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Nabila Septiana; Suhendro Suhendro; Pahmi Kurniawan; Syarifuddin Syarifuddin; Rani Oktapiani

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study is based on the fact that history learning in secondary schools is still dominated by a memorization-based approach, which does not fully encourage deep understanding or interest in learning among students, while the characteristics of the digital generation demand more interactive, visual, and participatory strategies. This study aims to examine the urgency of utilizing interactive media in history learning, identify relevant forms of media, and explain their implications for the quality of the learning process and outcomes. The method used is a literature study examining various recent studies on the use of interactive multimedia, digital e-books, historical videos and simulations, and educational games in history learning. The results of the study show that the use of interactive media contributes to increasing interest and motivation in learning, strengthening understanding of concepts and the chronology of events, and developing students' critical and historical thinking skills, while encouraging a shift in the role of teachers to become facilitators and innovators of learning. Therefore, its integration needs to be designed in a targeted and contextual manner to be in line with the characteristics of students and the demands of 21st-century learning.

Nur Laily; Aliefia Meutia Luna; Fitriyani Fitriyani; Noor Hana Maulida; Nur Aisya Dinda Ayutami

Jurnal Ilmu Kesehatan 2026 Lembaga Pengembangan Kinerja Dosen

Hypertension is a non-communicable disease with a high prevalence and is a major risk factor for serious complications such as stroke and heart disease. Low public awareness and limited capacity of health workers to provide education and early detection pose challenges in hypertension prevention efforts at the community level. The program “Capacity Building for Health Workers as an Effort to Prevent and Control Hypertension in Mandiangin Timur Village” was implemented by Field Learning Experience (PBL) Group 20 students in August 2025 in Mandiangin Timur Village, Karang Intan District, Banjar Regency. The intervention was carried out through interactive lectures, discussions, and the use of educational media in the form of posters, leaflets, and videos. The targets of the activity consisted of 17 cadres and 30 villagers. Knowledge evaluation using pre-tests and post-tests showed an increase in the average score of cadres from 95.28 to 96.46, while the community increased from 76 to 92.33. Blood pressure checks also showed that most participants were in stage 1–2 hypertension, emphasizing the need for ongoing education. This program proved effective in increasing the capacity of cadres and community knowledge about risk factors, prevention, and management of hypertension. In addition, this activity strengthened the role of cadres as agents of change in ongoing efforts to control hypertension at the village level.

Johari Afrizal; Yulianto Yulianto; Ibnu Hajar; Eldis Febriati

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This community service activity was conducted to optimize English language learning through the implementation of the Flipped Classroom model for students of SMP IT Imam Syafi’i 2 Pekanbaru, Riau, Indonesia. The activity aimed to enhance students’ learning engagement, autonomy, and comprehension in English through a student-centered instructional approach. The program was implemented in three stages: preparation, implementation, and evaluation. Learning materials in the form of instructional videos and digital resources were provided prior to classroom meetings to enable students to study independently. Face-to-face sessions were then devoted to interactive discussions, collaborative tasks, and communicative practice to reinforce students’ understanding and language skills. The outcomes of the program indicated increased student participation, improved motivation, and better mastery of English materials. The Flipped Classroom model contributed to creating a more active and meaningful learning environment. Therefore, this community service initiative demonstrates that the Flipped Classroom approach can serve as an effective instructional strategy to support English language learning at the junior high school level

Arsyapradana Fadlanabil Bahri; Oddy Virgantara Putra; Dihin Muriyatmoko

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

The increasing sedentary lifestyle in the digital era has the potential to cause various health problems due to lack of physical activity. One approach that can be taken to encourage physical activity is through the use of digital games with body movement-based control mechanisms. This study aims to develop a body gesture-based game character control system using a hybrid Convolutional Neural Network (CNN) and Long Short-Term Memory (LSTM) model. CNN is used to extract spatial features from each video frame, while LSTM serves to model the temporal relationship between frames so that movement patterns can be recognized sequentially. The research method used refers to the Machine Learning Lifecycle stages, starting from data collection, preprocessing, model development, to implementation in the endless runner game genre. Testing results show that the CNN–LSTM model is capable of classifying body gestures and generating outputs that can be used as commands to control game characters. The implementation of this system enables more natural and interactive game interactions without conventional input devices, and has the potential to encourage players to lead a more active lifestyle.

