Keterkaitan tema dan struktur intelektual penelitian computer graphics dan animasi digital

Abstract

Penelitian ini bertujuan memetakan struktur intelektual penelitian global pada bidang computer graphics dan animasi digital periode 2021–2025 melalui pendekatan bibliometrik. Data diperoleh dari database Scopus menggunakan strategi Boolean Search yang menggabungkan istilah computer graphics, animasi digital, dan visualisasi/simulasi, menghasilkan 552 artikel jurnal berstatus final setelah melalui proses seleksi bertahap mengikuti alur PRISMA. Analisis dilakukan menggunakan perangkat lunak Biblioshiny (Bibliometrix) dan VOSviewer meliputi analisis tren publikasi, analisis sitasi, analisis co-occurrence kata kunci, analisis kolaborasi negara, analisis tiga bidang (three-field plot), dan pemodelan siklus hidup topik. Hasil penelitian menunjukkan pertumbuhan produksi ilmiah tahunan yang konsisten meningkat dari 50 artikel pada 2021 menjadi 182 artikel pada 2025, dengan Tiongkok dan Amerika Serikat sebagai negara paling produktif sekaligus pusat kolaborasi internasional. Analisis co-occurrence kata kunci mengungkap empat klaster tematik utama, yaitu animasi tiga dimensi dan interaktif, representasi manusia digital dan virtual reality, rekonstruksi wajah tiga dimensi, serta visualisasi dan tampilan tiga dimensi. Pemodelan siklus hidup publikasi mengindikasikan bidang ini berada pada fase pertumbuhan menuju puncak kematangan dengan proyeksi puncak produksi tahunan di sekitar tahun 2031. Penelitian ini berkontribusi memberikan peta jalan intelektual yang dapat menjadi rujukan bagi peneliti, pengembang teknologi, dan pengambil kebijakan riset dalam merumuskan agenda penelitian computer graphics dan animasi digital ke depan, sekaligus mengidentifikasi celah penelitian pada integrasi etika kecerdasan buatan generatif dengan animasi digital yang masih jarang dieksplorasi.

Keywords
  • Computer graphics, Animasi digital, Analisis bibliometrik, Struktur intelektual
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