Perkembangan topik, dinamika tema, pergeseran fokus riset, tren topik, arah kajian, perubahan fokus penelitian
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Published: December 26, 2025
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Page: 284-299
Abstract
Penelitian ini memetakan struktur intelektual, evolusi tema, dan frontier riset pada literatur computer animation yang terindeks Scopus periode 2021–2025 melalui pendekatan bibliometrik. Data diperoleh dari basis data Scopus menggunakan strategi boolean ("computer animation" OR "digital animation" OR "3D animation"); setelah melalui tahap seleksi tahun publikasi, jenis sumber, jenis dokumen, dan tahap publikasi, diperoleh 544 artikel jurnal berstatus final yang dianalisis menggunakan VOSviewer dan Bibliometrix/Biblioshiny. Hasil analisis menunjukkan produksi ilmiah tumbuh dari 93 artikel pada 2021 menjadi 117 artikel pada 2025, dengan total 4.568 sitasi dan rata-rata 8,4 sitasi per artikel. Tiongkok mendominasi produktivitas negara dengan 180 dokumen, diikuti Amerika Serikat (83) dan Inggris (43), sementara kolaborasi internasional baru mencakup 18,4 persen dari keseluruhan dokumen. Analisis co-occurrence kata kunci mengidentifikasi tiga klaster tematik utama, yaitu klaster animasi-virtual reality-pendidikan, klaster grafika komputer tiga dimensi-pemodelan, dan klaster subjek manusia-eksperimen terkontrol. Kata kunci "3d animation", "computer animation", dan "virtual reality" menjadi tema dominan sepanjang periode pengamatan, sementara "interactive computer graphics", "digital animation", dan penanda demografis penelitian eksperimental (female, male, middle aged) muncul sebagai tema yang menguat pada rentang 2023–2025. Penelitian ini juga mengidentifikasi kesenjangan riset berupa keterwakilan negara Asia Tenggara yang masih terbatas, dengan Indonesia menyumbang 12 dokumen dan Malaysia 16 dokumen, serta minimnya kajian pedagogis computer animation dibandingkan kajian algoritmik-teknis. Temuan ini menyediakan peta arah bagi peneliti, pengelola jurnal, dan pengambil kebijakan riset untuk merumuskan agenda riset computer animation ke depan, terutama pada integrasi model generatif dan penerapannya pada konteks pendidikan vokasi di kawasan yang masih kurang terwakili.
- Computer animation, Virtual reality, Co-word analysis

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