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
Perancangan User Interface (UI) Sistem Social Media Scheduler dengan Metode Rapid Application Development (RAD) Luther Aldo Christian; 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.v17i2.2167

Abstract

Scheduling content on social media effectively and efficiently has become an important need for users, especially users who use social media as a tool to help run their business or organization. This research aims to design a user interface for a website-based social media scheduling application using the Rapid Application Development method and Unified Modeling Language (UML). This method was chosen because development can be done quickly through literacy that involves users so that it can fulfill everything needed to create an optimal system. The research stage begins with user interviews, and later this data will be used to develop an initial UI design prototype designed using Figma. UML is used to visualize the design model and also how the system will run later. This system is expected to help make posting social media content easier.
Perancangan Sistem Lost & Found di Universitas Nasional Karangturi Berbasis Web Aurelio Akeno Adiwijaya; 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.v17i2.2169

Abstract

Reported of lost and found items at Unkartur was still done conventionally. Campus residents usually reported to security regarding the loss they experienced. However, the process of reporting and searching for lost items required a lot of time, energy, and money. Therefore, this study aimed to design a system for reporting lost and found items, especially in the Unkartur campus environment. The methods used in this study were Unified Modeling Language (UML) and Entity Relationship Diagram (ERD). This system was useful in managing lost and found item data to be more structured and efficient. The results of the design of this Lost & Found system could be a solution in the process of searching for lost items and returning found items in the Unkartur campus environment.
ANALISIS PERENCANAAN JALUR SIRKULASI NEW PEDSTRIAN PADA KAWASAN KOMERSIAL JL. BOULEVARD DAN JL. PENGAYOMAN, KOTA MAKASSAR Arinda Wahyuni; Gusti Hardyanti Musda; Ahmad Nadhil Edar; Arsyil, Arsyil
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.v17i2.2170

Abstract

This research focuses on the planning of new pedestrian routes, including underpasses and skywalks, in the commercial areas of Jalan Boulevard and Jalan Pengayoman, Makassar City. The main problem faced is the lack of comfort and safety of pedestrian paths due to illegal parking, congestion, and limited pedestrian facilities. The research aims to design a pedestrian path that is standardized, comfortable, and integrated with strategic areas. The methods used include field observations, interviews, and analysis of primary and secondary data. The results showed that the majority of respondents supported the development of pedestrian paths and skywalks with important elements such as adequate lighting, accessibility for people with disabilities, and supporting facilities such as seating and clear direction markers. The path design is designed to connect with public transport hubs, shopping centers, and office areas, prioritizing convenience, safety, and sustainability. This research provides design recommendations based on regulations such as Technical Guidelines No. 027/T/Bt/1995 and Permen PUPR No. 5 of 2023. The implementation of new skywalks and pedestrian paths is expected to improve the quality of public spaces, reduce congestion, and create a more comfortable, efficient, and inclusive urban environment.
Analisis Arca Dewi Parwati Menggunakan Teori Bahasa Rupa Dwi Jaya Arisyana; Apsari Dj. Hasan
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.v17i2.2173

Abstract

This analysis uses the Wimba Method and Visual Language Expression System to examine the visual language of the Goddess Parwati statue. Using a qualitative descriptive research method with a historical background to obtain a description of the creation that is appropriate to the period of its creation. Viewed from the visual language approach, several general things are obtained regarding the Goddess Parwati statue, namely: (1) Iconography aspect: identifying and describing all elements of the Goddess Parwati statue; (2) Historical aspect: The Goddess Parwati statue was discovered in the 14th century. The initial location of the discovery was at the BHRE Kahuripan Site, Panggih Village, Trowulan District, Mojokerto Regency, East Java. (3) Visual language aspect: Seen from the combination of naturalistic-stylized depiction methods using decorative methods. The data analysis model used is an interactive model analysis carried out by collecting data, reducing data, presenting data, and drawing conclusions/verifying data. The study of the contents of the wimba shows that there are various types of jewelry depicted on the Goddess Parwati statue as supporters of the statue's identity. Keywords: Visual Language, Statue of Goddess Parvati, Iconography, Wimba and Phraseology, Qualitative Descriptive Method
PERANCANGAN MERCHANDISE UNTUK ANNIVERSARY BIS MANIA COMMUNITY KE-12 Wiguna, Debio Pararta; Aris Kurnia Wicaksono; Eka Wahyu Primadani; Naufal Labib
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.v17i2.2174

