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Acquiring Knowledge from Data Analytics and Performance-Boosting on Multimedia Content Jed Wan; Hendi Sama; Muhamad Dody Firmansyah
Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika Vol. 23 No. 1 (2026): Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika.
Publisher : Program Studi Ilmu Komputer, Universitas Pakuan

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Abstract

In gaining meaningful and actionable insights from complex and diverse multimedia content, many studies have applied data analytics approaches—particularly data mining and machine learning—to uncover patterns, relationships, and hidden knowledge. This systematic literature review synthesizes 26 studies conducted over the past decade on acquiring knowledge from multimedia content using data analytics and performance-boosting techniques. Across domains such as social media, education, healthcare, e-commerce, and public safety, most works integrate text–image or audio–video pairs and increasingly adopt attention-based architectures and transformer models with early fusion strategies. To ensure comparability, each study’s evidence is recorded by considering the reported performance improvement over the authors’ baseline using the same dataset and evaluation metric. The most frequently used metrics include Accuracy, the F1-score (a harmonic mean of Precision and Recall), Precision, Recall, and the Area Under the Receiver Operating Characteristic Curve (AUC), which provides a threshold-independent measure of classification quality. The most common challenges identified include modality integration and alignment, data noise and quality, limitations of datasets and benchmarks, and domain shift, with fewer studies reporting class imbalance, computational cost, and interpretability or privacy issues. At the same time, promising opportunities emerge in the development of standardized multimodal benchmarks, efficient transformer-based and hybrid fusion pipelines, integration of external knowledge, domain-robust learning, and privacy-preserving explainable multimodal artificial intelligence. Overall, this review contributes a consolidated map of modalities, methods, and metrics, a performance-gain versus baseline table for quick comparability, a quantified challenge landscape, and a practical roadmap for guiding future research in multimodal sentiment analysis and related fields.
Gamification Design in Online Risk Management to Enhance Employee Awareness Firmansyah, Muhamad Dody; Jonathan, Jonathan; Wibowo, Tony
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 15 No. 02 (2026): MAY
Publisher : ISB Atma Luhur

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Organizations increasingly require effective approaches to strengthen employee awareness of operational risks, yet conventional training methods often lack engagement and fail to support sustained learning. This study aimed to design and evaluate a gamified risk-management learning prototype that integrates interactive features with structured instructional content. The research focused on early-stage development and formative evaluation because existing workplace learning research has not sufficiently explored the feasibility of gamification in risk-related training. The study employed the first three stages of the 4D R&D model: Define, Design, and Develop to create the prototype, followed by a descriptive quantitative evaluation involving 82 participants. Data were collected using an online questionnaire adapted from validated instruments measuring usability, content clarity, interactivity, and user satisfaction. The results showed consistently high mean scores across all constructs, indicating positive user perceptions of the prototype’s interface, clarity of information, and engagement generated by gamified elements. Cronbach’s Alpha (0.985) confirmed excellent internal consistency, and correlation analysis demonstrated strong relationships among clarity, interactivity, and satisfaction. Overall, the findings suggest that gamification can serve as a feasible and engaging approach for risk-management learning in organizational contexts. The study provides early empirical evidence supporting further refinement, broader implementation, and more extensive testing of gamified learning systems for workplace risk awareness.