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
ANIMASI 2D CERITA RAKYAT PAK SALOI “BERBURU KIJANG” DENGAN MENERAPKAN METODE MDLC Apriadi, Apriadi; Mitha, Mitha; Noferianto Sitompul; Salahuddin, Salahuddin
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1387

Abstract

2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2D-based animated film can become a medium of information about Mr.Saloi Folklore “Hunting the Deer”.
DESIGN OF INFORMATION MEDIA REGISTRATION FLOW FOR NEW STUDENT ACCEPTANCE OF ICHSAN GORONTALO UNIVERSITY THROUGH INFOGRAPHICS Risti Puspita Sari Hunowu; Apsari Dj.Hasan; Samsuddin, Samsuddin; Muhammad fahri labanga
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1414

Abstract

Ichsan Gorontalo University is one of the favorite private universities in Gorontalo province. Every year there are hundreds of registrants from various regions. The aim of the research is to provide information on registration procedures for prospective new students in a way that is interesting and easy to understand. The lack of social media for prospective new students regarding the steps that must be taken to be officially registered as students at Ichsan University Gorontalo often causes applicants to find it difficult to register. This research uses interview methods with New Student Admissions (PMB) employees, observations of prospective applicants and literature studies on books, journals and research-related literature as reference material. In making this infographic, you use a combination of various media, such as writing and images which are packaged using Adobe Illustrator software to produce a poster or banner. The results of this research are registration flow infographics in the form of posters and banners which can be disseminated online via the New Student Admissions (PMB) website and social media at Ichsan Gorontalo University and can be displayed on the Ichsan Gorontalo University campus.
the Gaya Tokusatsu Pada Komik Islami Berjudul Ultimate Glad hamdanu, Ayyub HBN; Dena Naufa Nabilla; Santi Widiastuti
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1417

Abstract

Tokusatsu is one of the popular Japanese culture in the world, including in Indonesia. This research is a Tokusatsu style analysis research on an Islamic themed comic entitled Ultimate Glad. This study was conducted to find out why the Ultimate Glad comic chose the Tokusatsu style to be combined with the Islamic theme, and to find out whether there are advantages and disadvantages of the Tokusatsu style combined in the Islamic comic entitled Ultimate Glad. This study uses a descriptive qualitative research method with data sources obtained from interviews with the publishers of Ultimate Glad comics, documentation, and testimonials from readers of Ultimate Glad comics. From this research, it can be benefited that the Tokusatsu style from Japan can be combined well with other themes, including Islamic themes, even with methods that are not easy.
Desain Brand Identity Coconut Orchids Nursery Nur Hakim, Fitro; Rizqa Naja, Adi
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1421

Abstract

Identity is a way that distinguishes the character or innate nature of living things, things, or humans themselves that characterize them. Brand Identity is a sign of identifying an identity of a brand as a differentiator from other brands. Brand Identity design can be notarized successfully when the brand identity represents a brand, in its delivery in the form of logos, applications, on stationary sets and on promotional media.Coconut Orchids Nursery is an orchid flower cultivation place that has a fairly complete orchid collection. Coconut Orchids Nursery plans to develop its business. In order for the planning to be measurable, it is necessary to design strategic planning in the form of strategy plots and work programs. Brand identity design is needed as a standard strategy program in a business / company. In order to be effective, a brand identity must be distinguishable from competing brands and be able to represent the product, service, or company over time. Efforts in achieving brand identity must be done with full commitment and consistency because the benefits will be worth it if successful.
Penerapan Metode Computer Assisted Instruction (CAI) Pada Media Pembelajaran Interaktif Fashion Drawing dengan pada Kelas X Kompetensi Keahlian Busana Butik SMK NU 01 Kendal Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1430

Abstract

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.
ANKAI SITELU: KOREOGRAFI TERINSPIRASI DARI SISTEM KEKERABATAN PADA MASYARAKAT KARO DAMANIK, DESY WULAN PITA SARI
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1431

