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
DESAIN ANIMASI 3D PROFIL FAKULTAS TEKNIK UNIVERSITAS GAJAH PUTIH TAKENGON Hendri Syahputra; Alpi Sahrin
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.926

Abstract

Gajah Putih University Takengon is a private university located in Central Aceh District, Pegasing District, consisting of several faculties, one of which is the Faculty of Engineering which has one study program, namely Informatics Engineering. In promoting and informing the wider community, the Faculty of Engineering, Gajah Putih University, Takengon uses brochures and website media which the author feels that this method is still lacking in informing because not all facilities can be informed in detail, from this problem the authors conducted research on 3D animation design profile of the Faculty of Engineering, Gajah Putih University, Takengon as a promotional media. The software used in this research is Blender 2.82. In designing the system the author uses the Luther method, the Luther method has six stages, namely concept, design, collecting material, assembly, testing, and distribution.
ANALISIS PERFORMA DAN KECEPATAN KOMPUTASI ALGORITMA K-MEANS DAN K-MEDOIDS PADA TEXT CLUSTERING Karno Nur Cahyo; Agus Subekti; Muhammad Haris
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.v15i2.931

Abstract

The large number of theses will certainly make it difficult to find categories on thesis topics that have been written by students at a university. One of the uses of the Text Mining method is being able to group thesis objects into the number of clusters formed by the clustering algorithm. This study aims to compare 2 clustering algorithms, namely the K-Means and K-Medoids algorithms to obtain an accurate evaluation of the performance and computational time in the case of thesis clustering, so that relevant topics can be grouped and have better clustering accuracy. The evaluation parameter used is the Davies Bouldin Index (DBI) which is one of the testing techniques on clustering results, with the distribution of training data and testing data using cross validation using a repetition parameter of 10 folds iteration. From the results of the study with the Term Weighting condition used is Term Occurrences and using the N-Grams value is 2, it can be concluded that the K-Means algorithm has a better DBI value of -0.426. Meanwhile, the range of DBI values owned by K-Medoids with the same conditions has a DBI value of -1,631. However, from the visualization results using t-SNE with the same supporting parameters, there are options that can be used, namely the number of clusters is 6, and the DBI value is -1.110. For testing the computational time in the clustering process of 50 thesis documents, the K-Means algorithm has an average time of 2.5 seconds while the K-Medoids algorithm has an average time of 261.5 seconds. The computer specifications used are Asus ZenBook UX425EA.312 with the processor used is 11th Gen Intel® Core™ i5-1135G7 @ 2.40GHz @ 2.40GHz, the graphics card is Intel® Iris® Xe Graphics, the RAM used is 8GB, with storage of 512GB SSD.
Analisis Penataan Self-Portrait Berbasis Seni Sarwo Nugroho; Ichsan Ichsan; Fa’iqah Salsabil Qadiriyyah
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.v15i2.962

Abstract

The aim of this study is to describe the development of an innovative art-based analytical method in portrait methodology. This article exemplifies how forms of multimodal analysis can be integrated into portraiture frameworks and provides a fluid qualitative "recipe" for researchers interested in applying the portrait method. The study described in this article examines the teaching of vulnerability and resilience using poetry and the visual arts as integral elements of the portraiture process. Portraiture is a qualitative, feminist, artistic method based on ethnography and phenomenology for depicting, understanding and interpreting complex human experiences. This study leads to the methodological development of the three steps of analysis in the portrait process: Sketch, poetic expression and artistic expression. This phase of data analysis emphasizes the richness of the methodological snapshot and focuses on engaging the researcher in creative, intuitive and associative processes. – The studies presented in this article are examples of qualitative research that pushes methodological boundaries and focuses on the role of intuition, association, and creativity in research
Analisis Latensi Video Streaming Antara Jaringan Berbasis Local Area Network dan Web Unang Achlison; Joseph Teguh Santoso; Khoirur Rozikin; Fujiama Diapoldo
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.v15i2.1037

