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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 8 No 1 (2023): Journal of Computer Science and Visual Communication Design" : 8 Documents clear
Perancangan Desain UI/UX Aplikasi Candi BumiAyu Sebagai Media Promosi Sartika; Anung Rachman; Ipung Kurniawan Yunianto
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): 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.v8i1.599

Abstract

With the development of technology, a tourist spot can now not only be visited in person but also virtually. In addition, technology can also be used as an effective and creative medium for product promotion. The most visible technology is gadgets. A gadget certainly requires an application or software in it. Based on the results of observations, the community still does not know and understand the tourist attractions of the Bumiayu Temple which is located in Penukal Abab Lematang Ilir, South Sumatra. Thus, this design aims to develop and design the UI/UX design for the Bumiayu Temple Application as a medium that can be applied to the Bumiayu Temple. This research uses a human-centered or human-centric design approach to solve problems and present innovations, namely Design Thinking. Design thinking is carried out through 5 stages, namely empathize, define, ideate, prototype, and test. This research will develop or design a smartphone application-based promotion of the Bumiayu Temple Cultural Heritage. Through the development of a smartphone application-based promotion system for the Cultural Heritage of the Bumiayu Temple, it is hoped that it can provide information to the public who are curious about the Bumiayu Temple.
Representasi Budaya Komunikasi Masyarakat Jawa dan Eropa Dalam Film Guru Bangsa Tjokroaminoto Selvia Ningsi; Cecep Ibrahim; Marsia Sumule G.; La Ode Herman Halika; La Iba; Eko Harianto; Wa Ode Lusianai
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): 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.v8i1.669

Abstract

The film Guru Bangsa Tjokroaminoto is one of Garin Nugroho's films with a theme related to Javanese and European cultural values ​​during the Dutch East Indies colonial period. Islamic Union. In the film, there are various elements of Javanese culture, including manners in everyday life, speaking, and dressing according to age and strata. This is different from the culture that existed in European society, during the colonial period the Dutch East Indies made the order of social life complicated because in it there were cultural differences between the Javanese and European communities. This study aims to understand the meaning of Jhon Fiske's semiotic television codes, namely the level of reality, the level of representation, and the level of ideology in representing elements of Javanese and European culture. The research method used is descriptive qualitative which can represent, describe and explain based on the facts of the research object. The data analysis technique used is Jhon Fiske's semiotic analysis which explains an event on television based on social codes with the help of the Nvivo application's Thematic Coding content analysis to facilitate data visualization. The results of film analysis in representing Javanese and European culture are two very different cultures that influence each other but still maintain the culture they already have. The results of the analysis obtained are that the Javanese people still maintain and preserve Javanese culture even though they were colonized by Europeans who brought with them European culture and influenced the Javanese people towards their culture. Javanese culture which persisted above the power of the European government during the colonial period made the benchmark that even though it was influenced by outside cultures, the community had to maintain and preserve the cultures that had been passed down from generation to generation.
Perancangan Art Book Desain Karakter untuk Melestarikan Pakaian dan Kesenian Tradisional Jawa Melisa Alvionita; Bing Bedjo Tanudjaja; Mendy Hosana Malkisedek
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): 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.v8i1.842

Abstract

In the present era where technology has developed rapidly, many young people today are more inclined to follow and be interested in foreign cultures such as films, games, and anime rather than getting to know the culture of their own country. Therefore, many people today still do not understand the culture of their own country. On the other hand, several Indonesian cultures have also started to become extinct and are not well preserved. Therefore, an art book was created to inspire, reintroduce, provide insight, and preserve culture in Indonesia, especially traditional art clothing that is almost extinct on the island of Java for young people. The result of this design is an Art book of 11 character designs using traditional clothes or arts that are almost extinct on the island of Java along with explanations in the style of anime illustrations that are in demand by young people. It is hoped that through this design, young people will be able to remember the rich culture in Indonesia and be able to have innovations to introduce and preserve the culture in our country through the ideas and skills they have.
Perancangan Sistem Informasi Penyewaan Soundsystem, Alat Band dan Band Berbasis Web Muh Riandi Widiyantoro; Salahudin Robo; Lora Yuliani Nikijuluw
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): 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.v8i1.890

