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
PENGGUNAAN METODE SIMULATED ANNEALING DAN TRILATERATION UNTUK OPTIMASI PENEMPATAN POSISI TITIK AKSES STUDI KASUS: KANTOR KESYAHBANDARAN DAN OTORITAS PELABUHAN (KSOP) KELAS 1 TANJUNG EMAS Muhammad Arif; Mardi Siswo Utomo; Heribertus Yulianton; Zidan Rafindra Utomo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.767

Abstract

Computer network technology is developing rapidly, and wired networks are being replaced by WiFi technology. The limitation of the WiFi coverage area is the main problem with this technology. Therefore, it is necessary to design for optimal placement of access points. This study analyzes the need for access point placement at KSOP Tanjung Mas Port, Semarang, where the need for internet connection via WiFi is very high. Simulation Annealing and Trilateration method is used in this study to determine the position of the access point. With the point blankspot method can be reduced.
ANALISIS PENERAPAN METODE OBJECT POOLING PADA GAME 2D ENDLESS RUNNER Aditya Cipta Rahadian; Iwan Setiawan; George Pri Hartawan
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.770

Abstract

In this era of rapid technological development, many things are developing rapidly, one of which is the development of games in the world. Many games have been made by the developers themselves, so there are already many variations of the type of game itself, one of which is the endless runner genre game. In the endless runner game itself, there is an object that we have to create massively and repeatedly which usually applies to how to create and delete these objects massively. However, there is a better method in optimizing the implementation for massive object creation and deletion with the object pooling method, where the difference is in this method uses how to activate and deactivate objects. So in this way, it will optimize the game so that its performance does not drop and memory usage does not take up much space.
PENERAPAN ALGORITMA DEEP LEARNING UNTUK PENGEMBANGAN CHATBOT YANG DIGUNAKAN UNTUK KONSULTASI DAN PENGENALAN TENTANG VIRUS COVID-19 Nur Rohim; Eri Zuliarso
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.777

Abstract

Covid-19 pandemic that hit almost all countries and no exception beloved our country Indonesia, has resulted in destruction and the collapse of the community’s economy. At the same time there is information about the covid-19 virus that still needs to be questioned about the validity of the source. With the development of technology in today’s era, it is easier for us to filter information that has valid sources so that there are no misunderstandings about the information obtained. So on this basis, this study aims to develop a chatbot model regarding Covid-19 in a relevant and fast manner according to the questions and statements entered. Chatbot itself is an Artificial Intelligence-based program or we can call it a digital assistant, which can simulate user conversations or chats like humans through an application either based on Android or the web. By using chatbot technology, users can get valid and relevant answers whose sources are clear so as not to cause anxiety and also make it easier for users to get information about the Covid-19 virus. Keywords: Covid-19; Technology; Chatbot; Artifical Intelligence
The Pemeringkatan Penanganan Covid-19 di Kawasan Asia Menggunakan AHP-COPRAS Taufan Cahya Laksana; Setyawan Wibisono
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.800

Abstract

In this study, a ranking of the handling of Covid-19 in Asian countries was carried out using the AHP-COPRAS hybrid method. The ranking process uses the COPRAS (Complex Proportional Assessment) method, while the determination of the weight value uses subjective weighting but the criteria weights through a validation process using pairwise comparison which is part of the AHP (Analytical Hierarchy Process) method. The ranking process uses six assessment criteria: test per population, to positive per test, positive per population, healed per positive, died per positive, active per positive. The final result of the ranking shows that countries with high death cases and low cure cases will make the country's ranking fall, because cases of death and healing cases have the highest weight in their role in forming utility values.
Sistem Prediksi Penjualan di Toko Dasni Menggunakan Metode Double Exponential Smoothing Tasya Kurnia Sabila; Lelah Lelah; Didik Indrayana
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.813

