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athika dwi wiji utami
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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 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.
Perancangan Buku Cerita Bergambar sebagai Media Edukasi tentang Penyakit Cacingan bagi Anak Jessica Crysta Varani; Yasermi Syahrul
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 1 (2025): 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: 10.55732/8qnv1z86

Abstract

Worm infections remain a common health problem in Indonesia, especially in children, with a prevalence of 45–65%. The lack of appropriate educational media for children makes picture books a potential alternative visual communication medium for conveying health information. This study aims to design a picture book as an educational medium about worms for children aged 4–8 years. The method used refers to the design approach of Eric Karjaluoto, which includes the stages of discovery, planning, creativity, and application. Data were collected through field observations, interviews, documentation, and literature studies in the West Jakarta area. The design results in a book entitled "Aku Bebas Cacingan" (I'm Worm-Free), consisting of 24 pages with a combination of text and soft-colored illustrations, featuring educational narratives, children's characters, and child-friendly visual elements. This book contains information about the causes, symptoms, prevention, and treatment of worms in the form of an easy-to-understand story. In conclusion, this picture book has the potential to be an effective educational medium in raising awareness among children and parents about the importance of maintaining cleanliness to prevent worms.
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.
Analisis Sentimen Pengunjung terhadap Objek Wisata Kabupaten Gresik Menggunakan Support Vector Machine (SVM) dan Linear Discriminant Analysis (LDA) Muhammad Hanafi; Mujib Ridwan; Subhan Nooriansyah
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 1 (2025): 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/t4w4fg43

Abstract

 The tourism sector on the island of Java dominates the flow of domestic travel in Indonesia. East Java contributed the highest number with 198.91 million trips. However, this condition is still not evenly distributed across all regions. Based on the Online Tourist Visit Data (DAKUWISON), it was noted that there was a decrease in tourist visitors in Gresik Regency in 2023. This is not following the PPKM policy that was eliminated in the previous year. This research purposes to analyze the sentiment of reviews using the SVM-LDA classification method to determine their perceptions as an additional data-based opinion for tourism managers. Support Vector Machine (SVM) as a Supervised Learning method is applied in research, besides improving classification by adding the Linear Discriminant Analysis (LDA) dimension reduction method. Data collection from Google Maps with a web scraping technique obtained 3460 reviews. The results of research from the evaluation comparison of each model show that the SVM model with LDA is better than the SVM model without LDA. The f1-score value of the SVM model with LDA is 66% higher than the SVM model without LDA, with an f1-score value of 53%. Based on the results of sentiment classification on 2023 data, it shows that visitor sentiment tends to be positive, with 511 reviews, 456 positive sentiments, 33 negative sentiments, and 22 neutral sentiments obtained.
Analisis Pengaruh Elemen Desain Grafis dan Atribut Kemasan terhadap Minat Beli Konsumen:Studi Kasus Kemasan Mie Instan Raymond; Deli; Bayu Syahputra
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 1 (2025): 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/cy5zbz34

Abstract

Graphic design on product packaging plays an important role in shaping consumer perceptions and influencing purchasing decisions, especially for daily necessities such as instant noodles. This study aims to analyze the influence of graphic design elements (color, typography, images, shapes) and packaging attributes (brand, MUI logo, label) on consumer purchasing interest. The method used is a quantitative approach with the MDLC (Multimedia Development Life Cycle) model to design the research instrument and process. Data were collected through questionnaires distributed to 110 housewives in Batam City as the main respondents. The results of the regression analysis showed that graphic design elements and packaging attributes simultaneously had a significant effect on purchasing interest (F count = 30,871; sig. = 0,000). Partially, graphic design elements (sig. = 0,001) and packaging attributes (sig. = 0,004) also showed a significant influence. These findings emphasize the importance of visual strategies in product packaging to increase consumer appeal and trust. This study recommends that manufacturers optimally integrate visual elements and information in packaging to increase purchasing interest, especially from the housewife segment.
Pemanfaatan Game Edukasi dalam Pembelajaran SejarahMesir Kuno: Studi Kasus dan Analisis Persepsi Penggunaterhadap Game Archeologist: Ancient Egypt Vany Mulyati Ornella Gunawan; Ganis Resmisari
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 1 (2025): 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: 10.55732/8vw92395

