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 Media Pembelajaran Struktur Bumi Dan Batuan Berbasis Interaktif Fitro Nur Hakim; Eko Wahyu Wibowo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1116

Abstract

The development of information technology brought a lot of impact on education, both positive and negative impacts. One positive impact is involved the development of instructional media for school students. This study takes a case study at SMK Grafika Bakti Nusantara Semarang.Proses data collection using interviews, observation and literature study. Dsesign in this study using ADDIE method approach. Results of this research is an interactive multimedia used by students to study the structure of earth and rock interactively. The animation and music will help the students to reduce boredom in the learning process. In learning media earth and rock structure is also equipped with a quiz that can be accessed directly by students to measure the level of students' understanding of the material structure of the earth and rocks are studied. Material quiz built using database that allows administrators to update the material question.
DESAIN ANIMASI 2D PENGETAHUAN DASAR BAHAYA NARKOBA BAGI PEMUDA DENGAN METODE PTP PADA DISPORAPAR KENDAL Setiyo Prihatmoko; Sumaryanto Sumaryanto; Raffida Zakki H
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1126

Abstract

Drugs have become a serious problem in Indonesia. Because in every region in Indonesia there is no area free of drug abuse. One of the causes of drug abuse is mistakes in association and shortcuts to escape from the burden of thoughts. However, they do not realize the impact of drug abuse, which can be addictive and have an effect on health. Therefore, each of us has an obligation to disseminate information about the dangers of drug abuse. So that our family, friends and loved ones don't fall into the trap of using drugs. This study aims to: (1). Design and create 2D animation of the dangers of drug abuse (2). Design and create 2D animations in the form of animated videos using the PTP method that are attractive and understandable to the public. The research method used in this study is a Research and Development (RnD) product. The effectiveness and communicativeness of animated videos can be seen from the results of calculating the questionnaire from 35 respondents who gave very positive responses, namely valid and reliable
Perancangan Kampanye Sosial Sopan Santun Berkomunikasi Mahasiswa Dengan Dosen Menggunakan Gadget Apsari Dj. Hasan; Risti Puspita Sari Hunowu
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1187

Abstract

Manners or manners are one of the most important and influential things in social life. For example, when a student talks to someone with a cell phone or gadget. So to avoid unwanted activities when a student contacts the lecturer via gadget, a standard is made regarding the rules for communicating through gadgets properly and politely. This research generally discusses the problem of students' lack of understanding about the rules of communicating with lecturers using gadgets. Based on these problems, a design was made that aims to provide information and understanding to students about the rules for communicating between students and lecturers using gadgets. In this design, the media that will be used as a media campaign is a poster. This study uses observations on how students communicate with lecturers using gadgets as well as literature studies on the theory of visual design communication media campaigns in the form of posters. With the results of research based on the aspects and theories used, it is hoped that it can enrich the repertoire of visual communication science in the design of social campaigns as a reference for subsequent studies. Keywords: social campaigns, gadgets, posters.
Perancangan Media Pembelajaran Interaktif Mata Pelajaran Tematik Bahasa Indonesia Untuk Siswa Kelas 1 Studi Kasus di SDN Leyangan Daniel Rudjiono; Ester Dian Santoso
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1192

Abstract

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively. The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.
SISTEM INFORMASI UJIAN SEKOLAH ONLINE SMP NEGERI 5 MEDAN BERBASIS DATA WAREHOUSE Nikita Br Nababan; Andrian Syahputra; Sri Panca Rani; Satria Pasaribu; Bremi Br Ginting
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1205

Abstract

Web-based information systems are in high demand in various circles of society, including in the world of non-computer education, where the written examination system commonly used in education often has many obstacles. Factors must also be considered when evaluating written tests, as many participants may avoid writing notes on cards and waste paper and ink to ask and repeat questions, including negative factors in written tests, so this study aims to do so. a database-based online exam system that educational institutions can use to convert existing written exams into an online exam system. Therefore, with the rapid development of information technology, it is necessary to design and build an online examination system based on Data Warehouse to replace the manual written examination system and facilitate the work of the teacher in SMP Negeri 5 Medan. Primary schools enter question data into the system and can minimize the operational costs of passing exams, and the system can also store data more securely in its data warehouse, i.e. teacher information, basic information, student information. subject information, value information and question information. The method is Data Warehouse, software procedures and Waterfall model. The survey respondents were 150 students from SMP Negeri 5 Medan, a total of 150 students. This online exam system was created using PHP programming language, MySQL database and XAMPP web server
PERANCANGAN DESYGN SYGN SYSTEM PASAR TRADISIONAL MARISA Risti puspita sari hunowu; Siska Udilawaty
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1215

