5 research outputs found

    Klasifikasi Indeks Standar Pencemaran Udara (ISPU) di DKI Jakarta Menggunakan Algoritma Random Forest

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    Air quality is one of the most important factors affecting human health and well-being. Polluted air can cause various respiratory, cardiovascular and cancer diseases. As the capital city of Indonesia, Jakarta is the province in Indonesia that has the highest level of air pollution, this has an impact on the decline in air quality in Jakarta. One way to inform the public about air quality is by using the Air Pollutant Standard Index (ISPU). ISPU is a unitless number that describes the ambient air quality conditions at a particular location. ISPU is calculated based on the concentration of several air pollutant parameters such as; particulate matter (PM10), sulfur dioxide (SO2), nitrogen dioxide (NO2), carbon monoxide (CO), and ozone (O3). To classify ISPU, a method is needed that can learn patterns from sensor data that measure the concentration of air pollutants. Therefore, the author would like to conduct research on the comparison of Random Forest and Support Vector Machine algorithms. This research was conducted using data on the DKI Jakarta air pollution standard index (ISPU) in 2021 with a total of 1837 data. The available data is divided into train data and test data, where 80% is used as train data and 20% as test data. After data division, model training is carried out using train data and model testing using test data. The model was also tested for validation using k-fold cross validation. In testing and validation using the Random Forest algorithm, the model accuracy rate and validation average are superior with a percentage of 99% and 95%. Meanwhile, the Support Vector Machine algorithm obtained model accuracy and average validation with a percentage of 94% and 91%

    Game Puzzle Multiplayer Berbasis Oculus Rift Virtual Reality dan Kinect ( Implementasi Oculus Rift dan Kinect )

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    Kemajuan teknologi membuat banyak perubahan terutama dalam perkembangan aplikasi permainan, salah satunya adalah pengaplikasian virtual reality dalam permainan. Virtual reality (VR) adalah teknologi yang memungkinkan penggunanya untuk masuk kedalam dunia virtual dan berinteraksi dengan lingkungan sekitar. Pengaplikasian VR selain dalam permainan juga digunakan untuk medis, militer, dan edukasi. Kinect merupakan teknologi yang memungkinkan komputer untuk mendeteksi seluruh tubuh user untuk digunakan sebagai input. Kinect dapat dimanfaatkan dalam berbagai bidang seperti game, pendidikan, kesehatan, dan fashion. Puzzle merupakan salah satu genre permainan yang sangat populer untuk edukasi, karena permainan dengan genre puzzle mengharuskan pemainnya untuk berpikir jika ingin menyelesaikan permainan. Penulis memilih untuk menggabungkan teknologi VR dengan Kinect karena penulis menyadari kekurangan dari masing masing perangkat. Penulis berharap dengan menggabungkan kedua teknologi, dapat melengkapi kekurangan dari kedua perangkat. Permainan yang dibuat mengambil genre puzzle, karena genre ini memungkinkan untuk digunakannya perangkat Kinect dan Oculus Rift secara bersamaan. Permainan puzzle ini berjudul ‘Unknown’. Permainan ini dimainkan oleh dua orang pemain. Salah satu pemain menggunakan Oculus Rift dan yang yang satunya menggunakan Kinect. Pemain saling berkoordinasi untuk menyelesaikan teka teki yang diberikan. Uji coba dilakukan dengan menjalankan semua kasus penggunaan yang telah dirancang sebelumnya. Setiap fungsi harus bisa dijalankan tanpa adanya kendala. Uji coba Oculus Rift dan Kinect dilakukan secara bersamaan. Dari hasil uji coba dapat disimpulkan bahwa permainan Unknown telah berjalan sesuai dengan yang telah dirancang. Namun deteksi dari Kinect masih dapat disempurnakan. ======= Technological advances make the solution in the application process, one of which is the application of virtual reality in the game. Virtual reality (VR) is a technology that allows users to enter the virtual world and use the environment. VR application in addition to in-game also for medical, military, and education. Kinect is a technology that allows computers to detect the entire body of the user to serve as input. Kinect can be used in various fields such as games, education, health, and fashion. Puzzles is one of the most popular game genres for education, because games with the puzzle genre require players to think if they are happy to play. The author chose to use VR technology with Kinect because the authors found each device. Software with good technology, can be broadcast from the second device. The games that are made take the puzzle genre, as this genre allows for Android devices Kinect and Oculus Rift simultaneously. The game puzzle entitled 'Unknown'. This game is played by two players. One player uses Oculus Rift and the one who uses Kinect. Players coordinate each other to cultivate a given puzzle. Trials are performed using all pre-designed use cases. Each function must be able to run in the absence of inventory. Oculus Rift and Kinect trials are conducted simultaneously. From the test results it can be concluded that the unknown game has been running in accordance with the one that has been designed. But detection from Kinect can still be refined