Abstract

Ankai sitelu is taken from the Batak Karo language, the word ankai means understanding and sitelu which means sitiga. If these three words are interpreted, they mean a dance that originates from understanding rakut sitelu. " ankai sitelu" is a dance work inspired by the Batak Karo kinship system, namely rakut sitelu. Rakut sitelu consists of sukut, kalimbubu, and anak beru. Sukut is the party who is the host in a traditional or ritual ceremony, kalimbubu is the party who is highly respected because he is considered to be the representative of dibata (god) on earth who gives tendi and blood, while anak beru is the party who does the sukut work in traditional ceremonies and rituals. This work takes the essence of balance in the rakut sitelu system with traditional karo dance movement patterns which are developed according to broader teba movement intensity, volume, level and time. Ankai Sitelu's work is a group choreography consisting of three female dancers, a total of three dancers who will be composed in a large group and small group composition by paying attention to the composition of the parts. The number of three dancers is analogous to three social positions in the Rakut Sitelu kinship system. This work uses the exploration method as an initial part in developing the creativity of the creation process, improvisation to find movements by chance or spontaneously, composition to arrange the movements that have been obtained, as well as periodic corrective evaluation of the process. This work is expected to provide information about the meaning and values contained in Rakut Sitelu. Keywords: Rakut sitelu, balance, Karo Batak tradition
DESIGNING 3D ANIMATION FOR DENTAL HEALTH CARE USING MDLC METHOD Bayu Syahputra; Jimmy Pratama; Vinson, Vinson
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1432

Abstract

Health education is one of the most important thing to be learn since early age like washing hands and brushing teeth. But because of the lack of education a lot of people in the community don’t know the ways to take care of their own teeth. The consequence of lack of education create a problem for a a lot of people in the community which is tooth ache. The effort that could be done to fix the problem is to create a learning media that is easy to understand and have the capability to share information widely. Because of that, animation 3D become a choice for this research to educate people in the community about dental health and how to take care of it. The method that the researcher use in this research is qualitative interview, researcher will do an interview with a dentist to get information about how to take care of your teeth. After getting the information it will then be used to create animation 3D. the method that is being used to create animation 3D is MDLC (Multimedia Development Life Cycle) which has 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing and Distribution after the animation is finished its being shared to social media such as Youtube and Instagram. Keywords: MDLC, Animation 3D, Qualitative Interview
Challenging Gameplay and Its Impact on Player Motivation in Gaming Wibowo, Tony; Hardiwinata, Harley
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1437

Abstract

The Video Game Industry is a subsidiary of the entertainment industry that is still growing. Video Games come in different genres and have unique experiences for every player. One of those unique games is the souls-like genre. The souls-like genre is games designed with a high difficulty level, with a dedicated fanbase that loves games with these genres. In this research, we would like to conduct research about Challenging Gameplay and Its Impact on Player Motivation in Gaming. In this research we used the experimental method to observe players’ reaction during the experiment and followed up with an interview. This experiment's result shows that participants who experience setbacks & defeat multiple times still show interest towards playing a game that has challenging gameplay outside of this experiment.
Perancangan Desain Packaging Untuk Aksesoris Pernikahan Wedding Planner Dodok Lawang Banyumanik Semarang nugroho, setiyo adi; Yulfiani, Rizka Amalia; Zaenudin, Ahmad; rudjiono, rudjiono
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1480

Abstract

Product packaging has a very important role in attracting consumers, making consumers select the goods and serving as a tool for brand promotion. Using images, colors, and text, graphic designers can apply design principles to produce visually appealing packaging, highlight the benefits of a product, and give it a unique personality. Dodok Lawang runs a business in the form of services, namely making dowries, gifts, ring boxes and gift boxes. In this research, we developed packaging making/with the aim of renewing old packaging so that it appears more attractive. The form of packaging for the wedding planner is in the form of boxes and paper bags, as well as leaflets with a simple but still elegant design concept. validation from media experts and material expert have a result that the product is valid to be used as a protecting/wrapping of product properly. From the user's side, this design is effective because the information and visuals acquired from the packaging design are better understood by the user.
PERANCANGAN MEDIA PEMBELAJARAN UNTUK MATA PELAJARAN ANIMASI BLENDER KELAS XII SMK KANAAN UNGARAN Rudjiono, Daniel; Setyo Adi Nugroho; Agus priyadi; Krisna Danu Aji Saputra
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1515

Abstract

The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons. Due to the lack of learning media, this creates students' interest and motivation in learning animation, so the author can conclude that students need a media that can generate learning motivation. The result of this research is an application from Adobe Flash CS6 which is an application that contains interactive animations that can be played by

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