Abstract

The current era is growing Live streaming which includes audio and video data. This research method collects data through the results of measuring Video Streaming latency (delay time) on variations of Local Area Network and Web-based computer networks. Based on the analysis of measurement results, the latency value (delay time) of Video Streaming on Local Area Network-based devices using Quality of Service (QoS) obtained a value of 8.58 ms and is smaller (optimal) compared to Web-based networks. Keywords : Quality of Service, latency, LAN, Web
DESIGN EXPLORATION AS A RESEARCH DISCOVERY PHASE THROUGH GRAPHIC DESIGN JOB ADVERTISING Sugiarto Sugiarto; Santi Widiastuti
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.v14i1.1077

Abstract

Main Objective: This study explores the work vacancy advertising for graphic designers in some countries and appraises differences in economic, and educational infrastructure. Background problem: The designer's role is changing and building a more critical advancement to the organization. The job and expertise of a graphic designer as commonly associated with boundless visual results, equally designing for flyers and having knowledge of typography and visual content. Apart from that, graphic designers job and competent in equal employment, study, and technology. The expansive work and skill set of graphic designers mien a challenge for lecturers and professionals alike to carry abreast of the work of graphic designers. Novelty: For design professionals and lecturers, employment provides an intermediary for compassionate labor advertising which can format academic activities and self-improvement intentions. In design research, job Ads bring information about the competencies demanded by employers in the design professional field as well as about the organization's level of knowledge of the profession. Research Method: This study uses the doc analysis method in traditional and digital graphic design job advertisements to investigate the skills that organizations seek when recruiting graphic designers. Finding/Result: The job and skills of a graphic designer are more expansive than repeatedly characterized. Graphic designers primarily provide digital and print jobs. Graphic designers primarily provide digital and print jobs. To do this kind of job, a graphic designer must have not only visual design experiences but also experiences generally identical with other areas, equally “business”, “project management”, and “research”. Conclusion: The results of this study indicate that job advertisements reverse the former during interpretive job advancement for graphic designers in the future. As a suggestion for investigating future professional development, design researchers should make more careful use of the opportunity and scope contributed by job advertisements. Keywords: Job Advertisement, Graphic design, Graphic Designer
EXPLORING VARIOUS STORYTELLING METHODS IN JAPANESE-STYLE ROLE-PLAYING GAMES (JRPG) Sugiarto; Santi Widiastuti
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.v14i2.1078

Abstract

Main Objective: This study reports an experiment to explore differences in player feedback caused by different storytelling methods of Japanese-style Role-playing Games (JRPG). Background problem: Narration is considered the soul of JRPG, and is a vital and irreplaceable role. Different ways of telling stories can bring different experience effects even though the essence of the story is the same. Stories are presented directly to players in dialogue form, much like a visual interactive novel. Non-linear storytelling can break down important parts and allow players to explore freely. Players can collect clues to get to the main plot. Also, most JRPGs use short films and sound effects to create a cinematic experience. Novelty: Based on all studies of game storytelling (linear and nonlinear), this study will compare player feedback on different storytelling methods to see which narrative can provide a better player experience. Research Method: Researchers categorize these three narratives as Visual Novels, Environmental Narratives, Visuals, Sounds, and Dialogues. This experiment combined all three of Caught in Trap's in-game narratives to investigate player preferences. Data was collected through questionnaires and interviews with 21 players who were invited to play the game. Finding/Result: The research results show that the three ways of storytelling enrich the expression of game narratives. Both linear and nonlinear narratives have their advantages and disadvantages, and the best way to engage players is to interweave both narratives in the game. Conclusion: The experimental results show that the interweaving of three ways of storytelling can enrich the narrative form of games and guide game designers in improving game plots to engage players in JRPGs. Keywords: Storytelling-Method, JPRG, Game of Three Pillars
CONCATENATING POSTGRADUATE THESIS DESIGN WITH SOCIAL SCIENCE RESEARCH Santi Widiastuti; Sugiarto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.1079

