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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 2 (2022): Journal of Computer Science and Visual Communication Design" : 8 Documents clear
Filter Digital Berbasis Augmented Reality Sebagai Iklan Layanan Masyarakat Pembatasan Konsumsi Plastik Cahyaning Brian Paramarta; Anung Rachman; Asmoro Nurhadi Panindias
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (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.v7i2.523

Abstract

 High levels of plastic use can result in an increasing amount of plastic waste piling up. The production of plastic waste in Indonesia has produced up to 3.2 million tons of plastic waste, and as much as 1.2 million tons of waste has been dumped into the sea. This is because waste management in Indonesia is still relatively poor. Seeing the condition and increasing consumption of plastic, it is necessary to educate the public about the importance of limiting the use of plastic. A social campaign in the form of a public service advertisement is needed so that people can think and act wisely before using plastic. This study aims to design an augmented reality-based Instagram filter that contains messages and ways to reduce plastic consumption. The filter design can be completed thanks to the Double Diamond method, which focuses on problem analysis as a basis for making solutions. The results of this study indicate that the filter design was successfully published and successfully reached the target audience with the acquisition of a questionnaire test score of 86%, which indicates that the filter is very good. Thus, filters can be used as effective public service advertisements in providing information regarding restrictions on plastic consumption.
A Karakter Maskot Sebagai Alat Pendukung City Branding Berbasis Budaya Kota: Studi Kasus Kota Ponorogo Setya Putri Erdiana; Dhika Yuan Yurisma
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (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.v7i2.585

Abstract

City branding strategy is one strategy that is widely used by many cities to develop and improve public perception of a city, besides that this strategy can help promote existing potential. One of them is the City of Ponorogo which uses its traditional arts to become the image of the city, but this image is often perceived as mystical and scary. The purpose of this research is to design a mascot design, as a tool for city branding strategy. The method used is Design Research Methodology, with the design stage exploring the message to be conveyed, giving a name, designing visually, and implementing it. The results of the analysis get a mascot character with a humble, fun, and friendly impression. The mascot is named Si Bar which is derived from the representation of the main character in the traditional arts of Ponorogo City. The purpose of making this mascot is to reduce public perception regarding the Reog Ponorogo art as an image of the city.
Penerapan Finite State Machine pada Game 3D “Virus Hunter” Fridy Mandita; Bramantyo Kusumo Jati
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (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.v7i2.613

Abstract

During the pandemic, people's space for movement is limited. The government implements the Work from Home (WFH) rule which requires everyone to work with gadgets in their respective homes. This situation makes most people frustrated with the existing limitations. Games are one of the forms of entertainment that can be done during a pandemic. In addition to entertainment, games can also be used as learning media in order to increase the level of vigilance against viruses or diseases. The Virus Hunter game is intended so that people can entertain themselves by playing and gaining insight into various kinds of viruses. This research was conducted during the stages of research and development which was then tested functionally using white box testing methods. Usability testing was carried out using the SUS method. In game design, the Non-Player Character (NPC) uses the Finite State Machine method to approach player behavior. The virus hunter game test results state that the functional application can run well and get a usability score of 75,87% in the Acceptable and Good categories in the Adjective Range.  
Analisis Citra Perkebunan Kelapa Sawit Dengan Pendekatan Quantum Image Processing Desi Amirullah; Lipantri Mashur Gultom
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (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.v7i2.677

Abstract

This study focuses on image processing (image processing) in detecting the edges of palm trees from several collections of images/images with several variations of pixel resolution with a quantum image processing approach to produce an accurate analysis so that it can be used for future sustainable research. Quantum Hadamard Edge Detection (QHED) is used to detect the edges of an image where the number of qubits used affects CPU processing time. The number of qubits used in this study was 2, 4, 6, 8, 10, and 12 qubits, while the number of qubits more than 12 could not be tested due to the limited RAM of the devices in this study. The final result of the research proves that QHED can detect the edges of an image where the fastest processing time is on the use of 6 qubits while the best edge detection process results are in the use of 2 qubits. In addition, this study also compares QHED with Canny and Sobel where the comparison between Canny and Sobel's processing time is still faster but the quality of the processing results is still better than QHED.
Perancangan Sign System Kawasan Wisata Yussar Fishing and Playground Sidoarjo Masnuna; Muchlisiniyati Safeyah; Sri Wulandari; Athika Dwi Wiji Utami; Putra Uji Deva Satrio; Sonhaji Arif; Aninditya Daniar
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (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.v7i2.694

