Perkembangan dan tren riset computer animation berdasarkan data scopus

Abstract

Computer animation has evolved from a mere visualization tool into a cross-disciplinary research domain that merges computer graphics, artificial intelligence, and human-computer interaction. This study maps the intellectual structure, thematic evolution, and research frontier of computer animation literature indexed in Scopus between 2021 and 2025 through a bibliometric approach. Data were retrieved from the Scopus database using the boolean string ("computer animation" OR "digital animation" OR "3D animation"); after filtering by publication year, source type, document type, and publication stage, 544 final-stage journal articles were retained for analysis using VOSviewer and Bibliometrix/Biblioshiny. The results show that scientific output grew from 93 articles in 2021 to 117 articles in 2025, accumulating 4,568 citations at an average of 8.4 citations per article. China led national productivity with 180 documents, followed by the United States (83) and the United Kingdom (43), while international collaboration accounted for only 18.4 percent of the dataset. Keyword co-occurrence analysis identified three principal thematic clusters: an animation-virtual reality-education cluster, a three-dimensional computer graphics-modelling cluster, and a human subject-controlled experiment cluster. The terms "3d animation," "computer animation," and "virtual reality" dominated the observation period, while "interactive computer graphics," "digital animation," and experimental demographic descriptors (female, male, middle aged) emerged as strengthening themes between 2023 and 2025. The study further identifies a persistent research gap in the limited representation of Southeast Asian countries, with Indonesia contributing 12 documents and Malaysia 16, alongside a scarcity of pedagogical studies relative to algorithmic-technical ones. These findings offer a directional map for researchers, journal editors, and research policymakers to shape the future agenda of computer animation research, particularly regarding the integration of generative models and their application to vocational education contexts in underrepresented regions.

Keywords
  • Computer animation, Virtual reality, Co-word analysis
References
  1. Abdinejad M., Talaie B., Qorbani H.S., & Dalili S. (2021). Student Perceptions Using Augmented Reality And 3d Visualization Technologies In Chemistry Education. Journal Of Science Education And Technology, 30(1), 87-96. Https://Doi.Org/10.1007/S10956-020-09880-2
  2. Banfi F., & Oreni D. (2025). Unlocking The Interactive Potential Of Digital Models With Game Engines And Visual Programming For Inclusive Vr And Web-Based Museums; [Desbloqueo Del Potencial Interactivo De Los Modelos Digitales Con Motores De Juegos Y Programación Visual Para Museos Inclusivos De Vr Y Web]. Virtual Archaeology Review, 16(32), 44-70. Https://Doi.Org/10.4995/Var.2024.22628
  3. Bertiche H., Madadi M., & Escalera S. (2021). Pbns: Physically Based Neural Simulation For Unsupervised Garment Pose Space Deformation. Acm Transactions On Graphics, 40(6), 198. Https://Doi.Org/10.1145/3478513.3480479
  4. Chai Z., & Qin H. (2025). Dynamic Motion Transition: A Hybrid Data-Driven And Model-Driven Method For Human Pose Transitions. Ieee Transactions On Visualization And Computer Graphics, 31(3), 1848–1861. Https://Doi.Org/10.1109/Tvcg.2024.3372421
