Digital human animation: evolusi penelitian, struktur pengetahuan, dan frontier teknologi berbasis scopus
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Published: September 10, 2025
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Page: 260-276
Abstract
Penelitian ini bertujuan memetakan evolusi, struktur intelektual, dan tema frontier riset digital human animation melalui pendekatan bibliometrik. Data diperoleh dari basis data Scopus dengan strategi Boolean search yang menggabungkan istilah digital human, virtual character, animation, motion capture, dan computer graphics, kemudian disaring berdasarkan tahun terbit (2021–2025), jenis sumber jurnal, jenis dokumen artikel, dan tahap publikasi final, sehingga diperoleh 329 artikel yang dianalisis menggunakan Biblioshiny (R Bibliometrix) dan VOSviewer. Hasil analisis menunjukkan tren produksi ilmiah yang meningkat konsisten dari 26 artikel pada 2021 menjadi 98 artikel pada 2025, dengan ACM Transactions on Graphics dan IEEE Transactions on Visualization and Computer Graphics sebagai jurnal paling produktif. China dan Amerika Serikat teridentifikasi sebagai negara paling produktif sekaligus pusat kolaborasi internasional. Analisis co-occurrence keyword mengungkap tiga klaster tematik utama, yaitu klaster virtual reality–animation–motion capture, klaster three dimensional computer graphics–rendering, dan klaster human–biomechanics yang berorientasi biomedis. Peta tematik (thematic map) menunjukkan bahwa virtual reality dan motion capture berperan sebagai basic theme, animation dan interactive computer graphics sebagai niche theme yang terspesialisasi, sementara human dan avatar menempati posisi motor theme. Tren topik terbaru mengindikasikan pergeseran perhatian riset ke arah 3D Gaussian splatting, 3D reconstruction, dan rendering neural sebagai frontier teknologi yang belum banyak dieksplorasi dalam jendela lima tahun terakhir. Penelitian ini berkontribusi memberikan peta jalan (roadmap) riset digital human animation yang berguna bagi peneliti, praktisi, dan pengambil kebijakan dalam merumuskan agenda riset masa depan.
- Digital human animation, Analisis bibliometrik. Virtual reality, Motion capture

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