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 Desain Karakter Buku Interaktif Bahaya Makanan Instan untuk Anak 9–12 Tahun Budiafosma, Savira Nanda; Daniar, Aninditya; Masnuna, Masnuna
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3218

Abstract

Tingginya konsumsi makanan instan di kalangan anak-anak sekolah dasar telah menjadi perhatian penting karena potensi risiko kesehatan jangka panjangnya. Penelitian ini bertujuan untuk merancang karakter buku cerita bergambar interaktif sebagai media edukasi bagi anak-anak usia 9–12 tahun untuk memahami bahaya makanan instan dan mengembangkan kebiasaan makan yang sehat. Penelitian ini menggunakan pendekatan metode campuran yang dikombinasikan dengan metodologi desain, termasuk tinjauan pustaka, wawancara dengan guru, ahli gizi, dan ilustrator, dan kuesioner yang disebarkan kepada 114 responden untuk mengidentifikasi kebutuhan pendidikan anak-anak dan preferensi visual. Proses desain melibatkan identifikasi masalah, pengembangan konsep, pembuatan prototipe, dan validasi melalui jajak pendapat audiens. Desain ini menampilkan karakter utama Lala, Lita, Ibu, dan Maskot Perut, dengan ilustrasi kartun digital berwarna cerah. Hasil validasi menunjukkan bahwa karakter dan desain visual selaras dengan minat dan kebutuhan audiens target, menjadikan media ini efektif dalam menyampaikan pesan edukasi dengan cara yang menarik sekaligus memotivasi anak-anak untuk memahami risiko makanan instan.
Perancangan Game Edukasi Aksara Jawa Untuk Siswa Kelas V SDIP Haji Muhammad Subandi Kecamatan Bawen Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3222

Abstract

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students
Perancangan Video Animasi 2D tentang Mengenal Realfood untuk Pembelajaran Anak Usia Dini Krisna Fatichal Septiandra; Diana Aqidatun Nisa; Aileena Solicitor.C.R.E.C
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3230

Abstract

Abstract. This study originates from the low awareness among early childhood learners regarding the importance of consuming nutritious and minimally processed Real Food. The purpose of this design project is to create an engaging educational medium in the form of a 2D animation titled “Kebun Imajinasi: Teman Realfoodku” to introduce the concept of Real Food to five-year-old children. A mixed-method approach (qualitative and quantitative) was applied through observation, interviews, and questionnaires involving children, parents, and professional animators. The collected data served as the foundation for designing characters, storylines, illustration styles, colors, and audio suitable for young audiences. The results show that 2D animation featuring bright visuals, playful characters, and educational narration effectively increases children’s interest and understanding of healthy food. The implication of this study highlights the potential of animation as an effective visual communication tool to promote nutritional education and healthy lifestyle habits from an early age.
Pengaplikasian Algoritma Simple Linear Regression untuk Prediksi Harga Rumah di Jabodetabek Berdasarkan Fitur Lokasi dan Luas Bangunan Parhusip, Jadiaman; Julian, Ary Sigit; Hidayat, Febrian Nur; Souk, Jeremy Timothy; Fakhri, Naufal
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3240

Abstract

Penelitian ini menggunakan data sekunder yang telah melalui beberapa proses pra-pengolahan, mencakup penanganan data yang hilang, standarisasi data numerik, serta konversi data kategorikal menggunakan teknik One-Hot Encoding. Sebagian besar data (80%) digunakan dalam tahap pelatihan, sedangkan 20% sisanya digunakan untuk tahap pengujian, sedangkan model diimplementasikan dengan metode LinearRegression() pada library scikit-learn. Hasil evaluasi menunjukkan bahwa model berhasil menangkap hubungan linier di antara variabel independen dan dependen, memperoleh nilai MAE = 0,509; MSE = 0,464; RMSE = 0,681; dan R² = 0,627. Hal ini menandakan bahwa sekitar 62,7 persen variasi harga rumah di wilayah Jabodetabek dapat dijelaskan oleh model tersebut.
ANALISIS SEMIOTIKA DAN IDENTITAS VISUAL LOGO “PIA SARONDE” SEBAGAI REPRESENTASI BRANDING UMKM KULINER KHAS GORONTALO Siska udilawaty; Udilawaty, Siska
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3251

Abstract

Penelitian ini mengkaji identitas visual merek Pia Saronde—salah satu produk kuliner khas Gorontalo—dengan menggunakan pendekatan semiotika yang berlandaskan teori Roland Barthes. Sebagai salah satu UMKM yang bergerak di sektor pangan, merek ini sangat bergantung pada peran logo untuk membentuk persepsi konsumen, memperkuat posisi merek, serta membedakannya dari produk lain dalam persaingan pasar. Penelitian ini bertujuan menelaah struktur visual yang membentuk logo, menginterpretasikan makna denotatif dan konotatif yang muncul, serta menilai sejauh mana logo tersebut mampu merepresentasikan nilai-nilai budaya lokal. Penelitian ini menggunakan metode deskriptif kualitatif dengan memadukan pengamatan visual terhadap logo dan kajian pustaka yang relevan. Hasil analisis menunjukkan bahwa kombinasi warna kuning dan coklat pada logo mampu menimbulkan kesan hangat, manis, dan menggugah selera, sedangkan bentuk tipografi yang melengkung menghadirkan citra tradisional, akrab, dan bernuansa rumahan. Selain itu, penggunaan nama “Saronde” menciptakan hubungan simbolis dengan Pulau Saronde yang terkenal, sehingga memperkuat keterikatan merek terhadap identitas daerah. Secara keseluruhan, temuan penelitian ini menunjukkan bahwa logo tersebut berhasil mengomunikasikan keterkaitan budaya dan citra kuliner yang diusung produk. Meskipun demikian, penelitian ini merekomendasikan adanya pengembangan pada beberapa elemen simbolik dan peningkatan adaptasi visual untuk kebutuhan media digital guna memperkuat daya saing merek.
Perancangan dan Implementasi Sistem Pengajuan Keluhan Karyawan Berbasis Web Andriyanto, Andriyanto; Andriyanto; Henny Dwi Bhakti
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3266