  5. Chen W., Jiao L., Chen Q., Zheng Z., Geldsetzer P., Greuel M., Gates J., Zhao J., Bärnighausen T., Adam M., Chen S., & Wang C. (2025). Effects Of Scalable, Wordless, Short, Animated Storytelling Videos On Flu Vaccine Hesitancy In China: Nationwide, Single-Blind, Parallel-Group, Randomized Controlled Trial. Journal Of Medical Internet Research, 27, E66758. Https://Doi.Org/10.2196/66758
  6. Chhatre K., Guarese R., Matviienko A., & Peters C. (2025). Evaluation Of Generative Models For Emotional 3d Animation Generation In Vr. Frontiers In Computer Science, 7, 1598099. Https://Doi.Org/10.3389/Fcomp.2025.1598099
  7. Copaja C.A.Y., & Vera J.R.E. (2025). Neuroeducation Strategies That Promote Participation In The Classroom. A Belief From The Experience Of University Students In Perú. Edelweiss Applied Science And Technology, 9(1), 1173–1181. Https://Doi.Org/10.55214/25768484.V9i1.4367
  8. Crundall D., Van Loon E., Baguley T., & Kroll V. (2021). A Novel Driving Assessment Combining Hazard Perception, Hazard Prediction And Theory Questions. Accident Analysis And Prevention, 149, 105847. Https://Doi.Org/10.1016/J.Aap.2020.105847
  9. Cui L. (2025). Research On The Protection Of Intangible Cultural Heritage Based On Virtual 3d Animation Technology. International Journal Of Cognitive Informatics And Natural Intelligence, 19(1). Https://Doi.Org/10.4018/Ijcini.371402
  10. Diel A., Weigelt S., & Macdorman K.F. (2022). A Meta-Analysis Of The Uncanny Valley's Independent And Dependent Variables. Acm Transactions On Human-Robot Interaction, 11(1), 1. Https://Doi.Org/10.1145/3470742
  11. Dong W., Fang W., Jiang X., Bao H., Qiu H., & Li Y. (2025). Railway Safety Under Increasing Speed: Train Drivers' Hazard Perception Of Foreign Object Intrusion On Railway Tracks. International Journal Of Industrial Ergonomics, 105, 103684. Https://Doi.Org/10.1016/J.Ergon.2024.103684
  12. El-Raheb K., Kougioumtzian L., Kalampratsidou V., Theodoropoulos A., Kyriakoulakos P., & Vosinakis S. (2025). Sensing The Inside Out: An Embodied Perspective On Digital Animation Through Motion Capture And Wearables. Sensors, 25(7), 2314. Https://Doi.Org/10.3390/S25072314
  13. Ferstl Y., Neff M., & Mcdonnell R. (2021). Expressgesture: Expressive Gesture Generation From Speech Through Database Matching. Computer Animation And Virtual Worlds, 32(3-4), E2016. Https://Doi.Org/10.1002/Cav.2016
  14. Habermann M., Liu L., Xu W., Zollhoefer M., Pons-Moll G., & Theobalt C. (2021). Real-Time Deep Dynamic Characters. Acm Transactions On Graphics, 40(4), 94. Https://Doi.Org/10.1145/3450626.3459749
  15. Hu M., Ge L., & Li X. (2025). Fuzzy Sampling With Qualified Uniformity Properties For Implicitly Defined Curves And Surfaces. Computer Animation And Virtual Worlds, 36(3), E70022. Https://Doi.Org/10.1002/Cav.70022
  16. Huang J., Birdal T., Gojcic Z., Guibas L.J., & Hu S.-M. (2023). Multiway Non-Rigid Point Cloud Registration Via Learned Functional Map Synchronization. Ieee Transactions On Pattern Analysis And Machine Intelligence, 45(2), 2038–2053. Https://Doi.Org/10.1109/Tpami.2022.3164653
  17. Ji B., Pan Y., Liu Z., Tan S., & Yang X. (2025). Sport: From Zero-Shot Prompts To Real-Time Motion Generation. Ieee Transactions On Visualization And Computer Graphics, 31(10), 7171–7183. Https://Doi.Org/10.1109/Tvcg.2025.3542631
