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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.
Arjuna Subject : -
Articles 168 Documents
Pemanfaatan AugmentedReality(AR) sebagai Media Promosi Iklan Produk Susu Kedelai Berbasis Filter Instagram Sartika; Anung Rachman; Asmoro Nurhadi Panindias
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 6 No 2 (2021): 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.v6i2.512

Abstract

Augmented reality is a form of technology that combines the virtual world and the real world, and augmented reality is known as part of a virtual environment or virtual reality (VR) technology. AR can become a new promotional medium for the public or users. The purpose of this research is to develop or design an Instagram filter-based promotion with augmented reality (AR) technology to introduce soy milk products (sule). The design of this Instagram AR filter uses a design thinking approach according to the author in the process of designing an Instagram AR filter for this soy milk advertisement, this method is a method that may be quite relevant. The AR display when it becomes a filter on Instagram has several components, namely the main AR component, namely a 3D object image from soy milk product packaging.
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.
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.
Perancangan Brand Identity UMKM Sekar Mulya Sebagai Media Pengenalan Identitas Dan Citra Produk Moh Cholisatur Rizaq; Sunarmi; Fauzia Nur Alisha
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 6 No 2 (2021): 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

Sekar Mulya is an UMKM located in Mulyodadi Village, Sidoarjo which is produce processed food and beverages with starfruit as the main ingredient. The products produced by UMKM Sekar Mulya are syrup, fruit juice, sweets and jam. Identity has an important role in promotional and marketing activities. Identity limitations by UMKM Sekar Mulya will hinder the promotion and marketing process. Therefore, it is necessary to design a strong brand identity to identify and communicate the product image. The design process has stages from background, problem formulation, data collection, data analysis, design concept, visualization, and final design. The data collection method adopts qualitative research methods, namely observation, interviews, documentation, and literature study. Data analysis was performed using the SWOT theory. The result of this design is the logo and mascot as the main media. The formation of the logo was inspired by the abbreviation of the name Sekar Mulya, namely the letters "SM". The mascot was inspired by a Sidoarjo woman who wears a traditional kebaya which is complemented by a wutah rice motif. This design also creating a supporting media including stationery, merchandise, banners, packaging labels, and graphic standard manuals.
Analisa Performa Deteksi Marker pada AR Daspro Menggunakan Metode Fast Corner Detection Neny Kurniati; Arda Surya Editya; Syahri Mu'min; Athika Dwi Wiji Utami
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 3 No 2 (2018): Jurnal Ilmu Komputer dan Desain Komunikasi Visual (JIKDISKOMVIS)
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Augmented Reality (AR) is a technology that combines digital elements with the real world interactively. AR typically uses cameras to detect and track physical objects around it. Then, with the help of software, AR displays digital content, such as images, videos, or three-dimensional graphics on top of those physical objects. AR can be applied in everyday life, including the field of education, namely for learning Basic Programming. One of the engines to create an Augmented Reality application is Vuforia. In making augmented reality applications here not only using the Vuforia engine but also using the Unity application. The Basic Augmented Reality Programming (AR Daspro) application here is made to facilitate teaching in the Basic Programming course because most students find it very difficult to understand the concept of algorithms in the Basic Programming course. With the Augmented Reality application, it is expected to make it easier for students to understand algorithms. In this study, researchers will analyze how well the marker detection performance on the Vuforia Engine uses QR Code markers with the Fast Corner Detection method. If most Augmented Reality applications use image-based markers, but this time researchers want to try QR Codes as markers and later will be analyzed how the performance for marker detection.
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.

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