Abstract

The manual submission of employee complaints often leads to slow handling, disorganized documentation, and limited transparency regarding complaint progress. These issues hinder internal communication and reduce the effectiveness of administrative processes. This study aims to design and implement a Web-Based Employee Complaint Submission System using PHP and the Bootstrap framework to improve efficiency and accuracy in managing complaints. The system supports three main categories of complaints: payroll, occupational safety and health, and work facilities. It also enables employees to track complaint status through request, approved, and rejected indicators. Administrators can manage user accounts and generate official follow-up letters. Implementation results show that the system improves data recording, enhances documentation order, and increases transparency in complaint handling. Overall, the system facilitates more structured, efficient, and traceable communication between employees and management, supporting better corporate governance.
Pengujian Black-Box Dengan Teknik State Transition pada Sistem Appoinment Klinik Berbasis Web Citra Medica Azkia, Helmi; Sugiarto, David; Egia Rosi Subhiyakto
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3282

Abstract

Pengujian perangkat lunak merupakan tahap penting dalam memastikan kualitas dan keandalan sistem sebelum digunakan secara luas. Salah satu metode yang umum digunakan adalah black box testing, yaitu pengujian yang berfokus pada fungsionalitas perangkat lunak tanpa memperhatikan struktur internal kode. Dalam penelitian ini, metode black box testing diterapkan dengan menggunakan teknik state transition untuk menguji sistem appointment klinik berbasis web “Citra Medica”. Pengujian dilakukan dengan memetakan alur status pengguna melalui diagram transisi, kemudian membuat skenario uji untuk setiap perubahan keadaan. Hasil pengujian menunjukkan bahwa seluruh fungsi sistem berjalan sesuai dengan spesifikasi, dengan tingkat keberhasilan pengujian mencapai 100% pada setiap skenario transisi. Metode ini terbukti efektif untuk mendeteksi kesalahan logika dan memastikan kestabilan sistem selama perpindahan status pengguna.
PENGEMBANGAN SISTEM INFORMASI  PERPUSTAKAAN BERBASIS KARYA LOKAL UNTUK PENINGKATAN LITERASI KOMUNITAS (KBP) Tahir, Muhammad; Bukran, Bukran; Dava, Muhammad Dava Aufa Emil
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3307

Abstract

This study aims to develop and implement a web-based Library Information System as a means to enhance literacy within the Kampoeng Baca Pelangi (KBP) Community. The system is designed to simplify library data management processes that were previously performed manually, including book cataloging, member registration, borrowing, returning, and the generation of operational reports. The development process follows the Waterfall method, starting from requirement analysis, system design, implementation, up to system testing. The results indicate that the system successfully meets the primary needs of the library administrators, based on feasibility testing involving internal KBP respondents. Evaluation through a Likert-scale questionnaire produced a score of 94%, indicating that the system falls into the “Highly Feasible” category for use. Features such as book data management, borrowing/return transaction processing, collection search, and report generation are proven to enhance the efficiency and accuracy of library operations.
Analisis Efektivitas Desain User Interface Aplikasi JKN Mobile Berdasarkan Teori Usability Heuristic of UI Principles M. Alif Wicaksono; M Garry Saputra; Abiel Yizrel Panggula
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3315

Abstract

This study evaluated the effectiveness of the JKN Mobile interface using Nielsen’s Usability Heuristic Principles to identify issues that affect clarity, consistency, and user navigation. The research applied a descriptive qualitative approach through interface observation and visual analysis, focusing on typography, layout, color usage, iconography, and feedback mechanisms. The findings showed that several essential elements of system status were not clearly presented, such as loading indicators, data update information, and synchronization cues. Inconsistencies in icon style, visual hierarchy, and button functions further reduced predictability and increased the cognitive load on users. Some screens also displayed incomplete content and unclear action mapping, which disrupted task flow. The study concludes that improving visual hierarchy, standardizing interface components, refining navigation paths, and providing clearer feedback can strengthen usability and support the application’s role as an accessible digital public service.
Brick Wall Texture Projection Using Parameters for 3D Game Environments Eveline Dau Leja
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (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.v18i2.3318

Abstract

Texture creation has been one of the important aspects in creating 3D environment. It could support an object that could be identified by the viewer. There has been software that providing the creation of a texture for a playable 3D game asset. The purpose of this research was to find the method of making a wall texture and to show the in-app parameters that could be applied. The objective of this research is to find any possible limitation toward using the software. As a step to make exploration thoroughly, a brick wall design has been made with initial modelling in ZBrush and Maya app. Followed by the usage of Substance 3D Painter as a variable to control the texture modification. There was more in-depth explanation in creating a defined surface texturing with in-app technical parameters.

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