  18. Karuzaki E., Partarakis N., Patsiouras N., Zidianakis E., Katzourakis A., Pattakos A., Kaplanidi D., Baka E., Cadi N., Magnenat-Thalmann N., Ringas C., Tasiopoulou E., & Zabulis X. (2021). Realistic Virtual Humans For Cultural Heritage Applications. Heritage, 4(4), 4148–4171. Https://Doi.Org/10.3390/Heritage4040228
  19. Kumar A., Saudagar A.K.J., Alkhathami M., Alsamani B., Khan M.B., Hasanat M.H.A., Ahmed Z.H., Kumar A., & Srinivasan B. (2023). Gamified Learning And Assessment Using Arcs With Next-Generation Aiomt Integrated 3d Animation And Virtual Reality Simulation. Electronics (Switzerland), 12(4), 835. Https://Doi.Org/10.3390/Electronics12040835
  20. Kumarapu L., & Mukherjee P. (2021). Animepose: Multi-Person 3d Pose Estimation And Animation. Pattern Recognition Letters, 147, 16-24. Https://Doi.Org/10.1016/J.Patrec.2021.03.028
  21. Lebamovski P., & Gospodinova E. (2025). Investigating Stress During A Virtual Reality Game Through Fractal And Multifractal Analysis Of Heart Rate Variability. Applied System Innovation, 8(1), 16. Https://Doi.Org/10.3390/Asi8010016
  22. Li P., Aberman K., Hanocka R., Liu L., Sorkine-Hornung O., & Chen B. (2021). Learning Skeletal Articulations With Neural Blend Shapes. Acm Transactions On Graphics, 40(4), 3459852. Https://Doi.Org/10.1145/3450626.3459852
  23. Li X., Han Q., & Zhang G. (2021). Large-Size Sprocket Repairing Based On Robotic Gmaw Additive Manufacturing. Welding In The World, 65(5), 793-805. Https://Doi.Org/10.1007/S40194-021-01080-9
  24. Li Y., Du T., Wu K., Xu J., & Matusik W. (2022). Diffcloth: Differentiable Cloth Simulation With Dry Frictional Contact. Acm Transactions On Graphics, 42(1), 2. Https://Doi.Org/10.1145/3527660
  25. Liang Y., He F., Zeng X., & Luo J. (2022). An Improved Loop Subdivision To Coordinate The Smoothness And The Number Of Faces Via Multi-Objective Optimization. Integrated Computer-Aided Engineering, 29(1), 23-41. Https://Doi.Org/10.3233/Ica-210661
  26. Lomax H., Smith K., Mcevoy J., Brickwood E., Jensen K., & Walsh B. (2022). Creating Online Participatory Research Spaces: Insights From Creative, Digitally Mediated Research With Children During The Covid-19 Pandemic. Families, Relationships And Societies, 11(1), 19-37. Https://Doi.Org/10.1332/204674321x16274828934070
  27. Manjotho A.A., Tewolde T.T., Duma R.A., & Niu Z. (2025). Llm-Guided Fuzzy Kinematic Modeling For Resolving Kinematic Uncertainties And Linguistic Ambiguities In Text-To-Motion Generation. Expert Systems With Applications, 279, 127283. Https://Doi.Org/10.1016/J.Eswa.2025.127283
  28. Mcdonald J. (2025). Considerations On Generating Facial Nonmanual Signals On Signing Avatars. Universal Access In The Information Society, 24(1), 19-36. Https://Doi.Org/10.1007/S10209-024-01090-6
  29. Meng X., Yang B., & Zhang Z. (2025). New Media Technology In Digital Animation Art Teaching Experimental Exploration: Impact Analysis And Future Prospects. International Journal Of Knowledge Management, 21(1). Https://Doi.Org/10.4018/Ijkm.373306
  30. Nie W., Jiao C., Chang R., Qu L., & Liu A.-A. (2023). Cpg3d: Cross-Modal Priors Guided 3d Object Reconstruction. Ieee Transactions On Multimedia, 25, 9383–9396. Https://Doi.Org/10.1109/Tmm.2023.3251697
  31. Nyatsanga S., Kucherenko T., Ahuja C., Henter G.E., & Neff M. (2023). A Comprehensive Review Of Data-Driven Co-Speech Gesture Generation. Computer Graphics Forum, 42(2), 569-596. Https://Doi.Org/10.1111/Cgf.14776
  32. Palfinger W. (2022). Continuous Remeshing For Inverse Rendering. Computer Animation And Virtual Worlds, 33(5), E2101. Https://Doi.Org/10.1002/Cav.2101