Abstract

Main Objective: The main objective of this study is to empower designers to collaborate with researchers in other disciplines — especially in the social sciences — by articulating a design inquiry model that can be implemented in a master's program in design. Background problems: Modern research problems are complex and design needs to be better integrated with the social sciences and play an equal role in addressing them. A final master's degree in design prepares students for this integration, but design activity should be evidence-based rather than viewed retrospectively as a form of research without change. We need to adapt to ultimately contribute to research. Novelty: There are main criteria for design-based inventions in this study, including value, relevance, novelty, focus, transferability, and practicality. When these criteria are met, investigations can operate within the social sciences, or they can be leveraged and serve as the discovery phase in evidence-based inquiry. Research Method: This study presents design-based discovery, a design inquiry model that places design in the theory development cycle as theory building, not theory testing. This research, therefore, uses a design inquiry model approach, (invention-based design) in other disciplines by articulating a design inquiry model that can be implemented in a master's program in design to be complementary and compatible with social science research. Finding/Result: A proposed design inquiry model with design exploration serving as the research discovery phase guiding the design activity to make specific contributions to areas of social science that are outside of design. It involves a careful process with six investigative components, all ultimately connecting the knowledge base beyond design to design exploration. Conclusion: This study proposes six main criteria for design-based inventions: value, relevance, novelty, focus, transferability, and practicality. In the model proposed in this study, the six investigative components are described and supported with examples. Notably, the investigative component includes a standardized format for research questions, as well as the derivation of design principles from processes that involve exploration rather than one that generates solutions. This model can easily be adopted in other master programs with the necessary resources. In addition, this model, if placed in design activities in evidence-based research practices, can become wider. There is no claim that a designer's self-reflection equates to a strictly social science method so design researchers must continue to study design and build on their knowledge of the discipline. Keywords: Design Thesis, Social Science, Postgraduate Thesis Design
IDENTIFICATION OF NEW MEDIA AESTHETIC ARTIFICIAL INTELLIGENCE FILM Sugiarto Sugiarto; Santi Widiastuti
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.v14i2.1106

Abstract

Main Objective: This study checks the different intersections of film and Artificial Intelligence (AI), and trial and error is needed to re-check the state of “new media” (NM). This study’s purpose is to identify of subversion of the creator duty, the media and instrument of creative activities, and the aesthetics subsequent from the identity of the developing Artificial Intelligence film. Background problem: AI is composed to take the film industry by the cyclone, its application helps streamline production practices, and its increasing work in film scripting and visuals convolutes the notion and function of creations and the aesthetics of NM. Novelty: By analyzing how three films were co-written with Artificial Intelligence arranged with “Foucault's theory” of the duty of the creator or producer, and the aesthetics and state of current NM, this research establishes an identity for the cinema form of Artificial Intelligence films. Research Method: This study uses a qualitative exploratory methodology to combine various perspectives that are developing on new media streams where this research is crossing 2 major areas in Film & Media, and Artificial Intelligence & Machine Learning. Finding/Result: Patterns discovered as curated data sets reveal trends in cinematic narratives, opening the door for a more creative agency. Artificial Intelligence films transcend the boundaries of technological convergence, offering a more essential way to recognize the special behavior and opportunity of NM forms as self-reflective and demonstrating the versatility of film. Conclusion: This research makes Artificial Intelligence films an emerging media with a different tendency from the media and is directly related to its contribution. By involving the theorization of NM technology and its developmental tuff simultaneously, Artificial Intelligence films are presented as an inventive design of film in phrases of digital production, virtual placement, historical preoccupation, and producer duty.
ENHANCED NOISE CANCELLATION IMAGE PERFORMANCE USING WEIGHTED AVERAGE (WAV) REPROJECTION Santi Widiastuti; AYYUB HAMDANU BUDI NURMANA MULYANA SLAMET
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.v14i1.1107

