Klaim Artikel Anda
Verifikasi kepemilikan artikel akademik
Apakah artikel-artikel ini milik Anda?
Daftarkan diri Anda sebagai author untuk mengklaim artikel dan dapatkan profil akademik terverifikasi dengan fitur lengkap.
Badge Verifikasi
Profil terverifikasi resmi
Statistik Lengkap
H-index, sitasi, dan metrik
Visibilitas Tinggi
Tampil di direktori author
Kelola Publikasi
Dashboard artikel terpadu
Langkah-langkah Klaim Artikel:
- 1. Daftar akun author dengan email akademik Anda
- 2. Verifikasi email dan lengkapi profil
- 3. Login dan buka menu "Klaim Artikel"
- 4. Cari dan klaim artikel Anda
- 5. Tunggu verifikasi dari admin (1-3 hari kerja)
Menampilkan 51–60 dari 1719 artikel
Perancangan Video Animasi 2D tentang Mengenal Realfood untuk Pembelajaran Anak Usia Dini
Krisna Fatichal Septiandra
; Krisna Fatichal Septiandra
; Diana Aqidatun Nisa
; Aileena Solicitor.C.R.E.C
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
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 questionn...
Sumber Asli
Google Scholar
DOI
Perancangan Game Edukasi Aksara Jawa Untuk Siswa Kelas V SDIP Haji Muhammad Subandi Kecamatan Bawen
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
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 innova...
Sumber Asli
Google Scholar
DOI
PERANCANGAN VISUAL BRANDING KLINIK KECANTIKAN MELALUI KONTEN KOLABORASI INFLUENCER (STUDI KASUS: EDERMA CLINIC SEMARANG)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
This study discusses the design of visual branding for Ederma Clinic Semarang through influencer collaboration content. The researcher acts as the influencer to produce creative visual content that represents Ederma Clinic’s identity, increases engagement, and strengthens brand awareness among young women audiences. The research method used is qualitative descriptive with data collection through observation, interviews, documentation, and content analysis. The results show that influencer collab...
Sumber Asli
Google Scholar
DOI
The Llama–ARCS Adaptive Learning framework: AI–VR Integration System for Real-Time Motivational Feedback in Higher Education
Journal of Computing Theories and Applications
Vol 3
, No 3
(2025)
This study developed and evaluated an AI-integrated Virtual Reality (VR) system designed to enhance personalized learning in higher education. While VR improves engagement, existing systems often lack adaptivity or experience high latency during AI interactions. To address these limitations, this research introduces a novel integration of a cache-optimized Llama 2 Large Language Model (LLM) that delivers real-time, motivationally grounded feedback. The system was implemented using Unity 3D and v...
Sumber Asli
Google Scholar
DOI
Rancangan Bangun Pembuatan Charger Hp Tenaga Batre Dan Gerak Dinamo
Citra Cahya Rizqina
; Citra Cahya Rizqina
; Nurhamidah Nurhamidah
; Rizki Agung Maulidin
; Jamiatul Khairunnisa Putri
Jurnal Elektronika dan Komputer
Vol 18
, No 2
(2025)
Keterbatasan akses sumber listrik di wilayah terpencil atau situasi darurat sering kali menghambat ketersediaan daya bagi perangkat telekomunikasi. Penelitian ini bertujuan untuk merancang bangun alat pengisi daya (charger) hibrida yang mengintegrasikan penyimpanan energi kimia baterai dan konversi energi mekanik dinamo sebagai solusi alternatif. Metode penelitian menggunakan Research and Development (R&D) dengan pendekatan deskriptif kuantitatif untuk menguji stabilitas tegangan dan efektiv...
Sumber Asli
Google Scholar
DOI
Penerapan Metode Design Thinking Dalam Perancangan UI/UX Sistem Pencatatan dan Pemantauan Kekeruhan Air Berbasis Website
Jurnal Elektronika dan Komputer
Vol 18
, No 2
(2025)
PAMTIRTA Tempino is an institution that provides clean water services in the Tempino area. The process of recording water use and monitoring water turbidity is still done manually, making it prone to recording errors and making it difficult to monitor the water quality distributed to the community. This study aims to design a website-based water turbidity recording and monitoring system by focusing on User Interface (UI) and User Experience (UX) aspects using the Design Thinking method. The rese...
Sumber Asli
Google Scholar
DOI
Implementasi Sistem Informasi Pinjaman Pada K.S.P Al Hudori Menggunakan Embarcadero XE2
Jurnal Elektronika dan Komputer
Vol 18
, No 2
(2025)
Information technology is currently developing and growing rapidly in all fields, supported by the advancement of computer technology. The application of information systems can also be applied to the financial services sector, including cooperatives like K.S.P Al Hudori. The loan service system remains ineffective due to the manual data management process, which involves writing data into ledgers, which are easily lost or damaged due to the paper-based nature of the data.
This research aims to...
Sumber Asli
Google Scholar
DOI
Analisis Temporal Gerakan Kata BISINDO Menggunakan Landmark Tangan dan LSTM dengan Keluaran Suara Berbasis ESP32 Secara Real-time
I Gusti Agung Made Yoga Mahaputra
; I Gusti Agung Made Yoga Mahaputra
; Putri Alit Widyastuti Santiary
; I Ketut Swardika
Jurnal Elektronika dan Komputer
Vol 18
, No 2
(2025)
Indonesian Sign Language (BISINDO) serves as a primary communication medium for the deaf community; however, limited public understanding often creates barriers during daily interactions. This study aims to develop a real-time BISINDO word-level translation system using hand landmark extraction and temporal modeling with Long Short-Term Memory (LSTM). The system employs MediaPipe Hands to detect 21 hand landmarks per frame, which are then processed as sequential motion patterns to classify five...
Sumber Asli
Google Scholar
DOI
Perancangan Sistem Informasi Penjualan di Toko Oleh - Oleh Berbasis Web
Jurnal Elektronika dan Komputer
Vol 18
, No 2
(2025)
Penelitian ini bertujuan merancang dan mengembangkan Sistem Informasi Penjualan berbasis web untuk Gerai Oleh-Oleh Bali yang selama ini masih menggunakan pencatatan manual dengan buku besar dan perhitungan menggunakan kalkulator. Sistem manual tersebut menyebabkan risiko kesalahan pencatatan, lambatnya proses pencarian data, serta kesulitan dalam pengarsipan data penjualan, pembelian, pemesanan, dan pengelolaan stok barang. Penelitian menggunakan metode pengembangan perangkat lunak Waterfall den...
Sumber Asli
Google Scholar
DOI
Sistem Informasi Instalasi Kabel Serat Optik Di Kabupaten Bangkalan Menggunakan Model Waterfall
Mukhlis Ainur Rahman
; Nuru Aini
; Nor Halimah
; Siti Nur Khofifah
; Devita Sari
; Naila Nataswa Juniar
; Ahmad Noor Alfinuha Shidiqqi Al Dafian
; Halimah, Nor
Jurnal Elektronika dan Komputer
Vol 18
, No 2
(2025)
Perkembangan sistem informasi seiring dengan kemajuan teknologi informasi yang signifikan, berperan dalam penyimpanan, pengelolaan, dan pendistribusian informasi. Salah satu contohnya adalah dalam pengelolaan data instalasi kabel serat optik. Dinas Komunikasi dan Informatika Bangkalan, sebagai instansi pemerintah, menghadapi tantangan dalam pencatatan data serat optik yang masih dilakukan secara konvensional menggunakan perangkat lunak Excel. Untuk mengatasi masalah ini, peneliti merancang dan m...
Sumber Asli
Google Scholar
DOI