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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
Perancangan Buku Informasi Kesenian Berokan Indramayu Iis Purnengsih; Widya Nuriyanti; , Muhamad Saefullah
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.v9i2.1445

Abstract

Berokan is a typical art from Indramayu played by a person who acts as the mainplayer using a costume made of burlap as a characteristic of Berokan art. IndramayuBerokan art is a cultural heritage of Indramayu which has a very important historicalstory, especially in the spread of Islam and da'wah in the Indramayu area. Informationthat conveys Barokan art is also still minimal, so not many people know the history ofBerokan. This study uses a qualitative descriptive method, where the data is in the formof primary data, namely direct observation of the Indramayu area and interviews withMr. Warnah the owner of the Berokan Wa'Aong studio located in Trisi Indramayu village,to dig deeper into the history of Indramayu Berokan art. Documentation and observationare carried out to find out the truth scientifically. Secondary data through literaturestudies as a solution to the problem, this study designs an information book on IndramayuBerokan Art aimed at the younger generation. This creation is based on the considerationthat information books are one of the media that are often used to obtain information,and knowledge and are suitable for conveying information about Berokan art.
Representasi Nilai-Nilai Islam dalam Film “Siksa Kubur” Melalui Analisis Wacana Foucauldian Rio Febriannur Rachman
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.v9i2.1449

Abstract

This study analyzes the Islamic values contained in the movie Siksa Kubur by Joko Anwar, which garnered four million viewers in theaters and was streamed on the OTT platform Netflix. The research adopts a qualitative approach using Foucauldian discourse analysis to explore the narrative and cinematic elements of the film as described by Himawan Pratista. The findings reveal that the film presents a discourse on Islamic values through visual and narrative representations of morality, the afterlife, and the relationship between knowledge and power. This discourse illustrates how religious values, such as the concepts of sin, punishment, and repentance, are internalized through cinematic elements such as dim lighting, eerie sound effects, and the symbolic depiction of Islamic culture. This study contributes to the body of Islamic media studies, particularly by uncovering the spiritual dimensions and the influence of religious discourse on the formation of subjectivity and moral identity in society.
Pengaruh Elemen Visual pada Konten Feeds Instagram @P3SMANDIRI dalam meningkatkan Brand awareness Muhamad Ilham Awaludin; Sakundria Satya Murti Wardhana
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.v9i2.1454

Abstract

This study aims to analyze the impact of visual elements on the Instagram feed content of the @P3SMANDIRI account on increasing brand awareness using a quantitative approach. In an increasingly competitive digital marketing ecosystem, visual elements such as color, typography, layout, illustration, and graphic design are often considered important components that can shape consumer perceptions of a brand. However, there is still limited research that specifically examines how these visual elements contribute to increasing brand awareness, especially on social media platforms such as Instagram. This study was conducted by collecting data through a survey using a Likert scale as a measurement instrument. This survey was distributed to 100 respondents who were Instagram users and also followers of the @P3SMANDIRI Instagram account. The data obtained were analyzed quantitatively using SPSS statistical software to map the relationship between visual elements and brand awareness. The main focus of this survey was to identify and evaluate which visual elements were the most influential in attracting user attention while encouraging increased brand awareness. The results of this study provide in-depth insights into the role of visual strategies in increasing brand awareness, showing that effective visual elements can significantly influence audience perception and engagement with a brand, and provide practical guidance for marketers in designing effective visual content on social media. The conclusions of this study highlight the importance of implementing a planned visual strategy in digital marketing activities, especially on social media such as Instagram. This study not only provides practical insights for marketers in designing effective visual content but also enriches the academic literature on the role of visual elements in building brand awareness in the social media ecosystem.
Teknologi Augmented Reality sebagai Media Pembelajaran Geografi Struktur Lapisan Bumi Hermanto; Wafiyatul Bariroh; Muhammad Ajir Muzakki; Ade Hendi
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.v9i2.1458

Abstract

Augmented reality (AR) is a technology that can integrate virtual objects into the real world and combine the two to create a combined space that is then projected in real-time. The application of augmented reality technology in education provides an innovation in creating learning media, especially in the subject of geography of the earth's layer structure for class X at MA Mamba'ul Ulum Bedanten which has so far been carried out with conventional learning media. The purpose of this study is to use AR technology as an interesting and interactive teaching method and can increase students' desire to study the geography of the earth's layer structure material. The method used in this study is the SDLC (System Development Life Cycle) method with the waterfall model. The testing method used is the black box method with functional suitability and probability aspects. This application was created using two software, namely Blender and Unity. The results of the study are in the form of a learning media application for the geography of the earth's layer structure by implementing augmented reality technology. There are two stages of testing, namely (1) system testing including the ar Play menu button, material button, information button, and exit button; and (2) testing on users of 23 class X students of MA Mamba'ul Ulum Bedanten. The results of the AR application system testing of the earth's layer structure can function well according to the planning and testing of users showed that 18% strongly agreed, 78% agreed, and 4% strongly disagreed that the existence of learning media by implementing AR technology can increase student activity and enthusiasm in learning the material on the earth's layer structure.  
Perancangan Logo Sebagai Visual Identity Kedai Kopi “OLSEN” Semarang Frederik Prasidya Prakasita; Dwi Puji Prabowo; Agus Setiawan
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.v9i2.1462

Abstract

“OLSEN” is a very new coffee shop in Semarang. This design aims to visualize the identity of the “OLSEN” coffee shop. The logo design is based on a unique selling proposition (USP), which is elaborated with the business development concept: a coffee shop with a family feel. In identifying the USP, the qualitative descriptive analysis method of strengths (S), weaknesses (W), opportunities (O), and threats (T) or SWOT is used. The data used is primary data collected through interviews and observations. Starting from the basis of the USP, the logo developed is a type of logotype with a choice of bold San Serif capital letters and an orange color choice. The logo is made minimalist to give a light, homey, and friendly impression. The logo is added with the slogan "Caffeine Supply" to give a unique and contemporary impression and is not generic. The minimalist logo design was chosen because the “OLSEN” coffee shop is a coffee shop that has not been operating for long, so the logo is expected to make it easier for consumers to remember the “OLSEN” coffee shop.
Resistensi Tertutup Perempuan Jawa pada Budaya Patriarki pada Visual dan Komponen Film Kartini (2017) Nurudin Sidiq Mustofa; Rony Ramadhan
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`1.1166

Abstract

Patriarchy, a system where men dominate, has long influenced society, including the notion that women are weaker. However, the spirit of resistance is increasingly echoed, including through media such as movies. This article aims to explore the traces of closed resistance to patriarchal culture in film, using the movie "Kartini" as an example. This research analyzes "Kartini" qualitatively, going scene by scene to find John Fiske's three-tingkat "social codes". These codes, ranging from the surface tingkat to the underlying reality, help reveal the hidden messages in the movie. The closed resistance to patriarchy is implied in the movie's visuals and various other components, from the costumes Kartini wears to the cinematography used.  Through this analysis, we can see that film can be a powerful weapon against patriarchal culture. "Kartini" shows how Javanese women, despite living in the shackles of custom, can resist and fight for their rights.
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.v9i1.1252

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.

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