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
Pengembangan Aplikasi Kasir pada Sistem Informasi Rumah Makan Mie Happy Calisto, Calvin; Narulita, Siska
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2076

Abstract

In the current era of information technology, easy and efficient transaction management is an important requirement in the business world, both small and large scale. Rumah Makan Mie Happy is a medium-scale culinary business. Happy Noodle Restaurant provides noodle-based preparations. In its daily life, Happy Noodle Restaurant can serve around 100 consumers, so that the service process requires speed to serve consumers. But in fact, Mie Happy Restaurant still uses manual data processing and transaction management, so it often experiences problems such as slow payment processes, frequent loss of receipts or proof of payment, difficulty in recapitulating or reporting transactions both daily and monthly, and frequent errors in the calculation process. From the problems experienced by Mie Happy Restaurant, the author is interested in developing a web-based cashier application that can help in all matters related to transaction management at Mie Happy Restaurant. The research conducted aims to build or develop a cashier application for Happy Noodle Restaurant that can improve the efficiency and effectiveness of transaction management. This cashier application was built or developed using Hypertext Markup Language (HTML) and Hypertext Preprocessor (PHP) with Visual Studio Code editor and MySQL Database Management System (DBMS). The results of testing with black box testing show that the cashier application developed in functionality has run as expected. This web-based cashier application provides convenience for admins and increases the effectiveness and efficiency of operational activities.
ANALISIS PENGARUH PROMOSI TERHADAP MINAT KULIAH PADA UNIVERSITAS ICHSAN GORONTALO Cahya Pradipta Abdussamad; Fitrah Jayanti meiliany Mbuinga; Risti Puspita Sari Hunowu
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2079

Abstract

This research aims to analyze the impact of promotions on interest in studying at Ichsan University, Gorontalo. As Competition in Higher Education Continues to Increase, Effective Support Strategies Are Key to Attracting Prospective Students. The method used in this research is a questionnaire survey distributed to new students entering Ich San Gorontalo University. The data obtained were analyzed using simple regression analysis techniques and statistical tests to determine the relationship between promotion variables and interest in studying. Research results show that UIG promotions carried out through social media are very effective in attracting the attention of prospective students. The most widely used media are Instagram and flyers/brochures which are proven to be more effective than other platforms. However, there is a need to increase the effectiveness of advertising, especially in relation to the relevance of the information conveyed. UIG Can Significantly Increase Applicant Interest by Improving Advertising Content to Match the Needs of Prospective Students
ANALISIS DAN PERANCANGAN SISTEM INFORMASI PENJUALAN SEMBAKO BERBASIS WEB PADA TOKO TRI KARYA Ignatius Marcheivan Sunjaya; Ahmad Nugroho
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2085

Abstract

important for various groups of people, especially in supporting appropriate decision making through the use of information technology. In the business world, an efficient system can provide real-time information, thus simplifying operational processes. However, at Toko Tri Karya, the process of selling groceries is still done manually, starting from inputting sales data to making reports. This causes various obstacles, such as delays in data processing and the possibility of errors. Therefore, it is necessary to analyze and design a web-based sales information system that can improve efficiency and effectiveness in data management. This system will be designed using the PHP programming language, which will provide convenience for the admin in managing sales information. Hopefully, with the application of this computerized system, Toko Tri Karya can overcome existing problems and achieve more optimal results.
Perancangan Sistem Kasir pada CV. Athaya menggunakan Unified Modeling Language (UML) Michael Fernando Putra S; Siska Narulita
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2086

Abstract

The utilization of information technology in the business process of a business field will be very helpful in terms of transaction processing, data processing, data analysis, and data storage. Business processes that still do not use computer technology allow many obstacles to occur, such as errors in the process of recording transactions, errors in the calculation process, difficulties in the process of storing and processing data, difficulties in making reports, and so on. CV. Athaya is a medium-scale retail business. Where currently in carrying out its transaction activities it still uses manual methods. Calculations carried out manually are of course not very effective and efficient. In addition, processes carried out manually are prone to errors in the calculation process, take a long time to complete transactions, especially if there are consumers who purchase a lot of goods, have difficulty in compiling reports, have difficulty in the process of recapitulating transaction data, are prone to losing transaction data, and various other obstacles or difficulties. Based on these problems, the research conducted has the aim of creating a cashier system design at CV. Athaya using UML diagrams. The purpose of designing this cashier system is to provide an overview of the cashier system to be built to users, namely cashiers at CV. Athaya which can simplify the ongoing transaction process, increase effectiveness and efficiency in cashier work, facilitate data processing into reports desired by business owners, minimize calculation errors, and assist in the data storage process.
SISTEM INFORMASI MANAJEMEN ASET KATEGORI ELEKTRONIK MENGGUNAKAN METODE AGILE Tranhuji Gumbara; M. Zakki Abdillah
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2092