Abstract

Learning methods are a crucial strategy in the learning process that helps students understand the material. Learning methods are related to students' learning motivation, especially in history, which is often considered boring by some students.Interactive and fun learning, such as educational games, can be an effective alternative to improve students' understanding and learning motivation. This study aims to evaluate the effectiveness of educational games as a medium for learning the history of Ancient Egypt, with a case study on the game Archaeologist: Ancient Egypt. This study uses a qualitative descriptive approach with data collection techniques through literature studies and questionnaires. The literature study was conducted through a SystematicLiterature Review (SRB) to identify key concepts regarding the effectiveness ofeducational games in learning history. Meanwhile, questionnaires were distributed to parents and children aged 7–12 years to obtain perception data regarding the use of the game Archaeologist: Ancient Egypt as a medium for learning the history of Ancient Egypt. Egypt. The questionnaire results showed that 87,3% of respondents agreed that educational games can improve students' understanding and learning motivation, especially in history lessons. 
Analisis Konten Karakter Arlecchino dalam Membentuk Praktik Ritual Gacha pada Permainan Genshin Impact Dzulya Istiqomah; Banung Grahita; Intan Rizky Mutiaz
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 1 (2025): 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: 10.55732/6r2a5y45

Abstract

 This study explores how the character Arlecchino in Genshin Impact influences players to create and disseminate gacha ritual content on digital platforms. The research employs virtual ethnography and content analysis, collecting visual, narrative, and ritual practice data from social media platforms such as X/Twitter, Facebook, TikTok, YouTube, and others. The ritual practice analysis applies Victor Turner’s (1969) performative practice theory to classify ritual stages and forms. The findings reveal that the visual and narrative elements of Arlecchino play a significant role in motivating players to engage in gacha rituals. These rituals foster diverse interpretations and symbolism associated with the materialities used in the practice. This research enriches the understanding of the relationship between character design, digital culture, and player behavior while offering insights for game developers to design elements that enhance player engagement.
Analisis Visual dan Wacana Kritis Lukisan 'Konoha 1' Yos Suprapto: Simbolisme Ketimpangan Kekuasaan di Indonesia" Vivi Varlina; M. Ikhwan Apriansyah
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 1 (2025): 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: 10.55732/5vgyw330

Abstract

This article aims to analyse the symbols in Yos Suprapto's painting Konoha 1, which depicts power inequality and social injustice in Indonesia after the exhibition of this work was cancelled by the National Gallery of Indonesia in December 2024 because it was considered controversial. This study explores three main issues: 1) how visual symbolism in Konoha 1 reveals power hierarchies; 2) the socio-political messages embedded in such symbolism; and 3) how Norman Fairclough's critical discourse analysis can uncover the relationship between art and power in the Indonesian socio-political context.  This research is relevant in the increasingly dynamic landscape of contemporary Indonesian art, where artists use visual media to critique socio-political conditions and challenge official narratives through provocative and reflective artistic expressions. The research method employs a qualitative approach using Critical Discourse Analysis (CDA) to examine visual elements such as colour, lines, composition, and discourse related to power symbolism in the paintings. Primary data was obtained through direct observation and literature review of semiotics and Fairclough's critical discourse theory, while secondary data was sourced from exhibition documentation and contemporary art critiques in Indonesia. The findings reveal that Konoha 1 visualises oppressive rulers, reflecting authoritarianism, military dominance, and structural inequality in society. This study affirms that contemporary art is not merely an aesthetic object, but a political actor that facilitates public discourse and drives social change. By placing Konoha 1 within the context of Indonesian critical art, this study highlights how artworks can serve as tools of resistance against authoritarian power structures, while enriching academic discourse on the relationship between art and politics in the era of contemporary democracy.
Evaluasi Moralitas Berdasarkan Estetika Desain Karakter pada Gim Baldur’s Gate 3 Muhammad Adharamadinka; Irfan Dwi Rahadianto; Tiara Radinska Deanda
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 1 (2025): 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/mmxkrc80

Abstract

Characters in games play a crucial role in enhancing gameplay appeal, such as in Baldur's Gate 3, a role-playing game (RPG) that allows players to shape the story through moral choices. Each character has a unique setting in a fantasy world, and the player's morality is reflected in the decisions they make. This study aims to determine players' moral impressions of character design aesthetics using Moral Foundation Theory (MFT). The method used was a kuesioner with 52 game player respondents, who were given visual stimuli in the form of two-dimensional character images. Respondents were asked to answer an MFT-based questionnaire and provide spontaneous word associations to the characters depicted. The results of factor and association analyses indicate that visual elements such as costumes, facial expressions, and accessories significantly influence the formation of moral impressions. The Fairness/Cheating foundation was the most dominant in perceptions of the characters Astarion, Karlach, Gale, and Wyll. Strong character visualizations also create an emotional atmosphere and increase players' narrative engagement. This study demonstrates that character visual aesthetics can influence players' ethical perceptions and support moral narratives in games, contributing to the development of value-based character design in the gaming industry.

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