    Pekerja Anak Di Kota Surakarta (Tinjauan Yuridis dan Sosiologis)

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    Discussing one of the issues of children who should receive special attention, is the issue of child labor. This issue has been globalized because there are so many children in the world who go to work at school age. In fact, the issue of child labor is not merely the issue of children doing jobs by earning wages, but closely related to hazardous work, hampering access to education and impeding the physical, psychological and social development of children. Even in certain cases and forms of employment child labor has been included as a qualification for children working in the most intolerable situations. So the author discusses how the implementation of legal protection against child labor as well as specifically want to explore how the implementation of the protection of child labor in Law No. 13 of 2003 on Manpower and Law No. 35 of 2014 on Child Protection

    Re-Eksistensi Peran Desa dalam Rantai Pasok Produksi Pengolahan Hutan Desa Melalui Bank Pohon: (Strategi Penegakan Hak Asasi Manusia Sektor Kehutanan)

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    The opening of the Indonesian Constitution is a noble agreement of the Indonesian nation to live together (Modus Vivendi) in a plural one-nation bond. Vivendi's modus, has given birth to the ideal of the state, which is the identity and guidance of the nation in stepping. Thus, the constitution has mandated the State to take responsibility for the welfare of the people. Indonesia has the second-largest tropical forest in the world with high economic value that can be managed by the state and society. This allows for the establishment of different types of crops and the utilization of economic aspects of forest products. In managing forest products it is unfortunate that it is still not optimal both with intensive and with the many requests for deforestation or conversion of forest land. Both planned deforestation and unplanned deforestation. On the other hand, Indonesia recognizes the existence of the Village Government and empowerment regarding the empowerment of rural communities which is a process to make the community improve the quality of life of the weak community for the better. Thus, it is necessary to re-initiate the role of the village government in the processing of village forests as one of the rights of the village community. The type of research used is normative juridical. Therefore, the author initiated a grand design of Village Forest Management to complement the processing and utilization of forest products integrated with the role of the Village Government as a system that aims to optimize the production supply chain as one of the important indicators of development and resilience of the country's economy in each region that uses variable forest products as their main income.Pembukaan UUD 1945 merupakan kesepakatan luhur bangsa Indonesia untuk hidup bersama (Modus Vivendi) dalam ikatan satu bangsa yang majemuk. Modus Vivendi tersebut, telah melahirkan cita negara, yang merupakan identitas dan pedoman bangsa dalam melangkah. Dengan demikian, konstitusi telah mengamanatkan Negara untuk bertanggung jawab atas kesejahteraan rakyat. Indonesia memiliki hutan tropik kedua terluas di dunia dengan nilai ekonomis tinggi yang dapat dikelola oleh negara maupun masyarakat. Hal ini memungkinkan untuk pengusahaan berbagai jenis tanaman dan pemanfaatan aspek ekonomi dari hasil hutan. Dalam pengelolahan hasil hutan sangat disayangkan masih belum optimal baik dengan intensif dan dengan banyaknya permintaan deforestasi atau konversi lahan Hutan. Baik Deforestasi yang direncanakan maupun deforestasi yang tidak direncanakan. Di lain sisi, Indonesia yang mengakui eksistensi Pemerintah Desa dan pemberdayaan mengenai pemberdayaan masyarakat desa yang merupakan suatu proses untuk menjadikan masyarakat untuk meningkatkan kualitas hidup masyarakat lemah menjadi lebih baik. Maka, diperlukan penggagasan kembali peran pemerintah desa dalam pengolahan Hutan Desa sebagai salah satu hak masyarakat Desa. Adapun jenis penelitian yang digunakan adalah yuridis normatif. Karenanya penulis menggagas sebuah grand design Pengelolahan Hutan Desa untuk melengkapi pengolahan dan pemanfaatan hasil hutan yang terintegrasi dengan peran Pemerintah Desa sebagai sebuah sistem yang bertujuan untuk pengoptimalam rantai pasok produksi sebagai salah satu indikator penting pembangunan dan ketahanan perekonomian negara di tiap-tiap daerah yang menggunakan variabel hasil hutan sebagai pokok penghasilanya