Abstract

Electronic asset management is important to increase operational efficiency and minimize the risk of loss or damage to goods that are company assets. Developed system for managing inventory data, maintenance and asset reporting. The development process follows the Agile stages, starting from gathering requirements through interviews and surveys with users. Next, the interface and system features are designed, as well as iterative testing to ensure the system meets user expectations. The result of this research is an information system that can manage electronic asset data effectively, increase information accuracy, and speed up the decision-making process. It is hoped that the implementation of this system can make a significant contribution to asset management in the organization and increase transparency and accountability in the use of resources.
Penggunaan Realitas Augmented untuk Pembuatan Prototipe Desain Produk: Studi Kasus pada Pengembangan Aplikasi Mobile Setiyo Prihatmoko; Sumaryanto, Sumaryanto; Jarot Dian Susatyono
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2102

Abstract

This research explores the use of Augmented Reality (AR) in the prototyping of product design, focusing on mobile applications for e-commerce. The aim of this study is to evaluate how AR can enhance the prototyping process in product design, improve efficiency, and facilitate better interaction between designers and end-users. The research method involves developing a mobile application prototype with AR and testing it with end-users. The results indicate that AR accelerates the design process, improves visualization accuracy, and enhances design communication. This study provides insights into the benefits and challenges of using AR in product design.
anime Pengaruh Anime (kartun Jepang) Terhadap Perilaku Kekarasan Pada Remaja: Pengaruh Anime (kartun Jepang) Terhadap Perilaku Kekarasan Pada Remaja Nurmana, Ayyub; Florencia Irene Yuliani
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2107

Abstract

Anime, a form of Japanese animation, is commonly recognized for its vibrant visuals that showcase characters in diverse settings and narratives. This unique style often emphasizes dynamic artwork and creative storytelling, distinguishing it from other forms of animation. Additionally, anime has become a cultural symbol of Japan, appealing to a wide audience both domestically and internationally due to its broad range of genres and themes. This anime is watched by various groups from children to adults based on different genres. Research on the influence of Japanese anime / cartoon on behavior aims to see the effect of Japanese anime / cartoon on violent behavior. Increased cases of violence and oppression based on cases of violence. There are those who think that exposure to violence by teenagers with shows such as anime is the cause. However, violent anime does not present scenes of events but inserts positive values that someone needs to imitate.
PERANCANGAN ILM BAHAYA KONSUMSI ROKOK AKIBAT INTERGENERATIONAL TOXIC MASCULINITY Sari, Rani Nor Yunika; Setyanto, Daniar Wikan
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2108

Abstract

Adolescence is a transition phase towards adulthood which is marked by physical, behavioral, cognitive, biological and emotional changes. WHO defines adolescence as the period between the emergence of secondary sexual signs to sexual maturation and the transition to independence. The concept of toxic masculinity is a problem, reinforced by the culture of smoking which is seen as a symbol of masculinity. The increase in the number of teenage smokers in Indonesia is related to the transmission of smoking culture from generation to generation. Efforts to increase awareness about the dangers of smoking are carried out through social media such as Instagram. The use of visual animation video and strong messages on Instagram can be effective in increasing teenagers' awareness about the dangers of smoking and changing their perception of cigarettes as a symbol of masculinity. This research uses qualitative methodology. To collect data using interview, observation, literature and documentation methods. The aim of this research is to produce an effective Public Service Advertisement to raise awareness of the dangers of normalizing cigarette consumption due to Intergenerational Toxic Masculinity among adolescent boys in Semarang City which is disseminated via Instagram.
MALUNGUNJEI: KOREOGRAFI TERINSPIRASI DARI GERAK TRADISI TARI BATAK SIMALUNGUN Desy Wulan Pita Sari Damanik
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2120

Abstract

The dance work entitled Malungunjei’s is a new work that develops the mangunjei movement motif in one of the Manduda dance motif movements. Malungunje’si comes from one of the names of the Batak Simalungun dance motifs, namely mangunjei. Mangunjei is a movement of both hands crossed in front of the chest and both hands on the left and right sides by turning the palms of the hands. The theme of this dance work is non-literal, because the presentation of this dance work is a development or exploration of the essence of the Mangunjei motif by utilizing intensity, large volume, and wide space for movement. Malungunjei's work is a group choreography consisting of three female dancers and two male dancers, a total of five dancers who will be composed in a large group composition and a small group by paying attention to the arrangement of parts. The costumes in this choreography use hiou material and the choice of colors is more on red, black and white, all three are colors used in every Batak Simalungun traditional activity. The dance music is formatted in MIDI with patterns resulting from the development of the Batak Simalungun gonrang. 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, and periodic evaluation and correction of the process.
Perancangan Interface Sistem Absensi pada Chinchin Production menggunakan Extreme Programming (XP) Rafael Ercole Hermanto; M. Zakki Abdillah
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i2.2131

Abstract

Information system is an important component of any institution, a proper information system could bring a lot of benefits. An example of this is the attendance system. Chinchin Production faced a difficult challenge of managing human resources because previously employees had to sign their attendance manually, which is proven to be inefficient. The solution to this challenge is a proper attendance system to replace the old manual attendance system. The development methodology used is Extreme Programming (XP). Extreme Programming (XP) is an Agile project management methodology that aims for speed and simplicity. The prototype is designed using Unified Modeling Language (UML) as a modelling tool to visualize the structure of the system, as well as Figma to design the User Interface (UI) of the system. This attendance system helps Chinchin Production in managing human resources.

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