Abstract

Main Objective: This research targets AP sizing entrenched on image structure to raise denoising performance using an improved method for classifying image pixels. Background problem: Digital images may be blended by noise while the addition or communication process, affecting the authentic image signal. Image noise can cause problems at several stages of image processing equally image distribution. Accordingly, image denoising is a significant activity to recover the initial clean image signal from the detected noise signal. Novelty: The proposed WAV method has been refined and improved regarding the classification scheme, and the APS, and the classification results can be used as a mask on the noise image to fix identical patches. Research Method: This study proposes a WAV reprojection algorithm, with the PS being set dynamically entrenched on the image structure. Image structures are consistently taken with an upgraded and enhanced analysis method entrenched in the structure tensor matrix. Analysis results are also used to develop the analysis of comparable patches in images. Finding/Result: Empirical outcomes present that the noise cancellation work of the suggested method is better than the authentic WAVRA, along with several other modifications of the NLMA. Conclusion: In intensity profiles, the proposed method mostly has fewer changes to the original image values than other methods, thus, this method can be continued again to color images, and can also be applied to various types of data such as medical images. Keywords: Weighted Average (WAV), Noise Cancellation Image, Non-Local Means (NLM), Adaptive Patch
THE EFFECT OF CINEMATIC LIGHTING ON STORY EMOTIONS IN 3D ANIMATION FILM Sugiarto Sugiarto; Santi Widiastuti
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.1108

Abstract

Main Objective: The objective of this research is to complete the exciting and fictive effects of each color and lighting type when practiced in 3D animation setting. In addition, this research also proposes several lighting design recommendations in 3D animation. Background problem: The main sense for the advance of animated films is cinematic lighting effects. Various techniques and approaches have been planned to create lighting effects, but how these effects affect the viewer’s sentimental sense and especially the storytelling practice is not understood. Novelty: The results of the emotional effects of lighting styles show that these effects are not shown in an imposing aspect, which means, not all lighting style affects the feelings on each scale. In this study, several differences were found in several color scales with different cinematic meanings. Research Method: The research method used is quantitative and subjective data analysis adopting a qualitative grounded theory coding with several animated video scenes developed with various colors and low and high-key statistical lighting designs to analyze and measure the effects of different lighting designs. Finding/Result: The finding of this study indicate that cinematic lighting influences the emotional impact of scenes and stories in plan. Conclusion: This study also confirms the current lighting approach, according to the result of this study, it brings guidance on how certain lighting and color techniques can be adopted to influence the audience in 3D animation about feelings and story perception Keywords: Cinematic Lighting, 3D animation, Emotional Storytelling

Filter by Year

2012 2025


Filter By Issues
All Issue Vol. 18 No. 2 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol 17 No 1 (2024): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol. 17 No. 1 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis Vol. 16 No. 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis Vol. 15 No. 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis Vol 13 No 1 (2020): Jurnal Ilmiah Komputer Grafis Vol 12 No 2 (2019): Jurnal Ilmiah Komputer Grafis Vol 12, No 1 (2019) Vol 12 No 1 (2019): Jurnal Ilmiah Komputer Grafis Vol 11 No 2 (2018): Jurnal Ilmiah Komputer Grafis Vol 11 No 1 (2018): Jurnal Ilmiah Komputer Grafis Vol 11, No 1 (2018) Vol 10, No 1 (2017) Vol 10 No 1 (2017): Jurnal Ilmiah Komputer Grafis Vol 9, No 1 (2016) Vol 9 No 1 (2016): Jurnal Ilmiah Komputer Grafis Vol 8, No 1 (2015) Vol 8, No 1 (2015) Vol 7, No 2 (2014) Vol 7, No 2 (2014) Vol 6, No 2 (2013) Vol 6, No 2 (2013) Vol 5, No 2 (2012) More Issue