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 Video Motion Graphic Sebagai Media Marketing Studi Kasus di PT. Bakool Nusantara Rudjiono, Rudjiono; Setiyo Adi Nugroho; Agus Priyadi; Akhmad Cholif Agung Yuliyanto
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.1978

Abstract

PT. Bakool Nusantara is a startup that provides fresh vegetable products with an online BTB and BTC business concept. This research aims to enhance brand recognition and introduce the Bakool Apps application to PT. Bakool Nusantara customers through the design of motion graphic videos as a marketing medium. The company has encountered challenges in effectively introducing the Bakool Apps brand and application to customers, thus requiring innovation in marketing strategy. This study employs a case study method at PT. Bakool Nusantara to gain a comprehensive understanding of the company's challenges. Subsequently, the research focuses on the design of motion graphic videos as a solution to enhance brand recognition and introduce the Bakool Apps application. The use of motion graphic techniques is expected to provide an engaging and effective visual experience in conveying information to customers. The validation results from expert assessments of the motion graphic video product obtained a score of 4.7 out of 5, indicating high validity. Similarly, expert assessments of content validity yielded a score of 4.7 out of 5, suggesting high validity as a marketing media tool. User validation results also scored 4.652 out of 5, indicating high effectiveness for use. Thus, based on expert and user validation results, the produced video product is deemed valid and suitable for production as a product. Keywords: Motion Graphic, Video, Media Marketing
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.1979

Abstract

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
Implementasi Aplikasi Mobile Knowledge Management System pada PT. Pesona Edukasi menggunakan Pendekatan Rapid Application Development Andi Seppewali; Farly Fitrian Dwiputra; Warseno Hari Mulyo
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.1990

Abstract

Effective knowledge management is crucial for maintaining competitiveness in today's digital era. PT. Pesona Edukasi, as a developer of educational software, faces challenges in managing and disseminating knowledge among their frequently mobile IT Helpdesk team. To address this, this research aims to implement a Mobile Knowledge Management System using the Rapid Application Development (RAD) approach at PT. Pesona Edukasi.The RAD method was chosen to enable rapid, flexible, and responsive application development to meet changing business and technological needs. This study includes needs analysis, system design, prototype development, and application evaluation to ensure its effectiveness in enhancing access and collaboration in knowledge dissemination throughout the company. The results of the research, following the application implementation, demonstrate a positive contribution to improving operational efficiency and IT service quality at PT. Pesona Edukasi, accelerating knowledge exchange and enhancing the productivity of the IT Helpdesk team.
Sistem Notifikasi Monitoring Kualitas Udara Dalam Ruangan Produksi Berbasis Internet Of Things (Iot) Menggunakan Esp8266 Fuad Hasyim; Imam Suharjo
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.1999

Abstract

This research develops an indoor air quality monitoring notification system for production rooms based on the Internet of Things (IoT) using the ESP8266. The system is designed to detect and provide early warnings of air pollution in production rooms. The Sharp GP2Y1010AU0F sensor is used to measure the concentration of dust particles in the air. Data from the sensor is sent to the ESP8266 module connected to the internet. This information is then forwarded to the Blynk application, enabling real-time monitoring through mobile devices. If the dust concentration exceeds the predetermined threshold, the system will activate the buzzer as an alarm. Test results show that this system can provide accurate and responsive notifications, thus helping to improve safety and health in the production environment.
Teknik Deteksi Biometrika untuk Pengenalan Sidik Jari Menggunakan Deteksi Minutiae Pontoh, Fransisca Joanet
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.2000

Abstract

Fingerprint recognition is a popular biometric technology due to its unique properties and high accuracy rate. Fingerprint recognition systems generally use fingerprint image representations, such as grayscale images, phase images, skeleton images, and minutiae. In this research, fingerprint image pre-processing is performed using Gaussian Blur, Median Blur, Thresholding, Otsu Thresholding, Thinning with Guo-Hall algorithm, and Minutiae Detection. Minutiae detection produces 426 termination points and 459 bifurcation points. The results of the pre-processing and minutiae detection were then used for minutiae matching on 5 different images. Minutiae matching produces varying degrees of similarity with a high level of accuracy, reaching an average accuracy of 88.80%.
Perancangan Sistem Informasi Faktur Penjualan pada toko Sari Agung Semarang Rozaq Isnaini Nugraha; Supriyanto Supriyanto; Sigit Sugiharto
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.2005

