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athika dwi wiji utami
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jikdiskomvis.unusida@gmail.com
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Kab. sidoarjo,
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INDONESIA
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
Perancangan Maskot sebagai Identitas Visual Klinik Fan Vet Petcare Gresik Vandhu Hidayat; Masnuna; Pungky Febi Arifianto
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 1 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i`1.1210

Abstract

A mascot is a character or form that can be formed from humans, animals, or objects that are used as figures that are considered to depict and/or reflect the image of a company. Mascots have an important role in the visual identity of a company because they can make promotional activities more attractive. In a promotional activity, Mascots can interact with the audience in their way which can make the atmosphere more lively and interesting. The design of the mascot for the Fan Vet Petcare Gresik clinic was carried out to strengthen the visual identity of a veterinary clinic so that it can attract more attention from animal lovers. The Fan Vet Petcare Gresik Clinic quite educational content as well as holding promotions and campaigns for the good of animals that are still not well cared for on the streets and pets, so the presence of a mascot for the Fan Vet Petcare Gresik Clinic is hoped that it can improve the activities carried out by the clinic. Fan Vet Petcare Gresik was delivered well and interestingly. The data analysis process and techniques use qualitative methods through the preparation and design creation stages. The data obtained will be analyzed descriptively to obtain conclusions as a reference for finding solutions to existing problems. This mascot design aims to be the visual identity of the Fan Vet Petcare Gresik Veterinary Clinic and become its visual identity in promoting or campaigning for positive activities for animal lovers. In designing the mascot design, there will be several mascot design implementations with promotional design campaigns or educational content on social media.
Analisis Perbandingan Evaluasi Metode Deep Learning pada Klasifikasi Jenis Kendaraan Anggay Luri Pramana
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 1 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i`1.1252

Abstract

 Vehicle recognition has high complexity, and problems that arise when conducting vehicle research such as variations in vehicle type, lighting conditions, perspective, resolution, image quality, and color and texture are the main factors. This problem requires a multidisciplinary approach with a combination of image processing technology, machine learning, and pattern recognition. Innovative approaches and research are consistently important to improve system performance as well as trying out all the deep learning architecture models that have been developed.  This research aims to compare Neural Network Models for class 1 to class 5 vehicle classification based on the type of classification on toll roads. The models compared in this research are Convolutional Neural Network, ResNet50, and VGG16. The model will be tested with input images of all parts of the vehicle after which the input images are resized to 224x224 for each input image. The scenario was carried out using 75 epochs in each model with a total of 500 data for each group and each group. The percentage of training data and test data is 80% training data and 20% test data. There are 5 class groups, namely Group 1, Group 2, Group 3, Group 4, Group 5. The VGG16 model got the highest accuracy with 91% accuracy, Convolutional Neural Network 84% and ResNet50 got 74% accuracy. The results obtained show that the effectiveness of the VGG16 model is higher against CNN and ResNet50. Thus, this research can provide useful perceptions for further research to improve image capture with higher-quality cameras to improve intelligent transportation systems.  
Pengembangan Multimedia Interaktif Objek Wisata Nusa Penida dengan Metode Multimedia Development Life Cycle (MDLC) Kopriyanto; Tangguh Widodo; Shahnaz Ferdiansyah; Mario Rudy Silalahi
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 1 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i`1.1262

Abstract

Nusa Penida is a natural tourist destination that attracts many tourists. However, there is a problem: the lack of interactive and interesting multimedia-based information about Nusa Penida. As a result, visitors do not get an in-depth and informative experience about this tourist spot. Therefore, information media is needed that can present information interestingly and interactively to improve the tourist experience. This research aims to develop information media that can provide visitors with an interesting and in-depth understanding of the attractions of Nusa Penida through interactive multimedia. The method used in developing interactive multimedia is the Multimedia Development Life Cycle (MDLC), which includes the stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. The research results show that the existing features can be used well, according to the results of the alpha testing. The feasibility of this interactive multimedia was also proven through beta testing carried out by 31 respondents, with a rating of 4.69 out of 5, indicating that this information media is suitable for use.
(Satpol PP) Hamdan Bahalwan; Ratna Puspitasari; Faza Wahmuda
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 1 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i`1.1277

Abstract

The Civil Service Police Unit or The Municipal Police Force (Satpol PP) is tasked with enforcing regional regulations, maintaining public order, and protecting the public. Officers often face risks in the field, such as regulating markets and land at risk of clashes with sellers and thugs. Safety vests are needed because they can protect vital points from the dangers of beatings or sharp object attacks. Another function can be used to indicate the Satpol PP identity so that it is better known to the public. This study aims to redesign a safety vest that can be used in various field duty conditions. The research method uses a mixed method, namely by combining qualitative and quantitative methods. Data were collected through observation, interviews, and online questionnaires. The resulting data analysis is in the form of a redesign of a multifunctional vest to meet the security needs of Satpol PP. The application of graphic design with the selection of colors and shapes produces characters that match the identity of Satpol PP officers.
Perancangan Logo Komunitas “Tanda Mata Kreatif” sebagai Upaya Meningkatkan Brand Awareness Debio Pararta Wiguna; Aris Kurnia Wicaksono; Eka Wahyu Primadani; Rahmania Almira
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 1 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i`1.1280