Dihin Muriyatmoko; Aziz Musthafa; Yusuf Al Banna

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Sentiment analysis on social media is widely used to represent public perceptions of sports performance, particularly in international competitions. This study aims to analyze the sentiment of YouTube user comments regarding the performance of the Indonesian National Football Team during the FIFA World Cup 2026 Asian Qualifiers. The data were collected from user comments on videos related to the matches and analyzed using a machine learning–based sentiment analysis approach. Sentiment classification was performed using the Naive Bayes algorithm. The results indicate that the proposed approach is able to effectively identify public sentiment toward the national team’s performance during the qualification matches. The findings of this study are expected to provide insights into public perceptions and contribute to sentiment analysis research in the field of sports.

Tifani Hadi Tri Wahyuni

VitaMedica : Jurnal Rumpun Kesehatan Umum 2026 STIKES Columbia Asia Medan

Adolescent reproductive health is a crucial issue requiring special attention in the digital era. Lack of proper knowledge about reproductive health can negatively impact adolescent lives. The utilization of digital technology as an educational medium is predicted to enhance the accessibility and effectiveness of delivering reproductive health information to adolescents. This study aims to determine the effect of digital-based reproductive health education on the knowledge level of students at SMA Negeri 1 Selesai. This study employed a quasi-experimental design with a pre-test and post-test one-group approach. The research sample consisted of 20 grade XI students selected using purposive sampling technique. The intervention involved digital-based reproductive health education delivered through Google Classroom platform and interactive learning videos over 4 weeks. The research instrument used a reproductive health knowledge questionnaire that had been tested for validity and reliability. Data were analyzed using paired t-test with a 95% confidence level. The results showed a significant increase in students' knowledge level after receiving digital-based education. The pre-test mean score was 61.50 (SD=9.15) categorized as moderate knowledge, while the post-test mean score increased to 79.25 (SD=7.68) categorized as good knowledge. Paired t-test results showed p-value=0.000 (p<0.05), indicating a significant difference between knowledge levels before and after the intervention. Digital-based reproductive health education proved effective in improving high school students' knowledge level. Digital media can be an effective alternative in providing reproductive health education to adolescents.

Nabila Fitri Angelika

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

The interactive learning video innovation "Human Blood Circulation" through Edpuzzle, with embedded questions, is designed to address the difficulties faced by fifth-grade elementary school students in understanding abstract biological concepts. Science education in elementary schools often encounters challenges in explaining invisible processes, such as the heart's working mechanism and blood circulation, leading students to struggle with comprehension or merely memorize the material. Conventional learning videos tend to make students passive, necessitating media that can transform the learning process into an active one. Edpuzzle, as an educational platform, allows teachers to insert questions at critical points in the video, requiring students to answer before continuing to watch. This innovation aligns with the cognitive development stage of fifth-grade students, who are in the concrete operational stage.The research objectives include product development, validity and feasibility testing, analysis of conceptual understanding improvement, influence on focus and learning independence, and student responses. Media development refers to Mayer's cognitive theory of multimedia and the characteristics of interactive videos according to Heinich et al. Additionally, media development models such as ADDIE and Dick and Carey are discussed. The main benefits of using Edpuzzle include increasing engagement, facilitating real-time formative assessment, and enhancing learning motivation. However, challenges exist such as technology access, teacher readiness, the risk of technology dependency, and long-term evaluation. The practical implications can support digital learning and the transformation of elementary science education.

M. Arbain; Fitra Ramadani; Iwan Perdana; Raudatul Haura

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Listening skills are frequently regarded as the most challenging aspect of English language acquisition due to the complexity of the cognitive processes involved. In an orphanage environment, limited access to learning resources remains a primary obstacle to the development of this competence. This community outreach initiative aims to sharpen the listening skills of children at the Bonang Orphanage in Banjarmasin through the integration of subtitled YouTube videos and interactive repetition drill techniques. The implementation method involved 20 children selected via purposive sampling, utilizing a one-group pretest-posttest design. The intervention procedure encompassed the presentation of listening strategies, interactive discussions, and structured repetition exercises designed to build phonological automaticity. Quantitative evaluation results indicated a significant improvement, with the participants' mean score rising from 82.9 on the pretest to 86.7 on the posttest, with a maximum achievement score of 94. The discussion reveals that the use of subtitles serves as a visual scaffolding mechanism that facilitates sound-to-form mapping, while repetition drills strengthen the participants' working memory. Overall, the utilization of digital media and repetitive exercises proved effective in lowering cognitive barriers and increasing the participants' active engagement in English language learning.