Abstract

Effective sales transaction management is very important for retail businesses. This research aims to develop a comprehensive sales invoice information system at the Sari Agung Semarang store to improve the efficiency and accuracy of the sales process. The system is designed to simplify invoicing, maintain accurate inventory records, and provide complete sales reporting capabilities. This research involved analysis of current sales processes, system design with a user-friendly interface, and integration with existing accounting and inventory management software. Implementation of this system is expected to increase customer satisfaction, reduce the risk of errors, and provide valuable insights to support better decision making.
The Implementation of a Logistic Regression Algorithm and Gradient Boosting Classifier for Predicting Telco Customer Churn Angga Adiansya; Zaenal Abidin
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.2006

Abstract

This research aims to predict customer churn in a telecommunications company using Logistic Regression (LR) and Gradient Boosting Classifier (GBC) algorithms. Customer churn poses a significant challenge as acquiring new customers is costlier than retaining existing ones. The dataset from Kaggle comprises 7043 records and 21 attributes. The process includes data pre-processing, cleaning, transformation, and normalization using a Min-Max Scaler. The data is split into features (X) and target (y), then divided into training and testing sets with an 80:20 ratio. Both models were trained and evaluated using a confusion matrix. Results show that the GBC model outperforms the LR model, with an accuracy of 83% compared to LR's 81%. This study demonstrates the effectiveness of GBC in predicting customer churn.
Emotion Detection Using Contextual Embeddings for Indonesian Product Review Texts on E-commerce Platform Ariyanto, Amelia Devi Putri; Fari Katul Fikriah; Arif Fitra Setyawan
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.2010

Abstract

The advancement of e-commerce has changed the way people shop. However, there is a mismatch between the actual quality of a product and the seller’s description. Product reviews are an important source of information for making purchasing decisions. However, processing large numbers of reviews manually is difficult. This research aims to detect emotions in Indonesian language product review texts using contextual embeddings. The public dataset used was PRDECT-ID, which comprises five emotion labels. The methods used include data preprocessing, feature extraction using contextual embeddings such as Bidirectional Encoder Representations from Transformers (BERT), and classification using Decision Tree, Naïve Bayes, and k-Nearest Neighbors (KNN). Among the compared models, the KNN model demonstrated the highest improvement, achieving a 15.09% enhancement over the decision tree results. This research provides insights into the effectiveness of contextual embeddings in detecting emotions in Indonesian language product review texts.
Implementasi Android Sebagai Web Server Online Dengan Virtual Private Network Sigit Sugiharto; Supriyanto, Supriyanto; Rozaq Isnaini Nugraha
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (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.v17i1.2012

Abstract

Android is an operating system whose capabilities continue to increase from year to year. The capabilities of Android currently match the capabilities of a computer. Not only limited to ordinary computers, what a server computer can do can now be done on Android, including making Android a web server. So it is possible for people who have Android to have their own web server. The problem that arises is that the web server on Android cannot be accessed directly via the internet. Cellular operators do not provide Public IP to their customers, so a way is needed so that the Android web server can be accessed on the internet, one of which is by using Virtual Private Network (VPN) technology. The aim of this research is to make the web server on Android accessible on the internet. The method used is to combine a Virtual Private Server (VPS) and Android using VPN. The research results showed that VPN can be a bridge so that the web server on Android can be accessed from the internet.
Exploring Interactive Typography as a Visual Communication Medium to Enhance Generation Z Engagement on Digital Platforms Farah Fadira
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.v18i1.3126

Abstract

The research examined interactive text as a possible interactive form of pictorial communication for generation z meaningfully engaging on online platforms. By adopting a three-phase methodology towards design, realización and evaluation, the research examines how much movement, responsiveness and user interactivity influences the interpretation of the the communicative message and the emotional. The research uses an interweaving of methodologies. Methodology usability testing, engagement analytics and qualitative indicators, which indicate kinetic text, format variations, and animation responsive were more interesting, easier to understand, and shareable than static texts. Findings suggest participants read as a participant and active, as opposed to passive, which wasn't related to their use of interactions. At last the results deliver positioning for interactive text read as a new thinking strategies for the needs of generation z for authenticity and enable discourse regarding potential opportunities for augmented reality and artificial intelligence-enabled personalization

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