cover
Contact Name
Indra Ava
Contact Email
pixel@stekom.ac.id
Phone
+628526460045
Journal Mail Official
pixel@stekom.ac.id
Editorial Address
Jl. Majapahit 605 Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Pixel : Jurnal Ilmiah Komputer Grafis
ISSN : 19790414     EISSN : 26216256     DOI : https://doi.org/10.51903/pixel.v14i1
Core Subject : Education,
Arjuna Subject : -
Articles 354 Documents
PENGARUH ILUSTRASI DESAIN KEMASAN PADA PRODUK SINGKONG KEJU D-9 OLEH-OLEH KHAS KOTA SALATIGA Ahmad Zainudin; Agus Priyadi; Dimas Pamungkas
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i1.466

Abstract

After doing research on Singkong Keju D-9 Salatiga, it can be seen that Singkong Keju D-9 Ready to Fried has limitations in its packaging, which is not yet in accordance with the regulatory standards of the State Ministry of Cooperatives and SMEs RI. In addition, it also has a packaging design that is not much different from competing products. Therefore, it is necessary to design a packaging design that is in accordance with the regulatory standards of the Ministry of Cooperatives and SMEs of the Republic of Indonesia and also innovation in packaging design that is able to provide characteristics as a souvenir product typical of the City of Salatiga so that it has an exclusive image on the product and continues to be able to compete against its competitors.The purpose of this study is to describe the effect of packaging design on consumer confidence in buying products based on packaging design and measure the accuracy of the theme of the illustration image on the packaging design of Singkong KejuD-9 as souvenirs typical of the city of Salatiga.The method used is the Research and Development method, starting with (1) potential and problems, (2) data collection, (3) packaging design, (4) packaging design validation, (5) packaging design revision, (6 ) product trials, (7) implementation.The results showed that the packaging design had met the requirements and met the requirements for use, judging from the results of the validation it had Cronbach's Alpha Reliability >=0.6 that the questionnaire used was very reliable.
DESAIN ULANG KEMASAN PRODUK MAKANAN TRADISIONAL JENANG KHAS KABUPATEB KUDUS UNTUK MENINGKATKAN DAYA BELI MASYRAKAT Ayyub Hamdanu Budi Nurmana Mulyana Slamet; Mars Caroline Wibowo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.469

Abstract

Packaging is one part of the product as a whole. Packaging must be able to attract the attention of consumers. Getting the attention of consumers is very important, because if a product does not get the attention of consumers (consumer attention), then consumers will not have a picture of the product (Hine, 1995). Packaging can give an initial picture of a product, both in terms of quality and value offered. “Jenang Kudus” is a type of traditional food originating from the city of Kudus. At first it was produced in a home industry since about a century ago. Initiated by mothers as a supporter of family income, and marketed directly to local consumers in traditional markets. Because the development of this business in the future is considered quite prospective for the Kudus community, the Kudus Regency Government makes the Jenang Kudus product as the mainstay product of the Kudus Regency. Based on some of the explanations above, there are several weaknesses in the packaging design of CV jenang products. Sinar Aisyah Kudus which can cause delays in the marketing process of its products due to unattractive packaging designs. This causes a desire to increase the competitiveness of jenang sales with other companies through attractive and varied packaging designs. Due to some of these things, raises the desire of CV. Hj Siti Aisyah to redesign the product packaging according to the type of jenang product, type of taste, quantity of contents, without leaving the characteristics of the previous design.
PENINGKATAN KETERAMPILAN MEMBACA INTENSIF DENGAN MENGGUNAKAN PEMBELAJARAN KOOPERATIF STRATEGI KWL PADA SISWA KELAS III SDN KALIWUNGU 1 KECAMATAN KALIWUNGU KABUPATEN SEMARANG Suprapti Suprapti; Hendri Rasminto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.474

Abstract

This study used a classroom action research design which was carried out in three stages, namely the pre-cycle stage, cycle I, and cycle II with the research subjects being grade III students at SDN Kaliwungu 1. This study used two variables, namely intensive reading skills and intensive reading learning using the KWL strategy. . Pre-cycle data collection was done by using the test technique, while in the first cycle and the second cycle using the test and non-test technique. Non-test instruments in the form of observations, journals, interviews, and documentation. Data analysis includes quantitative and qualitative data. The results showed that after participating in intensive reading learning using the KWL strategy, the average value of intensive reading skills of third grade students at SDN Kaliwungu 1 increased. The average value of intensive reading using the KWL strategy achieved by students in the pre-cycle was 56 and in the first cycle it increased to 65 or 9% then in the second cycle it increased to 76 or 11%. Changes in attitudes and behavior of third grade students at SDN Kaliwungu 1 Kaliwungu District, Semarang Regency have increased towards a better direction, namely students are more active and enthusiastic in learning, because students are starting to enjoy and enjoy intensive reading learning using the KWL strategy.
THE NEED AND AVAILABILITY ANALYSIS OF THE NEED AND AVAILABILITY OF GREEN OPEN SPACE IN THE UNIFA MAKASSAR CAMPUS ENVIRONMENT noviar nurdin kasim
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.504

Abstract

This study aims to analyze the level of need and availability of Green Open Space in the Fajar Makassar University Campus. This research is descriptive quantitative. Data was collected through observation, interviews and literature study. The data were analyzed by analyzing the demand for oxygen and carbon dioxide produced, to get the amount of green open space and the number of trees needed. The results of this study indicate that the Fajar Makassar University campus requires additional green open space area of ​​4,718.5 m² which contains 16.41 fruit trees.
Virtual 3D Urban Landscape Design Taman Kota Berbasis Teknologi Komputer Grafis Edy Jogatama Purhita; AnthoniusTyas Adi Pratama; Erwan Nur Hidayat
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.544