Abstract

Yussar Fishing and Playground Sidoarjo is an educational tour in Kalidawir Village, Tanggulangin District, Sidoarjo Regency. Yussar Fishing and Playground Sidoarjo provide rides for fishing ponds, playgrounds, photo spots, education, culinary tours, performing arts, and natural scenery in the form of fish ponds. As a tourist place, Yussar Fishing and Playground Sidoarjo should be able to provide security and comfort for its visitors, especially the Yussar Fishing and Playground Sidoarjo environment is surrounded by fish ponds, so visitors must be more careful in traveling activities at Yussar Fishing and Playground Sidoarjo. The location of Yussar Fishing and Playground Sidoarjo which is in remote villages can make it difficult for people to know its existence, so in this case, Yussar Fishing and Playground Sidoarjo requires environmental graphics as information media in the form of a sign system regarding the existence of Yussar Fishing and Playground Sidoarjo, location instructions for Yussar Fishing and Playground Sidoarjo, and information on warnings/bans. The design of this sign system uses research methods that are divided into three parts, namely pre-production, production, and post-production. The icon used in the sign system is taken from the shape of a fish which is the advantage of Yussar Fishing and Playground Sidoarjo which has a fishing pond facility. The sign system as the primary media has 3 types, namely 9 information sign designs, 6 directions sign designs, and 6 prohibition sign designs. Each type of sign system has a difference in the board's shape and the color of the text so that the message's recipient can easily distinguish the information conveyed. All signs are placed outside and around the Yussar Fishing and Playground area of ​​Sidoarjo according to the type and purpose of each sign.
Desain Animasi 2D Bertema Gizi "Gizi-Go: Pahlawan Cilik" untuk Anak Prasekolah Aldi Fakhriansyah Subingat; Nugrahardi Ramadhani; Didit Prasetyo; Octaviyanti Dwi Wahyurini
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (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.v7i2.541

Abstract

In improving people's nutrition, it is possible to achieve quality human resources as early as possible, especially for preschool children (3-6 years old). In Indonesia, one of the nutritional problems, especially in pre-school-age children, is undernutrition and excess nutrition caused by consuming food that is not in accordance with the Guidelines for Balanced Nutrition and certain food preferences for children. Children's eating preferences have an important role so that children want to eat nutritious foods such as vegetables and fruit. Therefore, it is important to provide interesting nutrition education for children. Interesting media for preschool children is needed so that nutrition education for preschool children is conveyed. This design uses qualitative methods in the form of literature and existing studies. Furthermore, in making the animation, experimental studies were carried out, in-depth interviews with related experts, and conducting user tests on the target audience. The design produces a 2D animation entitled Gizi-Go: Little Heroes which tells the story of 4 children who have strength from the nutritious food they eat. Making animation is done with the Cut-Out technique so that the production process becomes more efficient.
Rancang bangun Media Pembelajaran berbasis Multimedia Interaktif Pengenalan ragam budaya Indonesia Achmad Baijuri; Ahmad Musaddad
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (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

Abstract

MI Al Falah Pesanggrahan is one of the madrasas under the auspices of the Al Falah Pesanggrahan Islamic boarding school. This institution does not yet have learning media that can help the teaching and learning process, especially the subject of Indonesian culture. The impact of this problem has resulted in students not being entirely familiar with Indonesian culture directly, so it is necessary to design a learning media that can assist the teaching and learning process and in the end, students can easily learn Indonesian culture. In this study, the type of data collection was carried out through two kinds, namely action research and field research. Multimedia Development Life Cycle is one of the methods used to develop a system to build interactive learning media in this study. This research produces learning media products that make it easier for teachers to convey material and students easily understand Indonesian cultural lessons.
Pengembangan Simulasi Mitigasi Bencana Banjir Menggunakan Teknologi Virtual Reality Arda Surya Editya
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (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

Abstract

Flooding is a natural disaster that occurs when rivers overflow or other causes. When this disaster strikes an area, the community must know how to mitigate flood disasters for residents. Based on the problems above, this research will develop a simulation that aims to teach mitigation when a flood disaster occurs. The system developed utilizes Virtual Reality technology and gamification techniques to teach survival skills during flood disasters. This system aims to increase the effectiveness of disaster management education by immersing users in realistic and interactive flood scenario simulations. The use of gamification elements, such as rewards and challenges, encourages engagement and motivates users to learn and apply disaster survival techniques. This system has the potential to improve disaster preparedness and response in communities that are vulnerable to flood disasters. This system was created with Unity software and implements Virtual Reality technology. To play this game we need a VR-Box as a device that helps us see through VR. This application is different from other applications because in this game we can control the player using a Bluetooth joystick. We had 40 respondents answer a survey about a Virtual Reality-based disaster mitigation simulation system. The survey showed that 80% of respondents answered that the VR-EDM application was very helpful and entertaining, 10% answered that the VR-EDM application was quite helpful and entertaining, and 10% answered that the VR-EDM application functioned normally. This paper concludes that VR-EDM can be an educational medium to provide education to the public when a flood disaster occurs and can understand what to do if a flood disaster occurs.

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