18 research outputs found
JAMINAN KESELAMATAN DAN KESEHATAN KERJA TERHADAP PENYEDIAAN KELENGKAPAN KEAMANAN KERJA BAGI PEKERJA PADA PABRIK SAGU DESA SONDE KABUPATEN KEPULAUAN MERANTI BERDASARKAN UNDANG-UNDANG NOMOR 13 TAHUN 2003 TENTANG KETENAGAKERJAAN
ABSTRAK
Muhammad Suhani, (2019): Skripsi ini berjudul “Jaminan Keselamatan Dan Kesehatan Kerja Terhadap Penyediaan Kelengkapan Keamanan Kerja Bagi Pekerja Pada Pabrik Sagu Desa Sonde Kabupaten Kepulauan Meranti Berdasarkan Undang-Undang Nomor 13 Tahun 2003 Tentang Ketenagakerjaan”.
Masalah dalam penelitian ini adalah tentang jaminan keselamatan dan kesehatan kerja terhadap penyediaan kelengkapan keamanan kerja bagi pekerja pada pabrik sagu desa sonde kabupaten kepulauan meranti, bahwasanya dalam penyediaan kelengkapan keamanan kerja berupa alat pelindung diri para pekerja tidak mendapatkan penyediaan keamanan kerja berupa alat pelindung diri tersebut. Adapun pekerja yang menggunakan alat pelindung diri itu adalah milik mereka sendiri dan itupun tidak digunakan secara lengkap. Adanya upaya pekerja untuk meminta disediakan alat pelindung diri telah dilakukan, akan tetapi pihak pabrik yang belum bisa memnuhi dikarenakan adanya faktor-faktor lain yang harus di penuhi oleh pihak pabrik.
Rumusan masalah dalam penelitian ini adalah bagaimana jaminan keselamatan dan kesehatan kerja dalam penyediaan kelengkapan peralatan keamanan kerja pada pekerja Pabrik Sagu Desa Sonde Kabupaten Kepuluan Meranti berdasarkan Undang-Undang Nomor 13 Tahun 2003 Tentang Ketenagakerjaan dan apa saja faktor-faktor yang menghambat bagi Pabrik Sagu Desa Sonde dalam memberikan jaminan keselamatan dan kesehatan kerja terhadap penyediaan kelengkapan keamanan kerja bagi pekerja berdsarkan Undang-Undang Nomor 13 Tahun 2003 Tentang Ketenagakerjaan.
Metode dalam penelitian ini menggunakan pendekatan sosiologis yaitu dengan cara melakukan survei langsung kelapangan melalui observasi, wawancara, angket dan juga menggunakan studi kepustakaan, teknik pengambilan sampel dengan teknik Total Sampling yaitu bila semua anggota populasi digunakan sebagai sampel.
Hasil penelitian ini adalah Pabrik Sagu Desa Sonde pada dasarnya menginginkan adanya kenyamanan dan rasa aman pekerja saat melakukan proses kerja di pabrik Sagu tersebut, akan tetapi memang dengan adanya beberapa faktor yang mengakibatkan tidak bisa tercapainya keinginan itu. Berdasarkan hasil penelitian diketahui tidak semua pekerja yang berada pada Pabrik Sagu yang mendapatkan Jaminan Keselamatan dan Kesehatan Kerja, dan tidak adanya penyediaan peralatan kemanan kerja berupa alat pelindung diri, meskipun dari pekerja ada yang sudah berupaya untuk meminta disediakan. Kurangnya pengetahuan terhadap peraturan tentang Jaminan Keselamatan dan Kesehatan Kerja, sangat berpengaruh terhadap diberikanya jaminan keselamatan dan kesehatan kerja
Android Game Testing using Reinforcement Learning
Android is the most popular operating system and occupies close to 70% of the market share. With the growth in the usage of Android OS, the number of games also increased and the Android play store has over 500,000 games. Testing of Android games is done either manually or through some of the existing tools which automate some parts of this testing. Manual testing requires a great deal of effort and can be expensive to afford. The existing tools which automate testing do not make use of any domain knowledge. This can cause the testing to be ineffective as the game may involve complex strategies, intricate details, widgets, etc. Existing tools like Android Monkey and Time Machine generate random Android events, including gestures like touch, swipe, clicks, and other system-level events across the application. Some deep learning methods like Wuji were only created for combat-type games. These limitations make it imperative to create a testing paradigm that uses domain knowledge as well as is easy to use by a developer who doesn't have any machine or deep learning knowledge.
