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Jurnal Ilmu Komputer dan Desain Komunikasi Visual
ISSN : 25414550     EISSN : 25414585     DOI : -
Jurnal Ilmu Komputer dan Desain Komunikasi Visual (JIKDISKOMVIS) merupakan jurnal open access yang diterbitkan dua kali dalam setahun di bulan Juli dan Desember oleh Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo dengan 5-6 artikel tiap terbitan.
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Articles 8 Documents
Search results for , issue "Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design" : 8 Documents clear
Perancangan Buku Ilustrasi Tentang H.O.S. Tjokroaminoto Sebagai Teladan bagi Anak Indonesia Yanuar Aldin; Aditya Rahman Yani; Masnuna
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.363

Abstract

Children as Indonesia's next generation should know and imitate the stories of great people who were born in their nation so that they can inspire and build their dreams from an early age. One of the great figures who deserve to be emulated by the younger generation of the Indonesian nation is HOS Tjokroaminoto who has played a major role in the struggle for Indonesian independence. However, instilling an example to children is not an easy thing, therefore it requires media that is attractive and easily understood by them. One of the media that has this critique is illustration books, which are designed with a visually appealing concept, and the contents of books can inspire children. This research is about how to design an illustrative book about HOS Tjokroaminoto that is interesting and inspiring for children aged 9-11 years. This study uses data collection methods in the form of interviews, observations, and questionnaires. Then the collected data were analyzed using the descriptive analysis method to find new ideas about illustration book design.
Aplikasi Android untuk Validasi Berkas Tes Covid-19 Viving Frendiana; Fahmi Febriyansyah
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.428

Abstract

During the pandemic, everyone will carry out activities, everyone must have a Covid-free letter, especially when traveling. The impact of the pandemic everyone must be able to prevent the spread of the virus by minimizing direct contact. The use of mobile applications can be used to simplify and streamline every activity carried out during the pandemic. Therefore, currently we need a system that can be used as access to activities based on health certificates. An application system in the form of an android called Sudah Sehat can be a system that can be used. Based on testing the functional suitability and portability aspects, the Sudah Sehat application obtained a test score of 100% according to the Black Box Testing and Firebase Test Lab tests. From the aspect of performance efficiency, CPU usage when running applications is below the percentage of 15% which indicates that it is still in the safe limit. All applications also meet the eligibility standards based on ISO 25010.
Representasi Pribumi dalam Film Bumi Manusia (Kajian Semiotika Saussure) Novi Rahmawati; Arif Ardy Wibowo; Rahina Nugrahani
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.472

Abstract

Bumi Manusia is one of Hanung Bramantyo's films that managed to attract the attention of Indonesian audiences because apart from being based on a historical novel written by a famous writer, namely Pramoedya Ananta Toer, this film also tells about the life of the Indigenous people in the colonial era. This study aims to provide knowledge and understanding of Indigenous Representation using Saussure's Semiotic Analysis Model. The representation approach used is a constructionist approach used in the process through the language used. The method used in this study is qualitative with a descriptive approach, describing, explaining, and representing the object of research based on existing facts or evidence. The data analysis technique used is Saussure's semiotic approach with the concept, Signifier and Signified as well as Langue and Parole. The results of the analysis of this film represent that the natives are a nation that is useless, lazy, stupid, unprofitable, worthy of being slaves or servants, poor, weak, too old-fashioned or traditional, like dirty, smelly and pricey animals, deserves to be insulted, trampled on. -step on and throw it away like trash when it's no longer needed. The results of the analysis obtained that the natives is under an atrocity and must be stopped. In this film, the natives are humiliated, made slaves or treated arbitrarily in their own country by Europeans. The negative representation of indigenous peoples is a reflection for the target audience so that they can become more alert, productive and adaptive to new things so that the conditions experienced by indigenous people will not be repeated.
Literatur Literatur Review Pada Teknik Pendeteksi Ambiguitas Leksikal dalam Software Requirements Spesification Iqbal Ramadhani Mukhlis
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.473

Abstract

A number of studies note that the cumulative percentage of a software development process failure is due to failure to anticipate the requirements specification. One such failure is the ambiguity in the Software Requirements Specification (SRS) document. For that the process of fulfilling the needs of software to be one of the most important processes in the manufacture of software. Detecting ambiguity from software requirements spesifiaction manually is a way that tends to generate many errors, takes time, and costs a lot. There are many techniques and approaches that can be used to detect ambiguity, of course, these techniques have different paths with each other. In this study, the authors raised the topic of lexical ambiguity detection technique in the Software Requirements Specifications (SRS) document. Researchers reviewed journals from previous research to refer to a conclusion about the techniques used in detecting lexical ambiguity. In this study refers to several points of view, namely the number of stages and steps used in each technique, factors that play a role in the implementation of the technique and also the level of accuracy of the results of techniques used. The results of this study suggest that the Natural Language Processing technique is the most accurate technique used in detecting lexical ambiguity in SRS documents in fulfilling software requirements.
Edukasi Peran Hak Asasi Manusia di Era Digital Lewat Filter Augmented Reality (AR) Instagram Roman Aqviriyoso; Anung Rachman; Asmoro Nurhadi
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.497