Silvi Laila Rista Fauziah; Putra Ika Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The Integration of technology in the education sector is a crucial strategy for addressing the challenges of the Industrial Revolution 4.0. This study aims to develop and examine the effectiveness of "Physical Changes of the Earth’s Environment" learning media by utilizing the interactive features of the ClassPoint platform and Edpuzzle videos in 5th-grade elementary school. The method employed is library research with a qualitative-descriptive approach, conducted through content analysis of various relevant scientific literatures from the last five years. The research findings indicate that the synergy between ClassPoint and Edpuzzle is capable of transforming abstract science materials into more concrete and engaging content for students. ClassPoint plays a role in creating a participatory digital classroom through various real-time interaction formats, while Edpuzzle reorients video-viewing activities into an active learning process through embedded question features that stimulate critical thinking. Overall, the use of these interactive media has positive implications for the escalation of active participation, concentration, and the depth of students' conceptual understanding. This study concludes that the development of ClassPoint and Edpuzzle-based learning innovations is an effective and relevant strategic step in improving the quality standards of science education in elementary schools.

Isrowiyah Isrowiyah; Ika Putra Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

Dianika Sridadi; Yuniarti Yuniarti; Diana Diana

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research was motivated by the low level of children’s speaking ability in learning activities. This study aims to improve the speaking skills of children aged 5–6 years at Raudhatul Athfal Mas’udi and to examine how animated video learning is implemented to enhance the speaking skills of children aged 5–6 years at Raudhatul Athfal Mas’udi. The method used in this study is a qualitative method with the type of Classroom Action Research (CAR). The subjects of this study were Group B students of Raudhatul Athfal Mas’udi Pontianak, totaling 17 children. There are three aspects examined in this study, namely understanding information that is heard, repeating more complex sentences, and answering more complex questions. To obtain the data, this research used observation, interviews, and documentation. The results of the study show that children’s speaking skills before and after each cycle experienced a very good improvement. Thus, animated videos are proven to be effective in improving children’s speaking skills.

Jasmine Nuraliva Hanata; Yanuar Rahman; Patra Aditia

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Historical video games are one of the entertainment screen media genres that represent actual historical events influencing the players to learn interactively. Moreover, in an era where technology is increasingly advanced the presence of pop culture that is included in history-based games leads people to get interested more in things that were initially boring to follow. “Sengoku BASARA” (戦国BASARA) is a successful action game featuring a main character based on Japanese feudal warlords wrapped in fictional and dramatic form published by CAPCOM which is very popular in Japan. Yet, Indonesia hasn’t developed a game based on the history of their ancient kingdom with good qualities to bring their interest to learning. The research methodology in this study using a qualitative approach includes content analysis using the 5 W 1 H technique to explore how the historical events and characters in the game are visualized and how it brings or gives the player an understanding of the history. This study aims to delve into two main points: 1. Understanding how “Sengoku BASARA” adapts the elements of their history, 2. The potential of this game as an educational tool is to introduce the historical characters as well as their story events. In conclusion, “Sengoku BASARA” does not have perfect accuracy in visualizing the original history yet it can be the first step to learning more about history interestingly and entertainingly.

Fathan Iqbal; Aulia Yasmin; Shinta Widiawati; Maulana Adi Saputra; Syifa Rindi Sapitri +2 more

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

Communication in digital media, especially YouTube, now plays an important role as a means of delivering educational material to the wider community. Nevertheless, studies on the phenomenon of communication on this platform, especially from the perspective of locutionary acts, are still limited. Philosophy-themed content, which is often considered abstract and complex, requires linguistic analysis to understand effective communication patterns. This study aims to identify and describe various forms of locutionary acts that appear in the “Belajar Filsafat” (Learning Philosophy) playlist on the YouTube channel Satu Persen – Indonesian Life School. This study was conducted using a qualitative descriptive method based on pragmatic theory. Data were collected through observation and note-taking techniques in four videos from the playlist, then analyzed using matching techniques and presented informally. The results of the study show that there are 151 locutionary acts, including 76 declarative acts, 46 interrogative acts, and 29 imperative acts. Theoretically, this study contributes to the development of linguistic studies, particularly in the field of pragmatics that discusses speech acts, while practically, this study can be a reference for students and novice researchers in understanding speech act research methods and the importance of applying effective communication in the realm of digital education.

