economic activities. Along with the increasingeconomic development and population growth and transportation in Indonesiaresulted in increased fuel consumption (BBM), while the production of petroleumIndonesia is still very limited. This becomes a problem when dependence on non-renewable fuels such as higher fuel oil (BBM). The dependence of a country onthe import of energy will greatly affect the state of national energy security. PT.Pertamina is engaged in downstream gas station business. This study aims toanalyze PT. Pertamina as a dominant company and fuel competition in theoligopoly market to identify the advantages possessed by PT. Pertamina incompeting in the downstream business
SISTEM PENGENDALIAN MANAJEMEN LINTAS BUDAYA: STUDI KASUSPADARESTORAN “T”DI SURABAYA
This study was made to look at management control systems, acculturation, and cross-cultural communication barriers that appear in Restaurant "T". Cultural differences that exist This research is included in the basic research. The writer hopes this research can provide a picture about the cultural differences between Korean owners and local staffs. The research methods are interview,observation and document analysis.Cultural acculturation between owners with Korean citizenship and Indonesian citizenship takes place in the "T" Restaurant. The existence of some cultural differences also causing the owner to adapt to the local culture that surrounds them
STUDI DESKRIPTIF PERBEDAAN MOTIVASI BERWISATA KE SEOUL, KOREA
This study airms to identify motivation Indonesian tourist to Seoul, South Korea use the theory push and pull motivation as a framework conceptual anf know the difference motivation go to Seoul, South Korea on the basis of gender, age, education, and income. This processing was done in use spss 22 for windows. Technique the sample use is non probability sampling the sample of the used in this research was 200 respondents. Data processed use mean, standart deviation, the independent sample t-tes and one way anova. This statement said 3 push dimensions which are (1) novelty and knowledge seeking (2) egoenhancement (3) rest and relaxation, and 3 pull dimension (1) environment and safety (2) cultural and historical attraction (3) tourism facilities. That is devided into 36 statement that has beeb done the adjustment of a previous studies of the six demensions push and pull seoul, South Korea dimensions rest and relaxation described the best of the total an average of 4,36 and standart deviation 0,730
SEBUAH STUDI PADA PROSES IDOLISASI TERHADAP IDOLA K-POP
This research was based on k-pop music phenomenon which isbooming in Indonesian’s teenagers. Idolization process, the meaning towards the idol, support and positive impact on participant’s life are the the focus on this research. There are two participants and both are female teenagers. This research using qualitative methods and using interpretive phenomenological analysis as design of the research. Result shows that there was a stimulation to began the interest on a music from the family and this stimulation grows as reinforcement, given especially by mother’s side. There was also obstacles that came from father’s side which reacted by participants by crying and lying. The support which is received by participants was emotional support and instrumental support, which strengthen the idolization behaviour. In this idolization process, participants also received obstacles that came from outside the family, such as bullying that came from school’s mate because k-pop was thought as something feminime. Participant’s fanatism which came from idolization behaviour that was reinforced led to a condition which called internalization. This internalization condition came as sexual fantasies towards the idol and beliefs that idols as their boyfriend
KARAKTERISTIK FISIKA DAN pH SEDIAAN LIPOSOM KOENZIM Q10DAN GLUTATHION SEBAGAI ANTI AGING
Abstract - Skin aging is a biological process that occurs naturally and coincides with increase of the age. But extrinsic factor caused free radical is a major factor that accelerates skin aging. Coenzym Q10 and Glutathione have high antioxidant activity that can prevent skin cell damage caused by free radical. In this research is made cosmetic antiaging formulations with liposomal delivery system to increase skin penetration. Formulation liposomes made with 2 formula used thin film hydration method. First formula is a basis of liposome, and second formula is a liposome with Coenzym Q10 and Glutathione. A liposome and liposome base formulation has been performed with the active ingredient Coenzyme Q10 and Glutathione to physical and pH characteristics. The result of this study are two formulations show that there is difference in the physical character consisting of organoleptic, particle size, and specifications for entrapment of drug not meeting specifications. However, there is no difference in pH