    Hubungan antara Total Waktu Iskemik pada Transplan Ginjal dengan Lama Perawatan di Rumah Sakit: A Single CENTER Report

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    Latar Belakang : Transplantasi ginjal diakui sebagai kemajuan utama pengobatan modern yang memberikan kehidupan berkualitas tinggi kepada pasien penyakit ginjal stadium akhir (End Stage Renal Disease). Waktu iskemik dingin /Cold Ischemic Time (CIT) telah ditemukan sebagai faktor risiko independen yang penting untuk delay graft function (DGF) pada transplantasi ginjal. Terdapat informasi terbaru bahwa waktu iskemik hangat /Warm Ischemic Time (WIT) yang lama dapat mengurangi kelangsungan hidup graft dalam donor hidup transplantasi ginjal. Tujuan dari penelitian ini adalah untuk mengevaluasi hubungan total ischemik time selama operasi penerima dengan lama rawat inap. Metode : Penelitian ini merupkaan studi observational-cross sectional. Data didapatkan dari catatan medis pasien yang telah menjalani transplantasi ginjal dari Januari 2014 – Desember 2018 du RS Umum dr. Kariadi semarang. Terdapat 28 pasien, 18 diantaranya adalah laki-laki dan 10 adalah wanita. Data total waktu iskemik dibandingkan dengan lamanya rawat inap. Data dianalisa dengan tes Spearman menggunakan software SPSS versi 23. Hasil : Pada studi ini menunjukkan adanya korelasi yang signifikan antara total waktu iskemik dengan lama perawatan di rumah sakit (p<0.001). Akan tetapi, umur donor tidak mempengaruhi total waktu iskemik (p=0.673), tidak signifikan (signifikan jika p<0.005). Simpulan : Adanya hubungan yang signifikan antara total waktu iskemik dengan lama perawatan rumah sakit. Namun, tidak ditemukannya hubungan yang signifikan pada usia donor dan total waktu iskemik. Kata kunci: total waktu iskemik, lama perawatan, transplantasi ginjal   Background: Kidney transplantation is recognized as an advanced modern therapeutic modality, providing a better life for patients with end stage renal failure globally. Cold Ischemic Time (CIT) has been found as an important independent risk factor for delay graft function (DGF) in kidney transplantation. DGF also associated with patient's survival post-operatively. Recent studies suggested that prolonged Warm Ischemic Time (WIT) may decrease graft's survival in living kidney transplantation donor. This study aimed to evaluate the total ischemic time during recipient surgery and accessed its contribution for hospitalization time in kidney transplantation patients. Methods: This is a descriptive retrospective study. This study was started in 2014 until December 2018, including data from patients' medical record whom underwent kidney transplantation in Kariadi General Hospital Semarang. Data was collected from 28 patients, including 18 male patients and 10 female patients. The author found a significant correlation between patient's age and total ischemic time. Total ischemic time also compared with hospitalization time. Data was processed using Spearman test in SPSS software. Results: Based on Spearman test, Total ischemic time was significantly correlated with hospitalization time (p < 0.001). However, donor's age did not affect prolonged total ischemic time with p = 0.673, which is not significant (significant if p value < 0.05). Conclusion: Total ischemic time has a significant correlation with hospitalization time. In contrary, no significant correlation between donor's age and prolonged total ischemic time. Key Words: Total ischemic time, hospitalization time, kidney transplantatio
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