Chelsea Olivia Ramadhani; Harlin Nur Afizah; Khonitah Nuril Hidayati; Rizka Ari Yani; Inara Faridotu Rohmah +2 more

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

The analysis of locutionary speech acts is a pragmatic study that can reveal the role of digital communication in the learning process, particularly in educational videos such as the Positive Psychology Class on the YouTube channel Garvin Goei. Within this video, there are various forms of utterances, such as declarative, interrogative, and imperative, which serve to convey information clearly and build understanding among viewers. The accurate formulation of locutionary utterances will also influence the effectiveness of online learning, necessitating an in-depth analysis to assess their quality. The objective of this research is to identify the forms and functions of locutionary speech acts present in the video, which can subsequently be used as a reference in designing educational content. Good quality locutionary speech acts will impact learners' comprehension and interaction abilities in a distance learning context. The methodology employed is a descriptive qualitative approach, beginning with data collection through observation and note-taking techniques on the Garvin Goei YouTube video. The observation technique involves reading and observing the entire video content, while the note-taking technique includes recording locutionary utterances and re-verifying the obtained findings. After conducting the analysis, 606 data points of locutionary speech acts were obtained, with a dominance of declarative sentences (213), interrogative (145), and imperative (88), indicating variations in sentence structure and the use of conjunctions. The quality of these utterances is evaluated based on clarity of meaning, pragmatic function, and level of complexity. The results of this research are expected to serve as a reference for teaching materials and provide deeper insights into the influence of locutionary speech acts on the quality of digital educational communication.

Latif, Tya Maulia; Sudiyanto; Cumdari

Jurnal Komunikasi Pendidikan 2026 Universitas Veteran Bangun Nusantara

Oral communication is a core competency in 21st-century education; however, instructional materials in elementary schools tend to emphasize reading and writing rather than structured speaking practice. This gap highlights the need for innovative learning resources that explicitly foster students’ oral communication skills. This study aimed to develop and evaluate a Project-Based Learning (PjBL) module designed to enhance the oral communication skills of fourth-grade elementary school students. The research employed a Research and Development (R&D) approach using the ADDIE model, encompassing analysis, design, development, implementation, and evaluation stages. The participants were 30 fourth-grade students, and the developed module was validated by three experts in material, media, and language. Data were collected through validation sheets, teacher and student response questionnaires, and pretest–posttest performance assessments.The expert validation results indicated high feasibility, with scores of 95% (material), 94% (media), and 96% (language), yielding an overall average of 95%. Teacher and student responses demonstrated strong practicality (92% and 88%, respectively; average 90%). The effectiveness test revealed a significant improvement in students’ oral communication performance, with mean scores increasing from 67 (pretest) to 86 (posttest), resulting in an N-Gain of 0.65, categorized as moderately high effectiveness. These findings suggest that the developed PjBL module is feasible, practical, and effective in improving elementary students’ oral communication skills. The study contributes to the field of communication-oriented instructional design by demonstrating how structured project-based modules, supported by simple digital enhancements such as QR-linked instructional videos, can systematically integrate speaking practice into Indonesian language learning at the primary level.

Utama, Agus Hadi; Qomario

Jurnal Komunikasi Pendidikan 2026 Universitas Veteran Bangun Nusantara

This Research and Development (R&D) study aimed to develop a project-based learning (PjBL) hyper-content e-module to support students’ Self-Regulated Learning (SRL) in higher education. Utilizing the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the research addressed the need for innovative digital resources in the Learning Resource Center Management Course at Educational Technology Study Program Lambung Mangkurat University. Unlike previous studies that focused on isolated variables, this research integrates development, PjBL implementation, and SRL impact analysis. The hyper-content e-module incorporates multimodal features, including audio, video, infographics, and QR codes, to facilitate independent exploration. Validation by experts yielded high feasibility scores: 89% from material experts, 87% from media experts, and 88% from instructional design experts. Through qualitative content analysis conducted during the analysis and evaluation phase, the results confirmed that the PjBL-integrated e-module effectively improved students' learning independence by providing structured, project-oriented digital pathways. The results confirm that the e-module is a feasible and effective tool for modernizing instructional delivery. This study contributes an innovative framework for digital resource management and provides a foundation for future applied research in enhancing educational quality through self-regulated, technology-enhanced learning environments.