In this work, we develop a tool called DRAG- Deep Reinforcement learning based Android Gamer - which leverages Reinforcement Learning to learn the requisite domain knowledge and play the game in a fashion like a human would. DRAG uses a unified Reinforcement Learning agent and a Unified Reinforcement Learning environment. It only customizes the action space for each game. This generalization is done in the following ways- 1) Record an 8-minute demo video of the game and capture the underlying Android action log. 2) Analyze the recorded video and the action log to generate an action space for the Reinforcement Learning Agent. The unified RL agent is trained by providing it the score and coverage as a reward and screenshots of the game as observed states. We chose a set of 19 different open-sourced games for evaluation of the created tool. These games differ in the action set required by each of them - some require tapping icons, some require swiping in random directions, and some require more complex actions which are a combination of different gestures.
The evaluation of our tool outperformed state-of-the-art TimeMachine for all 19 games and outperformed Monkey in 16 of the 19 games. This strengthens the fact that Deep Reinforcement Learning can be used to test Android games and can provide better results than tools that make no use of any domain knowledge.Master of ScienceThe popularity of the Android operating system has led to a significant increase in the number of available Android games, with over 500,000 games on the Android Play Store alone. However, ensuring the quality and functionality of these games has become a challenge. Traditional testing methods involve either time-consuming manual testing or the use of existing tools that lack the necessary domain knowledge to handle complex game mechanics effectively.
To overcome these limitations, we propose a solution called DRAG: the Deep Reinforcement Learning-based Android Gamer. Our tool utilizes Reinforcement Learning (RL) to acquire the domain knowledge needed to play Android games in a manner similar to human players. Unlike other tools, DRAG incorporates a unified RL agent and environment that can be customized for each specific game.The process of customizing the action space involves two main steps. First, we record an 8-minute demonstration video of the game while capturing the underlying Android action log. Then, we analyze the video and action log to generate a tailored action space for the game. The unified RL agent is trained using rewards based on the game's score and coverage, while observed screenshots of the game serve as input states.\\We evaluated DRAG using a diverse set of 19 open-source games, each requiring different actions such as tapping icons, swiping in random directions, or complex combinations of gestures.
Our results demonstrate that DRAG outperforms state-of-the-art tools like TimeMachine in all 19 games and outperforms Monkey in 16 of the 19 games. These findings highlight the effectiveness of Deep Reinforcement Learning for testing Android games and its ability to deliver better results compared to tools lacking domain knowledge.Our work introduces a new testing approach that combines RL and domain knowledge, providing a user-friendly solution for developers without extensive machine or deep learning expertise. By automating game testing to replicate human gameplay, DRAG offers the potential for more efficient and effective quality assurance in the Android gaming ecosystem