Abstract

Human rights are the most basic rights owned by every individual around the world. In the digital era, human rights can also be called digital rights, which are human rights that guarantee that every citizen can access, use, create, and disseminate digital media. However, behind the role of Human Rights, there are also shortcomings where mutual respect and lack of understanding about Digital Rights are very important for the community on media social on the internet. Thus, the purpose of the filter with the theme of the role of human rights in the digital era is as a reminder, a support movement, or a symbol that human rights are still present even in the digital era. With the Visual Storytelling method to convey messages, philosophies, or stories through Instagram's AR filters. So that by using the visual storytelling method, it is hoped that the message to be conveyed about the importance of human rights. Through Instagram's AR filter, it can be more easily accepted and understood by the audience. Thus the use of the Visual storytelling method is very suitable for creating an Instagram AR filter work, the main thing of which is conveying messages to a broad audience, or public advertisements about the importance of Human Rights. So that by using the visual storytelling method, it is hoped that the message to be conveyed about the importance of human rights through the AR Instagram filter can be more easily accepted and understood by the audience. Because basically. Learning through visual media can make it easier for the audience to absorb, organize, and process information which will ultimately affect the achievement and learning of the audience.
Perancangan Prototype EFORKID sebagai Media Pembelajaran Bahasa Inggris untuk Anak-anak Afika Rianti; Ayu Pangestu; Muhamad Fawaz Nurfauzan
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.503

Abstract

English is a language that has an important position in many fields, both work, and education. However, there are still inhibiting factors in learning English like the lack of supportive learning media. In previous research on learning media, it was stated that learning media can increase students’ understanding, interest, and learning outcomes. The purpose of this research is to design an EFORKID (English for Kid) application-based android prototype so that it can help improve children's self-learning in learning English. This research method uses the Research and Development (R&D) method with survey techniques for data collection and the User-Centered Design (UCD) method in designing the prototype design. The design learning media that the author designed is in the form of low fidelity and high fidelity. The main features of this learning media application are watching, reading, listening, and testing. From the results of tests that have been carried out on target users using thinking aloud testing, it can be concluded that the EFORKID application is easy to use. We hope that this research, can help other researchers, especially those who are involved in the field of human and computer interaction, and can provide insight for readers regarding the design of learning media application prototypes.
Perancangan Antarmuka Sistem Informasi Smart Classroom Menggunakan Metode Design Thinking Yessica Nur Ameilia Pratiwi; Maulina Aurelly Putri; Muhamad Firmansyah
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.505

Abstract

Advances in information technology today have provided many benefits in all fields, especially in education. Utilization in the field of education as an example is the construction of an information system website for the education system and information technology study program. With the use of information technology allows the implementation of learning to be easier and more comfortable. In making an information system for this study program, what will be included in the system includes information about student lists, subjects, attendance, learning materials, events, discussion groups. In this system, of course, only residents of the system and information technology study program can access it. The method used is design thinking which aims to solve problems and create many ideas for the development of study program information systems.
Buku Ilustrasi Mengenai Pemenuhan Gizi Melalui Bahan Pangan Alternatif Untuk Kalangan Usia Produktif Nur Azizah Susetyaningsih; Mahimma Romadhona; Masnuna
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.575

Abstract

Cases of imbalances in nutritional consumption among children and adolescents in their infancy, which have an impact on adulthood and the elderly are still widely found. The causative factor is generally due to lack of knowledge about the type of food that can meet the nutrition of each meal. Food in the form of conventional types of vegetables have been widely recognized, but the fact that there are alternatives known as indigenous vegetables are still rarely known. Therefore, this paper will discuss the creation of an illustration book concerning the fulfillment of nutrition through alternative food in favor to the productive age group as an educational medium for diversifying alternative food in Indonesia, especially for people in the age range of 18 to 26 years. The methods used are quantitative and qualitative descriptive, with data sources collected through respondents within the range of segmentation targets, as well as through in-depth interviews about nutrition that affects health. The study of scientific literature related to nutritional content and alternative food is also carried out to deepen information for the creation of illustration books.

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