Abstract

Urban landscape design is an approach in designing cities that has a positive impact on city residents by providing a livable environment. Urban landscapes come in various forms, one of which is city parks. A city park is one of the facilities provided by a city and its residents can carry out several activities in it. A city park also serves as a city landmark. The city of Salatiga has several parks with recreational functions but not many city parks are available to function as public spaces. One of them is a park located in Tingkir District, Salatiga City, namely Tingkir Park. The purpose of this study was to apply 3D computer technology in the redesign of Tingkir park with the concept of Urban landscape design. A city park that is functional, aesthetically pleasing, can be a better public space and can become a landmark in the area. The method of developing a Virtual 3D City Park Design product uses 5 steps ADDIE (Analysis, Design, Development, Implement and Evaluation). In academic interest, this research results in the experimentation of computer graphics technology in the development of urban park design.
Animasi 2D Corona Virus Desease 19 (Covid 19) Sebagai Media Edukasi Anak - Anak Nur Budi Nugraha; Tri Yuliati
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.546

Abstract

The development of technology is currently growing very rapidly making it easier for the community to convey information. 2D animation can be a means of socialization for the sake of interesting and efficient information. In the midst of the widespread Covid-19 outbreak in Indonesia, the government took several steps to minimize the spread of Covid-19 by socializing including to schools. The school always reminds its students to comply with health protocols. However, less interesting socialization makes children less enthusiastic in understanding the purpose of socialization. The purpose of this research is to make a 2D animated video about Covid-19. This 2D animated video is made as attractive as possible with characters and sound effects that children like so that children become interested in learning and understanding about covid-19. Based on the results of this educational media test, it has been tested on children and helps children in the process of delivering information about covid 19 more effectively and interestingly. Of the 20 respondents, 60% (12 people) agreed that animated videos help children understand covid 19
Analisis visualisasi ekspresi kabasaran pada komik digital Nusantara Droid War apsari hasan
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.552

Abstract

This study aims to identify and analyze the visualization of the expression of the main character of the droid, namely Kabasaran in the digital comic Nusantara Droid War using a visual language approach through the wimba 4 method (illustration). Visual analysis includes elements and principles of visual language by classifying Kabasaran character expressions based on the suitability of the form language method. The results of the analysis show the depiction of expressions, using detailed line drawings and thin shading on the eyes, eyebrows, nose and mouth. The way of depiction in Kabasaran expression uses expressive depiction, distortion, and lines. Expressive drawing uses lines that give the effect of wrinkles between the eyes. Enlarged distortion depiction, used for the eyes, mouth, and teeth. Overall, the face is described as smooth, not many thick lines that give the impression of wrinkles or an old impression which is adapted to the character of Kabasaran in the comic, which is a small child. Keywords: Expression Visualization, Visual Language, Form Language
Perancangan Augmented Reality Media Edukasi Protokol Kesehatan Berbasis Permainan Papan Didit Prasetyo; Octaviyanti Dwi Wahyurini
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.554

Abstract

Palagan is the name of a board game with a type of card game that has been distributed in the East Java region since the end of 2020 where the game is connected in one big narrative regarding the education of Covid-19 prevention behavior protocols equipped with attractive visual illustrations, Palagan is equipped with an Augmented Reality application as a complementary feature where the advantage is that it can arouse the interest of its users to learn and can make its users feel entertained, the contribution of this research is to map augmented reality content with the theme of health protocol education which is specifically intended for elementary school-aged children as an effort to minimize the gap in the level of compliance with the application health protocols in the community in urban areas.
Video Animasi 2D Pengenalan Bangun Datar Pada Pembelajaran Matematika Welly Desriyati
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.556

Abstract

Rapid technological advances make print communication media begin to be shifted by information media that utilizes computer technology as a means of delivery. Technological developments change the teacher's task from being a teacher to a facilitator who provides convenience in learning. SD Negeri 004 Bangsal Aceh is one of the schools that still applies the mathematics learning process using textbooks so that students do not understand the lesson. Teachers are required to make changes in teaching patterns in the classroom, one of which is with animated videos. This study uses the Multimedia Development Life Cycle (MDLC) method covering concept, design, collecting material, assembly, testing and distribution. The final result of this research is an animated video of mathematics learning about the material of flat shapes. Animated videos are used as an interesting and effective means of information and learning media. Besides that, it can also improve students' understanding and skills in learning mathematics, especially the material of flat shapes
DESAIN SISTEM INFORMASI PRAKTEK KERJA LAPANGAN MAHASISWA BERBASIS WEB DENGAN METODE SYSTEMS DEVELOPMENT LIFE CYCLE (SDLC) Hendri Syahputra; Husna Gemasih; Gusfriyanto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.557

Abstract

Field Work Practice is a training facility for informatics engineering students to develop, implement and answer problems faced by their environment. The problem that occurs is where the management and data collection of student data is still carried out semi-systemically because it is recorded in a spreadsheet application so that the data is not structured properly, as a result, information from the placement/assignment process, reporting, and classification of PKL student data is less relevant, accurate and timely. and sometimes human error occurs. Therefore we need a system that is able to make it easier to manage student data from street vendors participants into relevant, accurate and timely information when needed entitled "Web-Based Field Work Practice Information System (PKL). This system is built using the CodeIgniter framework and CSS Layout Bootstrap, then this system will be tested through the blackbox method and compatibility testing. So that we get a system that is able to make it easier to manage student data from street vendors participants into relevant, accurate and timely information when needed.

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