Abstract

The manual system at Dhira Entertainment results in customer information and transactions only recorded in books or receipts, price errors, data processing irregularities, delays, and misinformation related to reports required in ineffective and efficient data recording. One of the management companies that offers rental services is Dhira Entertainment. Building a web-based sound system rental information system, band equipment, and bands was the goal of this study. System development using waterfall method, direct observation and literature study are two data collection techniques used. Use case diagrams and class diagrams are used in the system design process. PHP is a programming language used to create and implement information systems, while MYSQL is the database. The development of a web-based band and band equipment rental information system is believed to improve information services and streamline the process of managing rentals, transactions, and reporting at Dhira Entertainment.
Implementasi Black Box Testing dan Usability Testing pada Website Sekolah MI Miftahul Ulum Warugunung Surabaya Muhammad Taufik Abdillah; Ima Kurniastuti; Fajar Annas Susanto; Firman Yudianto
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): 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.v8i1.897

Abstract

 In this study, system testing was carried out in the form of a school website at MI Miaftahul Ulum Warugunung Surabaya using black box testing and usability testing methods. The black box testing method focuses on functional testing of the system. The usability testing method focuses on user satisfaction with the experience of using the system. The usability testing method uses the USE Questionnaire which consists of four dimensions including usefulness, ease of use, ease of learning, and satisfaction. The results of black box testing show that of the 30 system features tested, all features have been successful following the expected results. Usability testing produces a usability value of 0.90 with a value close to 1 so that the website is a good information system.
Perancangan Audio Murottal Al-qur’an Untuk Terapi Emosi Anak Autis Menggunakan Metode Human Centered Design Wahyu Teja Kusuma; Faurika; M. Syauqi Haris; Ahsanun Naseh Khudori
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): 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.v8i1.901

Abstract

One of the characteristics of autistic children or autism spectrum disorder (ASD) is having emotional disturbances. This underlies the design of audio-visual murotal Al-Qur'an as a therapeutic tool for children with autism. Indirectly, murotal Al-Qur'an can calm children's emotions. This study aims to design practical audio-visual-based media for autistic children. The method in this study combines the Human Centered Design (HCD) method, persona, and expert validation. This research cycle begins with pre-production, production to the final result in the form of an audio-visual media design for the emotional therapy of autistic sufferers. The design of the audio-visual media was tested using the expert validation method with functional testing so that the results of the audio-visual media design from this study were by the requirements.
Perancangan Video Kampanye Cyberbullying untuk Anak Muda Usia 14-20 Tahun Octavia Tungary; Rossyta Wahyutiar; Aldy Candra Gunawan
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): 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.v8i1.902

Abstract

Indonesian youth are one of the most social media users in the world. Even though social media has many strengths, social media also has weaknesses if misused as becoming a place of bullying. Young people are unaware and do not understand the harmful effects of cyberbullying. Therefore, this video campaign design is to prevent cyberbullying among young people. The collection of data through research of qualitative and quantitative studies. The 1-2 minute cinematic videos convey messages implicitly and subtly so as not to seem patronizing. Interrelated storylines between videos are to highlight the messages. In addition, supporting media in print media and merchandise were designed to support the campaign. The 8 campaign videos aim to provide awareness and information about cyberbullying to young people aged 14-20 years so that they are wise in using social media, focusing on messages about cyberbullying which can trigger and cause verbal harassment in young people.
Desain Kemasan Produk Pouch Kartini Bordir Surabaya Masnuna; Athika Dwi Wiji Utami; Houri Gita Semesta; Widyasari
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 8 No 1 (2023): 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.v8i1.921

Abstract

Kartini Embroidery Surabaya is a home-based business that produces various kinds of women's bags and wallets located in Surabaya. The bag and wallet products produced by Kartini Embroidery have a distinctive feature in the form of embroidered motifs embedded in each of their products, making them a differentiator from other competitors. However, Kartini Embroidered Products still do not have a packaging design that functions as a product identity and promotional tool. The packaging used for Kartini Embroidered products is still a plain mica box which only has the function of protecting the product from damage. The purpose of this design is to create a packaging design that has function as a product identity and a medium for conveying product information as a form of promotion. This design uses qualitative research methods by relying on primary data obtained from observations, interviews, and documentation. The data processing method is using SWOT analysis to evaluate internal and external conditions on products to determine the right strategy to increase business opportunities for Kartini Embroidery products. For further research, it is hoped that it will be able to carry themes related to strategic steps in increasing business opportunities in micro, small, and medium enterprises.

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