Abstract

The need for a sign system at the Marisa traditional market will make it easier for visitors to get information. Designing a sign system in an attractive, effective, informative and communicative market area will be the right solution. The purpose of the design is to make it easier for visitors to recognize the shopping flow and layout of the Marisa Traditional Market. This study uses a design method with a qualitative approach as a technique in collecting data. The design method is intended to produce a product in the form of a Marisa Traditional Market sign system design. While the qualitative approach is used as a way to find and collect data from the field. The data were then identified and analyzed descriptively using 5 W + 1 H so that it gave birth to a sign system design concept for the Marisa traditional market. Next, the concept is visualized until it becomes the final design in the form of the Marisa Traditional Market sign system
Perancangan Sign System Pasar Rakyat Liluwo, Kota Gorontalo Almer Hassan Ali; Muhammad Isla; Zulkifli L. Zain
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1216

Abstract

The traditional market is a reflection of the application of a very basic populist economy. Where buying and selling transactions are carried out by the community mostly independently by managing available resources, which include the livestock sector, agriculture, crafts, food, services, and so on. At the Liluwo traditional market there are many sellers of various kinds of needs, ranging from basic household needs, clothing, prepared food and raw materials such as fish and vegetables, to hair cutting services. The facilities at the Liluwo traditional market are toilets, parking lots, prayer rooms. From the results of observations of researchers in the field, there has not been found a good sign system that helps make it easier for visitors. Some visitors, especially new prospective buyers, experience problems in finding a way/place to sell certain materials. From the problems mentioned above, the researchers plan to design a good sign system for the Liluwo traditional market to make it easier for buyers and sellers to carry out buying and selling activities. Apart from that, with a good sign system, the identity of the Liluwo traditional market will increase and can become an attraction in the eyes of the public.
ANALISIS KUALITAS WEBSITE AKADEMIK MENGGUNAKAN METODE WEBQUAL 4.0 DAN IMPORTANCE-PERFORMANCE ANALYSIS (IPA) (Studi Kasus: STIKOM YOS SUDARSO Alfonsus Simbolon; Muhamad Azrino Gustalika; Yohani Setiya Rafika Nur
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1227

Abstract

Websites have an important role in academic management and enhance the reputation of a company or institution. Website service quality is an important factor in education. On university web ranking sites such as webometrics, Indonesia's ranking is relatively low, including universities in Central Java which are ranked in the 1000's. Therefore, this study aims to find the causative factors and analyze the current quality of academic websites. The Webqual 4.0 method was used in this study to evaluate the quality of websites based on indicators of usability, reliability, novelty and user satisfaction. Importance-Performance Analysis (IPA) is also used to determine indicators that need to be repaired, updated, and maintained based on user perceptions and expectations. This research involved 144 respondents, namely students and staff at STIKOM Yos Sudarso. The results of the study show several indicators that need to be improved on the STIKOM Yos Sudarso website, especially in terms of appearance and quality of information such as novelty and clarity of content. Recommendations from this study include improving the appearance by developing designs and simplifying features. In addition, it is necessary to improve the quality of information by updating information in a timely, accurate and regular manner. Interaction with users also needs to be improved by adding a live chat feature and improving all indicators to build a good website reputation
Pemanfaatan Tools Live2D terhadap Animasi menggunakan Metode Face Tracking Azhilla Margiani Saraswati; Iwan Rizal Setiawan; Asriyanik Asriyanik
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1242

Abstract

In the era of globalization, cultural exchange is easier to do. One of the cultures that are popular with young people in Indonesia is Japanese animation. Animation is an image that is made to look real with artificial intelligence technology. At this time many people are interested in animated content that is displayed in real-time via social media, but there are still many who have not been able to present it optimally regarding the expressions and movements of the characters. So the researchers used the face tracking method in the Live2D application to produce animated characters that can interact directly with the exact expressions of the actors behind the camera. Tests using Vtube Studio Unity proved that the animations created succeeded in displaying the actors' expressions and movements in real-time. The final result of the animation created is distributed via social media YouTube and TikTok. Keywords: Animation, Live2D, Character, Face Tracking
Tata Kelola Teknologi Informasi Menggunakan COBIT 2019 Pada Val Berliana Angel M. Pangaribuan; Sandhy Fernandez
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1247

Abstract

Technology information (IT) has been widely adopted across sectors like healthcare, education, governance, and business, playing a crucial role in facilitating relationships between businesses and stakeholders. However, Val, a business that has incorporated technology, lacks an analysis of information technology governance. Consequently, Val faces challenges in effectively aligning their technology usage with their business objectives. This research aims to assess Val's information technology practices, recommend improvement measures, and achieve desired capability targets. Utilizing the COBIT 2019 framework and the design factor toolkit, two priority Governance and Management Objectives (GMOs) have been identified: APO04 (Managed Innovation) and DSS05 (Managed Security Services). APO04 currently operates at capability level 2, falling 2 levels short of the desired capability level, while DSS05 operates at capability level 1, with a gap of 3 levels.

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