Abstract

Bis Mania Community is a community of bus lovers, especially regional coordinators in Surabaya, which was founded in 2012. In 2024, precisely on November 10, 2024, Bis Mania Community held its 12th Anniversary in Tulungagung. In celebrating this 12th Anniversary not only organizes Family Gathering and garage visits, but the Bis Mania Community also sells various kinds of Merchandise as a medium to display identity. One of the merchandise that will be made is a T-Shirt. Merchandise offered by brands or communities in the form of T-Shirts currently has value and appeal to the community itself. Merchandise itself is a souvenir that is often found in the community as a container or means in the form of promotion of a product or brand. Merchandise itself is made with various forms or items that are commonly used daily such as T-Shirts, Tumblers, Totebags, key chains, and others. Designing a Merchandise requires research and the right illustration design so that it can attract buyers to have the merchandise. In doing the design for the Bis Mania Community Anniversary Merchandise with the theme of a vacation to the beach featuring the Object Bus, Sura and Baya Characters, and Echo Beach as the destination chosen by the Bis Mania Community. Therefore, the use of merchandise can be a souvenir that is appropriate, memorable, and as a promotional medium as well as a souvenir.
Identifikasi Letak Buku di Perpustakaan Universitas Prima Indonesia Menggunakan Metode FP-Growth Satriandi, Satriandi
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.v17i2.2295

Abstract

This research uses the FP-Growth method to identify the location of books in the Prima Indonesia University library with the following steps: (1) conducting research, (2) solving the problem, (3) studying the literature, (4) inputting data, (5) analyzing high frequency patterns, determining associative rules, and making conclusions. This research aims to apply the FP-Growth method to arrange book layouts according to needs. This research aims to: (1) apply the FP-Growth method to arrange the layout of books according to needs, (2) implement the FP-Growth method to arrange the layout of books in the Prima Indonesia University (UNPRI) library, and (3) create an application using language and a data base with the FP-Growth method which can arrange the layout of library books. The result of the research is that using the FP-Growth method book searches can be faster with a success rate of 80%, making it easier to get the book you want.
Perancangan Sistem Ringkasan Materi Perkuliahan Menggunakan Artificial Intelligence Berbasis Web Edwin Prayoga H; Ahmad Nugroho
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): 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.v18i1.2279

Abstract

The world of education has undergone major changes since the advent of technology and the internet. Most students prefer new learning methods brought by technology rather than listening and writing in class which are considered outdated. The presence of technology such as Artificial Intelligence (AI) should be able to overcome the weakness of conventional learning methods and make it more interesting for students. Conventional learning activities in class such as writing and taking notes can be replaced by AI which is designed to perform tasks like humans. Therefore, this study was conducted by developing a system for recording and summarizing lectures using AI technology. The system development process uses the waterfall method as a guide, while the system modeling is created using the UML method. The application of AI technology into conventional learning methods can create a more interactive class by setting aside student's tasks like writing and taking notes, creating more interaction with the lecturer, resulting in a higher quality of education.
STRATEGI BRANDING SMK MELALUI KEMITRAAN DENGAN DUNIA USAHA DAN INDUSTRI (DUDI) basori, Chamdan; Ahmad zainudin; Priyadi
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): 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.v18i1.2305

Abstract

Branding strategies for Vocational High Schools (SMK) are a crucial aspect in improving their image, competitiveness and attractiveness for prospective students and the industrial world. One effective approach is through partnerships with the World of Business and Industry (DUDI). This research aims to analyze the branding strategy implemented by SMK in building a positive image through collaboration with DUDI. The method used in this research is descriptive qualitative, literature study and case analysis of several vocational schools that have succeeded in building branding through strategic partnerships. The research results show that vocational school branding can be strengthened through internship programs, industrial project-based learning, competency certification recognized by the world of work, and digital-based promotions. The partnership with DUDI also plays a role in providing learning facilities that are more relevant to industry needs, thereby increasing public confidence in the quality of vocational school graduates. By implementing an effective branding strategy through a partnership with DUDI, SMK can strengthen its position as a vocational education institution that is oriented to the needs of the world of work.
Semiotika SEMIOTIKA ROLAND BARTHES PADA IKLAN MARJAN RAMADHAN 2024 VERSI PUTRI HIJAU Angesti, Regina Antania; Dwi Puji Prabowo
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): 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.v18i1.2309

Abstract

This research analyzes the Marjan advertisement featuring the Putri Hijau version to understand the meanings embedded in its visual elements using Roland Barthes'semiotic approach. The study employs a descriptive qualitative analysis method by dividing the advertisement into several parts through screenshot capture. The analysis is conducted by identifying the denotative and connotative meanings of the advertisement's elements. The findings indicate that this advertisement presents a complex cultural narrative and conveys a specific ideological message to the audience. This study provides insight into how advertisements can serve as an effective persuasive communication medium in conveying cultural and commercial values.
Pengembangan Sistem Manajemen Kuis Berbasis Web menggunakan Metode Rapid Application Development Hikmal Adi Wibowo; Siska Narulita
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): 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.v18i1.2310

Abstract

Digital-based evaluation is increasingly utilized across various fields of education and training. This study focuses on the development and analysis of a web-based quiz management system that facilitates interaction between users and administrators. The research involves implementing a user dashboard for quiz participation and an admin dashboard for managing questions and quiz results. The methodology includes a case study on system testing, user needs analysis, and evaluation of system effectiveness using both quantitative and qualitative approaches. The findings indicate that the system enhances evaluation efficiency and simplifies quiz data management. The study concludes that web-based systems play a crucial role in supporting evaluation and learning management.

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