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 379 Documents
Sistem Rekomendasi Snack and Beverages Menggunakan Metode Item Based Collaboration Filtering M. Riza Alfarrel; Wina Witanti; Edvin Ramadhan
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.v18i2.3319

Abstract

In today's digital era, recommendation systems have become an integral part of supporting consumer purchasing decisions, including in the food and beverage industry. This study aims to develop a product recommendation system for snacks and beverages using the item-based collaborative filtering method. This method was chosen due to its ability to handle large-scale user and product data, as well as its efficiency in providing relevant recommendations based on user consumption patterns. In this study, the system calculates the average user rating and implements   Cosine Similarity to measure the similarity between products, resulting in more accurate recommendations. The system also evaluates the accuracy of recommendations using the Mean Absolute Error (MAE) metric. Based on the results obtained, which is 0.285403 for the average error on 17 items, the developed recommendation system can improve consumers' shopping experience, help them find products that suit their tastes, and support the sales of snacks and beverages products in the market
Service Quality On User Satisfaction With The MyTelkomsel E-Service Mobile Application Ananda Utami; Muhamad Alda; Fatimah Azzahra Putri; Bazlina Dini Amanda
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.v18i2.3355

Abstract

This study aims to gain an in-depth understanding of the influence of user experience and e-service quality on user satisfaction with the MyTelkomsel mobile application. This research was conducted using a descriptive qualitative method along with data collection techniques in the form of semi-structured interviews and direct observation of active users of the MyTelkomsel application in the city of Medan. Data was obtained from 10 informants selected using purposive sampling techniques, supported by documentation of user interactions with the application. The results of the study indicate that ease of navigation, informative interface display, application response speed, and service feature reliability are the main factors that shape user satisfaction. Users tend to feel satisfied when the application is able to provide a comfortable, efficient, and responsive user experience that meets their needs. The findings of this study are expected to provide strategic input for Telkomsel in improving user experience and service quality as an effort to strengthen customer satisfaction and loyalty.
Rancang Bangun Sistem Informasi Arsip Dokumen Impor Berbasis Web PT Petrokimia Gresik Arina Haq Marankahar; 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.v18i2.3365

Abstract

The rapid development of information technology has encouraged organizations to implement computerized systems to improve document management efficiency and security. At PT Petrokimia Gresik, import document archiving was previously conducted using Google Drive and physical storage, which caused issues such as limited access control, risk of data loss, and slow document retrieval during audits. This study aims to design and develop a web-based Import Document Archiving Information System using the waterfall development method. The system was built using HTML, CSS, JavaScript, PHP, and MySQL. The results indicate that the system improves archiving efficiency, enhances data security, accelerates document search, and supports structured monitoring and validation processes.  
Sistem Pengarsipan Dan Monitoring Surat Menyurat Di Dinas Pendidikan Gresik Ainul Faradisa; Soffiana Agustin
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.v18i2.3369

Abstract

The manual archiving process within the Gresik Education Office continues to encounter significant challenges, including difficulties in correspondence tracking, document misplacement, and inefficiencies in disposition management. To address these issues, this study proposes the design and implementation of a Web-Based Archiving and Correspondence Monitoring System developed using the Waterfall methodology. The system aims to facilitate the digital transformation of administrative correspondence through three primary pillars: secure user authentication, flexible digital workflows, and compliance with electronic archival standards. Core features include centralized document management, automated disposition processes, electronic signature verification, and real-time notification integration via WhatsApp. Implementation results demonstrate that the proposed system enhances efficiency, traceability, and accountability in correspondence management at the Gresik Education Office.
Perancangan Desain Promosi Online Instagram Ilustrasi Digital Guna Meningkatkan Brand Awareness Di Purple Bubble Studio Ofi Kinestu Rilta Sembawa; Santi Widiastuti; Nuris Dwi Setiawan
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 19 No. 1 (2026): 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.v19i1.3337

Abstract

This research aimed to design an online promotion strategy on Instagram using digital illustration to strengthen Brand Awareness at Purple Bubble Studio. The study applied a descriptive qualitative method with data collected through interviews, observations, and documentation. The design process followed research and development stages, including analysis, visual design, expert validation, and implementation. The findings indicated that promotional activities were carried out consistently through scheduled posts three times a week, various content formats, and the use of chibi-style illustrations with pastel color palettes as visual identity. These strategies effectively improved audience engagement and strengthened the studio’s Brand Awareness. The study concluded that digital illustration served as an effective visual communication tool to enhance brand identity and audience recognition on social media. 
Desain Karakter Untuk Pencak Silat PSHT Kota Surabaya Muchammad Iqbal; Aris Sutejo; Sri Wulandari
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 19 No. 1 (2026): 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.v19i1.3492

