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 332 Documents
Perancangan Karakter Boardgame “Jejak Karapas: Pahlawan Laut Kecil” Dengan Pemanfaatan Enam Jenis Penyu Laut di Indonesia Nabilla, Zahra Rizky; Rizky, Zahra Rizky; Romadhona, Mahimma; Arifianto, Pungky Febi
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.v18i1.2557

Abstract

Sea turtles play an essential role in marine ecosystems but are increasingly threatened by human activities. Promoting conservation awareness from an early age through engaging educational tools is crucial. This study presents the development of an educational board game titled “Jejak Karapas: Little Ocean Heroes”, designed to teach children aged 10–13 about sea turtle conservation in Indonesia. The game’s character designs were informed by scientific research and adapted to suit children's aesthetic preferences. Validation results indicated that expressive and imaginative characters resonated most with players. The game serves as a creative medium to encourage environmental responsibility in a fun and approachable format for young audiences.  
Perancangan Kampanye Sebagai Pendukung Program Satuan Tugas Pencegahan Dan Penanganan Kekerasan Seksual Di Universitas Ichsan Gorontalo Risti Puspita Sari Hunowu; Apsari Dj. hasan; Muhamad Alit Pratama Imran
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.v18i1.2687

Abstract

Kekerasan seksual di lingkungan perguruan tinggi merupakan masalah serius yang memerlukan perhatian khusus. Universitas Ichsan Gorontalo melalui program Satuan Tugas Pencegahan dan Penanganan Kekerasan Seksual (Satgas PPKS) berupaya untuk menciptakan lingkungan kampus yang aman dan bebas dari kekerasan seksual. Penelitian ini bertujuan untuk merancang kampanye komunikasi visual yang efektif untuk mendukung program Satgas PPKS. Kampanye dirancang dengan menggunakan pendekatan Design Thinking yang berfokus pada pemahaman kebutuhan target audiens dan menghasilkan solusi visual yang inovatif. Penelitian ini menggunakan metode kualitatif dengan pengumpulan data melalui wawancara, diskusi kelompok terfokus (FGD), observasi, dan studi dokumentasi. Media yang dirancang meliputi konten media sosial, poster, dan infografis. Proses penelitian meliputi lima tahap utama, yaitu empati, definisi masalah, ide, prototipe, dan pengujian. Hasil penelitian menunjukkan bahwa poster dan infografis efektif dalam meningkatkan kesadaran civitas akademika terhadap isu kekerasan seksual.
The Rise of Web-Based AR in Interactive Design: A Multi-Year Trend and User Experience Analysis Silvia Fardila Soliha; Yosep Aditya Wicaksono
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/xnz48249

Abstract

Web-Based Augmented Reality (AR) is an emerging interactive technology that is increasingly adopted in the fields of visual communication design and digital education. This study aims to analyze trends in the use of Web-Based AR within interactive design contexts and to identify user preferences regarding its features. The research employs a literature review and secondary data analysis, drawing from academic publications, industry reports, and online surveys conducted between 2019 and 2024. The findings reveal a significant increase in the adoption of Web-Based AR both globally and in Indonesia. Key factors driving adoption include interactivity without installation, cross-device compatibility, and rapid browser-based access. Trend diagrams, comparative tables of AR platforms (such as 8thWall, ZapWorks, and WebXR API), and user preference visualizations are presented to support the analysis. The study discusses technological challenges, adoption gaps, and design implications, particularly in education and marketing. Limitations include reliance on secondary data and limited geographic scope. The study’s outcomes are expected to serve as a reference for interactive content developers, educators, and researchers in designing inclusive and adaptive AR-based user experiences.
Efektivitas Motion graphic sebagai Media Kampanye Sosial untuk Meningkatkan Kesadaran Literasi Digital generasi muda isla, Muhammad; Gobel, Citra Yustitya; Zahrannisa, Adea
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.v18i1.2719

Abstract

The development of digital technology has driven substantial transformation in communication patterns and access to information, especially among the younger generation. However, the relatively low level of digital literacy is still a problem that requires strategic handling. This study aims to examine the effectiveness of using motion graphics a social campaign medium in increasing awareness of digital literacy among the younger generation. research methodology applied uses a quantitative approach, utilizing interview, analysis, and survey techniques. Research respondents were exposed to the campaign through motion graphic media, and their level of understanding was measured through a comparative evaluation between conditions before and after the intervention. results the study show that the use of motion graphics as a social campaign medium significantly increases the understanding and awareness of the younger generation towards digital literacy. Attractive visualization factors, concise message delivery, and a combination of audio and animation elements have been shown to strengthen the appeal and effectiveness of the campaign. These findings indicate motion graphics can be an effective communication strategy in conveying social messages, especially in digital literacy issues. Therefore, motion graphic based social campaigns can be optimized as educational tools for the younger generation in facing challenges digital era. 
Pengembangan Label Desain Kemasan Susu Kefir Guna Peningkatan Brand Awareness Wow Suke Haris Setyawan; Zainudin, Ahmad; Jogatama Purhita, Edy
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.v18i1.2737

