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Visual Analytics Techniques for Large scale Multimedia Datasets: Interactive Visualization and Decision Support in Creative Industries and Big Data Applications
Digital Multimedia and Visualization Technology
Vol 1
, No 1
(2026)
This study explores the role of visual analytics in enhancing decision-making processes within creative industries, focusing on its application to large-scale multimedia datasets. Visual analytics integrates interactive visualization techniques with computational algorithms, enabling users to explore complex datasets intuitively and derive actionable insights. The research centers on the design and implementation of interactive dashboards tailored to the creative sector, particularly film, music...
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Desain Komunikasi Visual Berbasis Motion Graphic Interaktif untuk Kampanye Digital Anti-Perundungan di Sekolah
Jurnal Riset Rumpun Seni, Desain dan Media
Vol 4
, No 2
(2025)
Bullying is one of the most common forms of violence still occurring in schools, causing serious impacts on students’ psychological conditions and social development. Various efforts have been made to reduce bullying cases, yet communicative campaign media that match the characteristics of the digital generation remain limited. This study aims to develop educational media based on interactive motion graphics designed with Visual Communication Design principles to support anti-bullying digital ca...
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Pengembangan Media Tajwid Interaktif Berbasis Augmented Reality untuk Meningkatkan Visualisasi Hukum Bacaan di Madrasah Aliyah
Jurnal Riset Rumpun Seni, Desain dan Media
Vol 4
, No 2
(2025)
This study explores the development and implementation of an Augmented Reality (AR)-based learning medium to enhance students’ understanding of tajwid at Madrasah Aliyah. The background of this research stems from the limited effectiveness of conventional teaching methods and the relatively low interest of students in learning tajwid. AR-based learning was chosen because it provides a more interactive and contextualized learning experience that actively engages learners. The research employed a...
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Bagaimana Teknologi Digital Mendukung Pendidikan Dasar: Pelatihan AI untuk Guru
Jurnal Pengabdian kepada Masyarakat
Vol 5
, No 2
(2025)
The advancement of artificial intelligence (AI) has opened new opportunities in education, particularly at the primary level. This article presents the outcomes of an AI training program for early childhood education (PAUD) teachers in Semarang Regency, aimed at enhancing their understanding and skills in integrating technology into teaching and administration. The study employed observations, interviews, post-tests, and focus group discussions. Findings reveal significant improvement in teacher...
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EXPERT SYSTEM FOR DIAGNOSING CORN DISEASES USING WEB-BASED FORWARD CHAINING METHOD
Jurnal Elektronika dan Komputer
Vol 17
, No 1
(2024)
Abstract - Corn plants are one of the plants that are easy to grow and relatively fast to get results but also a plant that is vulnerable to pests and diseases. The symptoms that arise require an expert or agricultural expert to be able to diagnose. Limited time and expert labor is one of the causes of delayed diagnosis, causing a decrease in farmers' yields. This is the basis for making this expert system by adopting knowledge from agricultural experts about the symptoms of corn disease u...
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Motion Graphic Video Design as a Marketing Media Case Study at PT. Bakool Nusantara
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 17
, No 1
(2024)
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 cas...
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LEARNING MEDIA PLANNING FOR CLASS XII BLENDER ANIMATION SUBJECTS SMK KANAAN UNGARAN
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 16
, No 2
(2023)
The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons...
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Perancangan Desain Packaging Untuk Aksesoris Pernikahan Wedding Planner Dodok Lawang Banyumanik Semarang
nugroho, setiyo adi
; nugroho, setiyo adi
; Yulfiani, Rizka Amalia
; Zaenudin, Ahmad
; rudjiono, rudjiono
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 16
, No 2
(2023)
Product packaging has a very important role in attracting consumers, making consumers select the goods and serving as a tool for brand promotion. Using images, colors, and text, graphic designers can apply design principles to produce visually appealing packaging, highlight the benefits of a product, and give it a unique personality. Dodok Lawang runs a business in the form of services, namely making dowries, gifts, ring boxes and gift boxes. In this research, we developed packaging making/with...
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Design of Interactive Learning Media for Indonesian Thematic Subjects for Grade 1 Students Case Studies at SDN Leyangan
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 16
, No 1
(2023)
This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) ga...
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APLIKASI MOBILE LEARNING PEMBELAJARAN VIDEO EDITING BERBASIS ANDROID PADA PERSATUAN PEMUDA SANDYA KARYA MUDA DESA REKSOSARI KEC SURUH KABUPATEN SEMARANG
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 15
, No 1
(2022)
The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as...
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