Abstract

In developing a business or sale is to follow technological developments including the use of systems for buying and selling interactions. There are already many sellers who make buying and selling interactions online. In addition, to develop a business, it is also necessary to predict future sales so that the seller knows and prepares the number of goods to be sold to avoid shortages or excess quantities of goods. To find sales predictions, various methods can be used, one of which is Double Exponential Smoothing method. Double Exponential Smoothing method is the time series method that uses data from the past to predict the next period. The data processed is sales data at Dasni clothing stores for one year. The results obtained are in the form of a sales prediction system for the next 3 months period which calculates the level of prediction accuracy using MAPE (Mean Absolute Percentage Error) with the smallest error sought because the smaller the error, the more accurate it is to predict the number of sales in the next period. This prediction system is also designed using the PHP programming language.
Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga Ahmad Zainudin; Agus Priyadi; Dewi Prehantini Wahyuningtyas
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.817

Abstract

Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.
Sistem Informasi Pembayaran Tagihan Layanan Internet Berbasis Website di PT Indonesia Comnets Plus Faqih Fauzia Septiana; Teguh Khristianto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.844

Abstract

Internet technology is currently developing rapidly, the need for internet in the community in the current era of the COVID-19 pandemic is increasing because studying and working can be done at home. By utilizing technology, processing customer bill payment data will be faster because of the ease of use. To support the implementation of this inseparable development of Information and Technology, a website-based internet bill payment system was created with the aim of making it easier for customers to make payments and check payment history and provide convenience for the field of collection in checking accounts receivable data so that they can be followed up in accordance with standard operating procedures. applicable. So that customers feel comfortable because they don't need to be constantly reminded regarding missed payments. The design of the internet service bill payment system is described by Data Flow Diagrams (DFD) and Entity Relationship Diagrams (ERD). The design of the system prototype uses the PHP programming language and the PostgreSQL database. From this study, it was found that the website-based internet bill payment system was running well. In appearance, the website is responsive to many browsers. Meanwhile, in terms of functionality, the system can perform the functions of each feature.
Implementasi Algoritma Apriori Pada Sistem Rekomendasi Produk Rameiki Mart Agung Bimantara Putra; Didik Indrayana; Fathia Frazna Az-Zahra
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.845

Abstract

ABSTRACT The rapid development of technology has a very large effect in various fields. One of them is in the field of buying and selling business, which is getting higher and higher competition between business actors. One of the strategies to increase sales is to implement a recommendation for goods, but from the various categories of goods in the store, there are products that are not in demand by customers, so that if left alone, the products that are not in demand will not sell well and will make the accumulation of goods in the store, in addition to that with the many categories, it makes some customers confused to choose products that suit their wishes buyer. Therefore, the author conducts an assessment first by conducting a literature study, which finally the purpose of this study is to make it easier for users and business owners to recommend goods in the store and determine the desired product by implementing a recommendation system on the Rameiki Mart Store website which is taken from the amount of data, this is also beneficial for store owners because the existence of this recommendation system can help as a means of product promotion , as well as in recommendations for the purchase of goods. In this study, the researcher created a recommendation system using the a priori algorithm method.
DESAIN APLIKASI MODUL PEMBELAJARAN BAHASA INDONESIA BERBASIS ANDROID Sabila Amalia Fitri; Teguh Khristianto; Isworo Nugroho
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.847

Abstract

The module is a book written with the aim that students can learn independently and in the module contains the basic components of teaching materials so that students can understand easily. The advantages and disadvantages of the module are that students can learn independently using the module and the teacher is no longer the only source of learning for students. Education has used various ways in theteaching and learning process. One of the general users of website users in public schools is the use of web-based learning aplications that contain tutorials, exercises or vidios that are developed and uploaded to web.
Sistem Pendukung Keputusan Pemilihan Mobil Menggunakan Metode WASPAS Rakadhea Dimaski; Jati Sasongko Wibowo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.855

Abstract

The more diverse choices of cars offered, making consumers often confused to make a choice whether from the brand, model, type, price, engine capacity, transmission, year of manufacture and fuel capacity as well as the advantages of the car. The car selection process still uses a manual system, namely by using conventional brochures or catalog media and usually consumers make purchases only because they are interested in the latest model or appearance and facilities without being adjusted to their needs. This study aims to create a system that can be used in the selection of cars according to consumer desires and apply the WASPAS method in providing recommendations for car selection based on the criteria of brand, model, type, price, engine capacity, transmission, year of manufacture and fuel capacity. The results of the recommendations from the selection of criteria for the Honda brand and CVT transmission resulted in a recommendation for the Honda Brio. Honda Brio has the highest value because it has the lowest price where the price criterion has the highest percentage of weight

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