Abstract

This study aims to measure the effectiveness of packaging label design and promotional media (brochures) in increasing brand awareness of the WOW SUKE kefir milk and ice cream products. The method used is a Brand Lift Study, conducted through surveys with 53 respondents before and after exposure to the promotional materials. The results show a significant increase in brand awareness, from 21.1% before exposure to 49.1% after, indicating a growth of 132.7%. The brand recall rate reached 98.1%, meaning the majority of respondents immediately recalled the WOW SUKE brand when thinking of kefir milk. However, brand recognition was only 49.1%, with 50.9% of respondents still unfamiliar with or uncertain about the brand's existence. Visual design elements—such as colors, imagery, and information layout—were rated very positively by most respondents, suggesting that clear and attractive visual communication can effectively enhance brand perception. In conclusion, the study demonstrates that well-crafted packaging and promotional materials significantly improve brand awareness. Nevertheless, further improvements in communication strategy and promotional distribution, particularly through digital channels, are necessary to broaden audience reach and strengthen brand recognition.
Perancangan Sistem Informasi Invetaris Barang Berbasis Web Di PT. Paramata Baraya International Mengunakan Metode RAD Difa Madani
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.v18i1.2788

Abstract

This study is dedicated to the design and implementation of a web-based inventory management platform for PT. Paramata Baraya International. replacing the manual Excel system that is ineffective and susceptible to mistakes. The Rapid Application Development (RAD) method is chosen for its quick and iterative approach to software development. The system is built using the Next.js framework and PostgreSQL as the database, with Prisma ORM for database management. Key features include item management, real-time status tracking, calibration, maintenance, equipment rental, and automatic notifications. The implementation results show a 60% increase in item search efficiency, 95% data accuracy, and an 80% reduction in manual input errors. This study is significant as a solution for companies engaged in calibration and maintenance of measuring instruments.
Pengenalan Rumah Adat Nusantara Berbasis Mobile AR Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen; Ibrohim Yofid Fananda; Dita Aulia Rahma
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): 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.v16i2.1221

Abstract

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.
Analisis Perbandingan Webqual dan E-Servqual Terhadap Website PMB ITTP Tarigan, Emya Ninta; Dedy Agung Prabowo; Resad Setyadi
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): 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.v16i2.1239

Abstract

New Student Admission Website is one of the services to register online to become a student at the Telkom Institute of Technology Purwokerto. This research was conducted to Comparative Analysis of Webqual and E-Servqual methods on the New Student Admission (PMB) website of the Telkom Institute of Technology. In the development of the PMB website, there are shortcomings felt by prospective new students regarding features that are not used by the PMB unit of IT Telkom Purwokerto, but still appear when registering for new student admissions. both methods, it is found that the analysis of WEBQUAL and E-SERVQUAL methods is interrelated in improving the quality of service interaction. Factors such as reputation, information security, personalization, community space, ease of communication, and responsiveness to user problems play an important role in creating a good interaction experience for PMB ITTP website users.
PERANCANGAN SISTEM INFORMASI PENJUALAN MOTOR LISTRIK PT. TALABU Edo Arribe; Anjally Jayema; Fikri Wanda Putra
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): 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.v16i2.1291

Abstract

This journal discusses the information system that will be designed as a means of selling electric motor by PT Talabu.Traditional motor cars are being replaced by more ecologically friendly electric motors, which are growing in popularity. PT. Talabu, an electric motor sales company, faces problems in inventory management and sales processes. This study's primary goal is to develop a sales information system that can help PT. Talabu in managing inventory and its operations. This research uses system needs analysis, database design, and user interface development. At the stage of analysis of system needs, the researchers found the primary needs of PT. Talabu to conduct sales operations and inventory management. This analysis shows that a database is intended to store data about customers, electric motors, and sales transactions. In addition, the app is simple to use and user-friendly.
PEMBUATAN FILM DOKUMENTER “SENI ANYAMAN SUMBER KEHIDUPAN” DENGAN METODE CYCLIC STRATEGY Muliati, Ethi; Noferianto Sitompul; Vanie Wijaya
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): 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.v16i2.1315

Abstract

ABSTRACT The community's life in Sambas has long been known for its handicrafts, specifically bamboo and rattan crafts, which boast unique diversities. The art of weaving bamboo and rattan has been a source of livelihood and an integral part of Malay culture that needs to be preserved. Therefore, media is required as a means of preservation, and one of the approaches is by creating a documentary film. This research aims to produce a documentary film as a cultural preservation medium. The making of this documentary film employs the cyclic strategy method and applies cinematography techniques in video recording.Based on the results of testing by two media experts, the film received a score of 90%, while two subject matter experts gave it a score of 88%. Furthermore, from 30 respondents, 91.73% expressed their strong agreement with the content, indicating that the documentary film is suitable for publication. It has a duration of 19 minutes and 22 seconds, with an H.264 1080p format, specifically MP4.

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