Perjanjian Bagi Hasil Tanah Pertanian Padi Di Kabupaten Kepulauan Meranti (Studi di Kecamatan Rangsang Barat)
viii.; 146 hal.; ill.; 19 c
PERJANJIAN BAGI HASIL TANAH PERTANIAN PADI DI KABUPATEN KEPULAUAN MERANTI (Studi Di Kecamatan Rangsang Barat
ABSTRAK
Perjanjian bagi hasil tanah pertanian merupakan perjanjian antara pemilik tanah dengan pihak penggarap, yaitu seorang penggarap diperkenankan untuk mengusahakan tanah tersebut agar produktif, kemudian hasil dari tanah tersebut dibagi antara pihak pemilik lahan dan pihak penggarap dengan bagian yang telah disepakati. Undang-Undang Nomor 2 Tahun 1960 Tentang Perjanjian Bagi Hasil merupakan ketentuan yang mengatur mengenai perjanjian bagi hasil tanah pertanian, hal ini ditujukan guna mengubah pola pelaksanaan perjanjian bagi hasil tanah pertanian pada masyarakat, yakni untuk menciptakan keseragaman ketentuan pelaksanaan bagi hasil, serta dapat melindungi kedudukan para pelaku bagi hasil tanah pertanian. Walaupun telah ada aturan yang mengaturnya, namun pelaksanaan bagi hasil tanah pertanian di berbagai daerah belum sesuai dengan peraturan tersebut. Pada umumnya praktik bagi hasil tanah pertanian yang dilakukan oleh masyarakat di Kabupaten Kepulauan Meranti masih dibuat secara lisan dan perjanjian tersebut atas dasar kebiasaan-kebiasaan yang telah ada sejak lama dan rasa saling percaya kepada sesama anggota masyarakat, sehingga masyarakat tidak membuat perjanjian bagi hasil tanah pertanian secara tertulis. Berdasarkan uraian tersebut penulis tertarik melakukan penelitian tesis dengan judul “Perjanjian Bagi Hasil Tanah Pertanian Padi di Kabupaten Kepulauan Meranti (Studi di Kecamatan Rangsang Barat)”. Dengan permasalahannya yaitu Bagaimana pelaksanaan perjanjian bagi hasil tanah pertanian padi di Kecamatan Rangsang Barat Kabupaten Kepulauan Meranti, Apa faktor yang menyebabkan perjanjian bagi hasil tanah pertanian padi masih sering dilakukan di Kecamatan Rangsang Barat Kabupaten Kepulauan Meranti dan Bagaimana akibat hukum yang timbul terhadap perjanjian bagi hasil tanah pertanian padi secara lisan di Kecamatan Rangsang Barat Kabupaten Kepulauan Meranti. Penulisan tesis ini menggunakan metode yuridis empiris yang menekankan pada kenyataan di lapangan dikaitkan dengan aspek hukum atau peraturan perundang-undangan yang berlaku berkenaan dengan objek penelitian. Perjanjian bagi hasil tanah pertanian padi yang dilakukan di Kabupaten Kepulauan Meranti ini belum sesuai dengan Undang-Undang Nomor 2 Tahun 1960 Tentang Perjanjian Bagi Hasil, sehingga pelaksanaan dari perjanjian bagi hasil tanah pertanian padi tersebut belum berjalan dengan baik dan belum efektif.
Kata Kunci: Perjanjian Bagi Hasil Tanah Pertanian, Perjanjian Lisa
PROSEDUR PENANGANAN KOMPLAIN PADA BAGIAN TICKETING PENUMPANG PT PELNI
The purpose of this study was to determine the procedures for handling complaints at the ticketing section of passengers at PT. PELNI Surabaya branch. The formulation of the problem in this study is how the procedure for handling complaints at the passenger ticketing section of PT. PELNI Surabaya branch. The type of research in this writing is descriptive research, namely research that is intended to provide data and image information as accurately as possible. The sources of data in this study were direct interviews with the Head of Passenger Service Affairs, as well as observations where the author made direct observations by looking at the activities carried out by the passenger ticketing officer and conducting documentation and literature study where the author.