Muhammad Toha; Ika Rustika Zaenah; Nisa Munajiyah; Dian Laili Rahmah; Siti Zulfa Laeliyah Bilqis Tadzkir Putri +1 more

Jurnal Inovasi Sosial dan Pengabdian 2026 Lembaga Pengembangan Kinerja Dosen

Digital transformation in education requires Early Childhood Education (ECE) teachers to develop competencies in utilizing digital-based learning media. However, in rural ECE contexts, the use of technology remains limited due to the lack of contextual and sustainable training. This community service program aims to enhance the digital learning media competencies of teachers at PAUD Ath-Thoyyibah in Pangadegan Village through the Asset-Based Community Development (ABCD) approach. The program was implemented through stages of community asset mapping, collaborative action planning, practice-based training, and post-training mentoring and reflection. The results indicate that ECE teachers were able to develop simple digital learning media based on images, videos, and audio tailored to early childhood characteristics. In addition to improving technical skills, the program increased teachers’ self-confidence and fostered collaborative networks within the educational community. These findings demonstrate that the ABCD approach is effective in strengthening ECE teacher capacity by emphasizing local asset utilization and active community participation. This program contributes to improving the quality of early childhood learning and strengthening adaptive educational communities in response to technological development.

Tifani Hadi Tri Wahyuni

Sevaka : Hasil Kegiatan Layanan Masyarakat 2026 STIKES Columbia Asia Medan

Maternal reproductive health is a critical factor in reducing Maternal Mortality Rate (MMR) and Infant Mortality Rate (IMR). Data from Deli Tua Primary Health Center shows that K4 coverage reached only 78% with prenatal class participation at 40%, still below the national target. Low knowledge among pregnant women about reproductive health is one of the main causes. This Community Service Student Creativity Program (PKM-M) aims to improve reproductive health knowledge through innovative and interactive prenatal class improvement. The implementation method includes developing educational media (modules, posters, videos), conducting classes with participatory learning methods, and evaluation through pre-post tests. The program was conducted over 5 months targeting 30 pregnant women divided into 3 groups, each attending 6 sessions. Materials covered physiological changes during pregnancy, nutrition, reproductive hygiene, danger signs, childbirth preparation, and postpartum care. Results showed a knowledge score increase of 42.5% (from 58.3±12.4 to 83.1±8.7) with significance p<0.001. Participation reached 86.7% with satisfaction level of 4.3/5.0. The program proved effective in improving reproductive health knowledge and can be replicated in other primary health centers with local context adaptation.

Sri Wahyuni; Martin Kustati; Gusmirawati, Gusmirawati

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The learning process that engages students greatly influences their interest in learning. The integration of technology in education can enhance students’ interest and motivation to learn, and technological advancements provide significant support in delivering education on Islamic religious knowledge. Various social media platforms can serve as learning resources. With technological assistance, it becomes easier to spread religious knowledge in innovative and creative ways. This technology can also capture students’ attention, as it enables the creation of animated videos to enhance students’ comprehension of religious knowledge. An example of such a platform that can serve as an educational resource is YouTube Kabi. YouTube Kabi is an interactive medium that offers engaging audio-visual content with animations that capture students’ interest. The delivery of Sirah Nabawiyah material can be accomplished easily because this application can be accessed on laptops or smartphones. The purpose of this study is to examine the utilization of YouTube Kabi in teaching Sirah Nabawiyah material. The method employed in this study is qualitative with a descriptive approach. This research is field-based, and the data collection process involves observation, interviews, and documentation. The findings of this study demonstrate that YouTube Kabi serves as an example of an Islamic educational resource that can enhance students’ motivation to learn, especially in learning Sirah Nabawiyah material, because during the learning process, students demonstrate enthusiasm and engagement.

Arsito Ari Kuncoro; Siswanto Siswanto; Siti Kholifah; Ratma Dewi

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This study explores the integration of deep learning based approaches in real time video content analysis for intelligent human computer interaction (HCI) in multimedia systems. Traditional video analysis techniques, such as rule-based methods and offline processing, struggle with real time performance and adaptability to complex video data. In contrast, the deep learning model used in this research, particularly Convolutional Neural Networks (CNNs), provides high accuracy in object detection, feature extraction, and real time processing. The integration of CNNs with interactive visualization modules enables dynamic adjustments to video content based on user interactions, ensuring a seamless and engaging user experience. The system was benchmarked in terms of its processing speed, accuracy, and responsiveness, showing significant improvements over traditional approaches in real time video analysis. Moreover, the study demonstrates that combining deep learning with real time visualization enhances the efficiency of interactive multimedia applications, making it suitable for dynamic environments such as surveillance, security monitoring, and interactive media. Despite the system's strong performance, challenges such as computational demands in high-resolution video processing were identified, highlighting the need for further optimization. Future work will focus on optimizing the system for different hardware platforms, incorporating multimodal inputs, and refining deep learning models to address computational bottlenecks. This research contributes to advancing HCI by providing insights into the integration of deep learning for real time video content analysis, which is pivotal for enhancing the interactivity and adaptability of intelligent multimedia systems.