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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
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DOI: 10.55732/jikdiskomvis.v8i1.599
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.
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
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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.
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
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DOI: 10.55732/jikdiskomvis.v8i1.669
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
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DOI: 10.55732/jikdiskomvis.v8i1.842
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
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DOI: 10.55732/jikdiskomvis.v8i1.890
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
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DOI: 10.55732/jikdiskomvis.v8i1.897
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
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DOI: 10.55732/jikdiskomvis.v8i1.901
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
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DOI: 10.55732/jikdiskomvis.v8i1.902
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
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DOI: 10.55732/jikdiskomvis.v8i1.921
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.
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
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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.