From this research, it can be concluded that the procedure for handling complaints on ticketing passengers at PT. PELNI Surabaya branch is not in accordance with the procedure according to Putri (2016), but the procedure for handling complaints in the ticketing section is not fully in accordance with the company's SOP, there are still several obstacles faced in the procedure for handling passenger complaints
Systematic review of invention education research landscape: State of the discipline and future directions
Invention and innovation education and its associated practices (e.g., problem-finding, problem-defining, learning from failure, iterative problem-solving, innovation-focused curricula, collaboration, and maker spaces) are moving from the periphery to the center of education at an ever-increasing pace. Although the research and literature on invention and innovation education, collectively termed as Invention Education (IvE) in this research, is on the rise, to our knowledge no attempt has been made to systematically review the literature available on the topic. To address this gap, we identify, collect, and systematically review scientific literature on IvE. We conduct Bibliometrix-based and targeted analysis to identify the topics, sources, authors, and articles most cited, as well as prominent countries publishing IvE literature. Another objective of this research is to uncover the intellectual, conceptual, and social structures of IvE. A third objective is to identify the progress made and the challenges being faced in furthering IvE and propose future directions. Our review shows that the field has seen substantial growth, especially in recent years particularly in the United States. Research shows IvE’s importance in nurturing a well-rounded, innovative, and skilled future workforce, emphasizing creativity, critical thinking, collaboration, adaptability, and problem-solving skills. Although with a plethora of curricula and K-20 programs in United States, followed by South Korea, and China, IvE lacks unifying conceptualization, definitions and frameworks. The lack of commonly accepted terms and theoretical bases, and difficulties integrating invention into STEM coursework, are compounded by barriers like resource limitations, curriculum constraints, and the need for teacher training and support. The review underscores the need for IvE to address and dismantle inventor stereotypes and cultivate a diverse and inclusive generation of innovators. It points to the impact of gender and stereotypes on participation in IvE programs and the importance of promoting equity and access to IvE opportunities for all students. The article concludes with a discussion of challenges and future research directions to address the
PELAKSANAAN PERJANJIAN BAGI HASIL TANAH PERTANIAN PADI DI KECAMATAN RANGSANG BARAT KABUPATEN KEPULAUAN MERANTI
The purpose of this study was to determine and analyze the agricultural land production sharing agreement system that applies in Rangsang Barat District. What are the influencing factors in determining the choice of the implementation system for the Production Sharing agreement? As well as the legal consequences arising from the implementation of the agreement for the results of agricultural land in Rangsang Barat District, Islands Regency. The research method used is an empirical juridical approach. Then the data collected were analyzed qualitatively. From the results of the research, it was found that the implementation of the rice farming yield sharing agreement carried out in Rangsang Barat District, Islands Regency was not by Law Number 2 of 1960 concerning Production Sharing Agreements so the implementation of the rice farming production sharing agreement had not gone well. good and not effective
PELATIHAN PENGOLAHAN DEBOG PISANG SEBAGAI PELUANG BERWIRAUSAHA UNTUK REMAJA PUTRI DI GAMPONG MEUNASAH UJONG KULAM MATANG KULI
Banana stem processing is an innovative activity carried out to create entrepreneurial opportunities. This processing is carried out to increase the added value of the stem and reduce waste. Banana stem can be processed by making it into chips with various flavors. The simple and easy way to process it is very helpful for young women to make various innovations. So that banana stem which was initially not utilized can be processed into more economical products as a new business opportunity
Examining consumer's purchasing behavior of energy-efficient appliance through the lenses of theory of planned behavior and environmental factors
Purpose: This study investigates consumer purchases of energy-efficient appliances (EEAs). The adoption of EEA would reduce the detrimental impact of the environment from the consumer behavioral perspective
Cybersecurity behavior among government employees: The role of protection motivation theory and responsibility in mitigating cyberattacks
This study examines the factors influencing government employees’ cybersecurity behavior in Malaysia. The country is considered the most vulnerable in Southeast Asia. Applying the protection motivation theory, this study addresses the gap by investigating how government employees behave toward corresponding cyberrisks and threats. Using partial least-squares structural equation modeling (PLS-SEM), 446 respondents participated and were analyzed. The findings suggest that highly motivated employees with high severity, vulnerability, response efficacy, and self-efficacy exercise cybersecurity. Incorporating the users’ perceptions of vulnerability and severity facilitates behavioral change and increases the understanding of cybersecurity behavior’s role in addressing cybersecurity threats—particularly the impact of the threat response in predicting the cybersecurity behavior of government employees. The implications include providing robust information security protection to the government information systems