Abstract

In a community, there is something that is important and has a function as a comparison between one community and another, namely the presence of a logo. The founding of the Tanda Mata Kreatif community began with the desire of Ari Nanda Suria as Chair of Tanda Mata Kreatif to develop potential and interest in filmmaking and enrich culture through audio-visual media so that Tanda Mata Kreatif becomes a forum for students who have an interest in the world of film. However, the Tanda Mata Kreatif community does not have a permanent logo identity so this community is difficult to recognize for students or students to join. Therefore, it is necessary to study the literature to design the right logo for the Tanda Mata Kreatif Sign community and apply qualitative methods to analyze branding in the Tanda Mata Kreatif Sign community. This research explains the logo design process for the Tanda Mata Kreatif Sign community. The research approach used is a qualitative approach with interview and observation collection techniques. Analysis was carried out in three stages: data collection, reduction, and presentation. The results of the research are logos, visual identities, and supporting media for the Tanda Mata Kreatif community.
Implementasi Metode YOLOV5 dan Tesseract OCR untuk Deteksi Plat Nomor Kendaraan Nadya Rafaela Puteri; Alifya Meirza
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 1 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i`1.1288

Abstract

Campus security and convenience are crucial factors in supporting the advancement of higher education institutions. Conventional security systems that involve manual vehicle inspections through ownership identification often consume time and cause vehicle queues, leading to traffic congestion. To address this issue, this research proposes a solution in the form of an automatic license plate recognition system based on You Only Look Once (YOLO) and character extraction using Tesseract Optical Character Recognition (OCR) technology. This system enables quick and efficient vehicle license plate recognition, optimizing traffic flow, saving time, and enhancing convenience for all vehicle users on campus. The research methodology involves training a YOLO model with a vehicle license plate Dataset to detect and recognize license plates, followed by character extraction to accurately identify plate numbers. The research results show the system's accuracy reaching 70%, indicating its effectiveness in detecting vehicle plates in various situations. It is hoped that this system can be widely implemented on campuses to improve security, convenience, and access efficiency for the entire academic community.
Penerapan Metode Weighted Product dalam Sistem Pendukung Keputusan Program Penerimaan Bantuan Beras Iqbal Ramadhani Mukhlis; Thomas Aquino Berno Doduk; Tri Puspa Rinjeni; Virdha Rahma Aulia; Rafika Rahmawati; Tri Luhur Indayanti Sugata; Prasasti Karunia Farista Ananto; Nambi Sembilu
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 2 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i2.1120

Abstract

This study aims to develop an effective Decision Support System (DSS) in the process of the rice aid program. The Weighted Product (WP) method is used as the basis for decision-making to determine the receipt of rice aid. This DSS is designed to assist program organizers in selecting rice aid recipients more efficiently and objectively. The Weighted Product method is used to calculate the weight value of each criterion given by the rice aid recipient. This study's results can positively contribute to increasing efficiency and transparency in decision-making for the rice aid program. With this Weighted Product-based DSS, it is hoped that the selection process for rice aid recipients can be carried out more objectively and measurably so that the program's benefits can be more evenly distributed and targeted.
Analisis Peran Semiotika Visual dalam Meningkatkan Kesadaran Masyarakat akan Pengidap Gangguan Kecemasan Irvan Cristian Hartanto
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 2 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i2.1207

Abstract

Anxiety disorders are serious psychological conditions that are often overlooked or misunderstood by the public. To raise awareness of anxiety disorders, using visual elements such as photographs and illustrations has become a popular approach. This study used an experimental approach in which participants were exposed to informational materials about anxiety disorders in the form of photographs and illustrations. These visual elements were designed with semiotics to create clear interpretations that the wider community can directly accept. The results of this study are expected to provide better insight into the effectiveness of using visuals in raising awareness of anxiety disorders, as well as its practical implications in mental health education for the community.
Meningkatkan Pemahaman Materi Bioma melalui Ilustrasi 2D: Pendekatan Visual dalam Pembelajaran Geografi Jeff Minson
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 2 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i2.1208

Abstract

Biome is one of the materials used in geography. In the biome distribution material, there is a lot of information about the natural conditions, animals, and plants of each biome type. The large amount of information and the delivery of material dominated by text can make it difficult for teenagers to remember or understand the material because they will get bored more quickly when reading text that fills the page, therefore additional instruments are needed to help deliver the material. This study aimed to show the advantages of using 2D illustrations in delivering material and is expected to encourage the creation of more enjoyable but still meaningful learning materials. Through a literature study research approach, researchers collected and analyzed data from journals on visuals with related themes, namely illustration, education, and the distribution of flora and fauna. Through this study, it can be concluded that 2D illustration is one of the media that can attract readers' attention and make readers more comfortable and easy to receive information. In addition to being a complement to information, illustrations can also make it easier for teenagers to remember the shapes of animals, plants, and the natural conditions of a biome. Researchers believe that information from the material on types of biomes can be delivered more effectively and can maintain students' interest in reading with the help of illustrations.
Perancangan Komik Edukasi Cosplay untuk Generasi Muda di Indonesia Glennesha Geneviene; Irwan Harnoko
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 2 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i2.1435

Abstract

 Cosplay (コスプレ, kosupure) is an act in which someone imitates the identity or character of an anime, comic, cartoon, or another famous character by wearing clothes, hats, wigs, shoes, and other accessories. The development of cosplay as pop culture in Indonesia provides many opportunities for ordinary people, especially teenagers, to start this hobby. However, there are still many beginner teenagers and ordinary people who do not have the resources to start cosplay. Therefore, designing comics as an educational medium to start cosplay is very much needed so that beginners can get direction and get the essence of cosplay in it. The method used in this design is qualitative descriptive and phenomenology with professional cosplayers, the Surabaya cosplay community (COSURA), and also comic artist Kang Cilok. The results of this study are expected to provide education on how to start a cosplay hobby for beginners in an entertaining way and can be used as a reference for the development of further educational comics.

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