Abstract

Pencak silat is not only interpreted as a martial art, but also as a medium for character building and life values. The Persaudaraan Setia Hati Terate (PSHT) has teachings about brotherhood, courage, and social responsibility that need to be communicated in a relevant way in today's visual era. This design aims to create a character that represents the identity of PSHT Surabaya through a Research and Development (R&D) method with the stages of Planning, Production, and Evaluation (PPE). As a result, the rooster character was chosen as a symbol because it reflects the philosophy of courage and exemplary behavior. This design is expected to become a communicative visual identity while strengthening the organization's image.
Visual Communication Design for Online Promotion via Facebookat CV. Cahaya Grafika in Demak Siti Nur Koiriyah; Santi Widiastuti
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 19 No. 1 (2026): 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.v19i1.3505

Abstract

This study aims to develop and evaluate a VisualCommunication Design (VCD) strategy for onlinepromotion through Facebook at CV. Cahaya Grafikain Demak. The research applied a design-basedapproach, combined with audience perception testingusing a Likert-scale questionnaire distributed to 30respondents aged 18–44 years. The developmentproduced five main outputs: Facebook photo posts,profile and cover design, group posts, story-formatcontent, and adaptation for printed banner media. Theresults show significant improvement in visualattractiveness, message clarity, brand recognition,and engagement performance. The findings indicatethat systematic visual optimization enhancespromotional effectiveness in both digital and printmedia.
Transformasi Mitologi Roro Kidul dalam Komik Digital Nusantara Droid War Dwi Jaya Arisyana
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 19 No. 1 (2026): 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.v19i1.3558

Abstract

Perkembangan komik digital di Indonesia telah mendorong transformasi mitologi Indonesia ke dalam bentuk visual kontemporer. Salah satu representasi tersebut adalah karakter Roro Kidul dalam komik digital Nusantara Droid War, yang menampilkan tokoh mitologi Jawa dalam setting futuristik. Studi ini bertujuan untuk menganalisis representasi visual Roro Kidul menggunakan Teori Bahasa Visual. Metode yang digunakan adalah kualitatif deskriptif, menggunakan teknik observasi visual, dokumentasi panel komik, dan tinjauan pustaka. Analisis dilakukan dengan mengidentifikasi isi wimba (komik tradisional Indonesia), metode wimba (komik tradisional Indonesia), dan bentuk ekspresi internal dan eksternal. Hasil penelitian menunjukkan bahwa karakter Roro Kidul direpresentasikan melalui elemen visual seperti pakaian yang didominasi warna hijau, ornamen emas, gerak tubuh yang tenang, dan manifestasi naga putih dan hitam sebagai simbol kekuatan ganda. Penerapan skala, perspektif, dan komposisi panel memperkuat hierarki visual dan posisi karakter sebagai tokoh utama. Bentuk ekspresi internal dan eksternal membangun kesinambungan makna dan menekankan otoritas simbolik karakter. Studi ini menunjukkan bahwa komik digital dapat menjadi media komunikasi budaya yang efektif dalam mentransformasikan mitologi Indonesia tanpa menghilangkan struktur makna budayanya, dan menekankan relevansi Teori Bahasa Visual dalam analisis visual media populer.
Perancangan Desain Karakter Dalam Game Entangled Untuk Usia 19-25 Tahun Diah Permatasari; Aninditya Daniar; Alfian Candra Ayuswantana
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 19 No. 1 (2026): 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.v18i2.3582

Abstract

The Entangled game is designed as an interactive medium to convey the problem of ghost nets to the 19–25 age group through a visual novel format that relies on narrative and visuals as a means of communication. This medium is presented to highlight the problem of ghost nets which are a serious threat to marine ecosystems because they destroy habitats, endanger marine biota, and impact the social and economic aspects of coastal communities, but are still poorly understood by the younger generation due to the limited availability of engaging and communicative educational media. In designing this game, character design plays a key supporting element that helps convey conservation messages emotionally and narratively through character representation, dialogue, and relationships between characters in the storyline. The method used is a mixed method with data collection through interviews, literature studies, and questionnaires, which are then developed using the Game Development Life Cycle (GDLC) approach to ensure the game design process runs systematically. 
Perancangan Layout Card Game Edukasi Tentang Hewan Langka di Indonesia Steven; Restu Ismoyo Aji; Pungky Febi Arifianto
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 19 No. 1 (2026): 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.v19i1.3588

Abstract

This study aims to design a card layout for an educational card game about endangered animals in Indonesia. The research uses qualitative and quantitative methods, including observation, interviews, literature study, and questionnaires. The design process involves identifying information needs, developing layout structures, and producing several design alternatives. The results show that the selected layout has good readability, clear information hierarchy, and an appealing visual composition based on respondent evaluation. The arrangement of visual elements such as illustration, typography, and icons is structured systematically to enhance user understanding. Thus, the card layout functions not only as an aesthetic element but also as an effective visual communication medium in supporting interactive learning.

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