  33. Peng X.B., Ma Z., Abbeel P., Levine S., & Kanazawa A. (2021). Amp: Adversarial Motion Priors For Stylized Physics-Based Character Control. Acm Transactions On Graphics, 40(4), 144. Https://Doi.Org/10.1145/3450626.3459670
  34. Rolfe S., Pieper S., Porto A., Diamond K., Winchester J., Shan S., Kirveslahti H., Boyer D., Summers A., & Maga A.M. (2021). Slicermorph: An Open And Extensible Platform To Retrieve, Visualize And Analyse 3d Morphology. Methods In Ecology And Evolution, 12(10), 1816–1825. Https://Doi.Org/10.1111/2041-210x.13669
  35. Romilio A., Dick R., Skinner H., & Millar J. (2025). Uncovering Hidden Footprints: Revision Of The Lower Jurassic (Sinemurian) Razorback Beds--Home To Australia's Earliest Reported Dinosaur Trackway. Historical Biology, 37(3), 596-603. Https://Doi.Org/10.1080/08912963.2024.2320184
  36. Shi X., Wang Y., Wang Y., Wang J., Peng C., Cheng S., Song L., Li R., Guo F., Li Z., Duan S., Yang X., Zhou L., Jiang H., & Yu L. (2025). The Effectiveness Of Digital Animation--Based Multistage Education For Patients With Atrial Fibrillation Catheter Ablation: Randomized Clinical Trial. Journal Of Medical Internet Research, 27, E65685. Https://Doi.Org/10.2196/65685
  37. Starke S., Zhao Y., Zinno F., & Komura T. (2021). Neural Animation Layering For Synthesizing Martial Arts Movements. Acm Transactions On Graphics, 40(4), 1-16. Https://Doi.Org/10.1145/3450626.3459881
  38. Su Z., Yu T., Wang Y., & Liu Y. (2023). Deepcloth: Neural Garment Representation For Shape And Style Editing. Ieee Transactions On Pattern Analysis And Machine Intelligence, 45(2), 1581–1593. Https://Doi.Org/10.1109/Tpami.2022.3168569
  39. Vankit S.A., Zamanifard S., Diaz D., Mousas C., Richardson K., Duchowski A.T., & Volonte M. (2025). Exploring The Impact Of Multimodal Long Conversations In Vr On Attitudes Toward Behavior Change, Memory Retention, And Cognitive Load. Computer Animation And Virtual Worlds, 36(3), E70023. Https://Doi.Org/10.1002/Cav.70023
  40. Wang H., Ho E.S.L., Shum H.P.H., & Zhu Z. (2021). Spatio-Temporal Manifold Learning For Human Motions Via Long-Horizon Modeling. Ieee Transactions On Visualization And Computer Graphics, 27(1), 216-227. Https://Doi.Org/10.1109/Tvcg.2019.2936810
  41. Xue X., Wang X., Liu W., Wang X., Zhao J., & Wu Z. (2025). Coarse-To-Fine 3d Craniofacial Landmark Detection Via Heat Kernel Optimization. Computer Animation And Virtual Worlds, 36(4), E70050. Https://Doi.Org/10.1002/Cav.70050
  42. Yu Q., Hu L., Alzahrani B., Baranawi A., Alhindi A., & Chen M. (2021). Intelligent Visual-Iot-Enabled Real-Time 3d Visualization For Autonomous Crowd Management. Ieee Wireless Communications, 28(4), 34-41. Https://Doi.Org/10.1109/Mwc.021.2000497
  43. Zhao J., & Zhao X. (2022). Computer-Aided Graphic Design For Virtual Reality-Oriented 3d Animation Scenes. Computer-Aided Design And Applications, 19, 65-76. Https://Doi.Org/10.14733/Cadaps.2022.S5.65-76
  44. Zhong L., Guo C., Xie Y., Wang J., & Li C. (2025). Sketch2anim: Towards Transferring Sketch Storyboards Into 3d Animation. Acm Transactions On Graphics, 44(4), 74. Https://Doi.Org/10.1145/3731167
  45. Zhou Y., Zhang Z., Jia J., Jiang Y., Liu X., Min X., & Zhai G. (2025). Who Is A Better Imitator: Subjective And Objective Quality Assessment Of Animated Humans. Ieee Transactions On Circuits And Systems For Video Technology, 35(10), 10047-10058. Https://Doi.Org/10.1109/Tcsvt.2025.3572000