Perkembangan dan struktur riset digital human technology berdasarkan publikasi terindeks

Abstract

Perkembangan digital human technology telah menjadi salah satu arus riset yang tumbuh pesat pada persimpangan ilmu komputer, interaksi manusia-komputer, dan ergonomi terapan, namun peta struktur pengetahuannya belum banyak dipetakan secara sistematis melalui pendekatan bibliometrik. Penelitian ini bertujuan memetakan struktur intelektual, sosial, dan konseptual dari 698 artikel jurnal terindeks Scopus periode 2021–2025 yang diperoleh melalui penerapan boolean search pada istilah digital human, virtual human, dan padanannya yang dikombinasikan dengan istilah teknologi. Analisis dilakukan menggunakan perangkat lunak Bibliometrix dan Biblioshiny meliputi analisis tren produksi ilmiah tahunan, hukum Bradford untuk identifikasi sumber inti, hukum Lotka untuk produktivitas penulis, analisis kolaborasi negara, co-occurrence kata kunci, thematic mapping, dan analisis siklus hidup topik. Hasil audit menunjukkan produksi ilmiah meningkat dari 95 artikel pada 2021 menjadi 211 artikel pada 2025, dengan Tiongkok dan Amerika Serikat sebagai dua negara paling produktif dan paling banyak berkolaborasi lintas batas. Sebanyak 32 jurnal inti menurut hukum Bradford mendominasi distribusi publikasi, dipimpin oleh IEEE Transactions on Visualization and Computer Graphics dan ACM Transactions on Graphics. Analisis tematik mengidentifikasi virtual reality dan virtual humans sebagai tema motor sekaligus basis (motor/basic themes) yang menghubungkan klaster teknis rekonstruksi grafis komputer dengan klaster aplikatif ergonomi dan pemodelan tubuh manusia digital. Penelitian ini memberikan kontribusi berupa peta struktur pengetahuan digital human technology yang dapat menjadi rujukan bagi penentuan agenda riset lanjutan, sekaligus mengidentifikasi keterbatasan cakupan boolean search yang berpotensi menyertakan dokumen dengan relevansi tematik yang lebih longgar.

Keywords
  • Digital human, Virtual human, Bibliometrik, Bibliometrix, Scopus, Peta pengetahuan
References
  1. Aburumman, N., Gillies, M., Ward, J.A., & Hamilton, A.F.D.C. (2022). Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions. International Journal of Human Computer Studies, 164. https://doi.org/10.1016/j.ijhcs.2022.102819
  2. Al Rahamneh, A.A., Alrawashdeh, S.T., Bawaneh, A.A., Alatyat, Z., Mohammad, A., Mohammad, A.A.S., & Al-Hawary, S.I.S. (2023). The effect of digital supply chain on lean manufacturing: A structural equation modelling approach. Uncertain Supply Chain Management, 11(1), 391-402. https://doi.org/10.5267/j.uscm.2022.9.003
  3. Bao, L., Lin, X., Chen, Y., Zhang, H., Wang, S., Zhe, X., Kang, D., Huang, H., Jiang, X., Wang, J., Yu, D., & Zhang, Z. (2022). High-Fidelity 3D Digital Human Head Creation from RGB-D Selfies. ACM Transactions on Graphics, 41(1). https://doi.org/10.1145/3472954
  4. Bennett, E.E., & McWhorter, R.R. (2021). Virtual HRD’s Role in Crisis and the Post Covid-19 Professional Lifeworld: Accelerating Skills for Digital Transformation. Advances in Developing Human Resources, 23(1), 5-25. https://doi.org/10.1177/1523422320973288
  5. Chen, X., Jiang, T., Song, J., Rietmann, M., Geiger, A., Black, M.J., & Hilliges, O. (2023). Fast-SNARF: A Fast Deformer for Articulated Neural Fields. IEEE Transactions on Pattern Analysis and Machine Intelligence, 45(10), 11796-11809. https://doi.org/10.1109/TPAMI.2023.3271569
  6. Cui, L., & Liu, J. (2023). Virtual Human: A Comprehensive Survey on Academic and Applications. IEEE Access, 11, 123830-123845. https://doi.org/10.1109/ACCESS.2023.3329573
  7. Demirel, H.O., Ahmed, S., & Duffy, V.G. (2022). Digital Human Modeling: A Review and Reappraisal of Origins, Present, and Expected Future Methods for Representing Humans Computationally. International Journal of Human-Computer Interaction, 38(10), 897-937. https://doi.org/10.1080/10447318.2021.1976507
  8. Demirel, H.O., Goldstein, M.H., Li, X., & Sha, Z. (2024). Human-Centered Generative Design Framework: An Early Design Framework to Support Concept Creation and Evaluation. International Journal of Human-Computer Interaction, 40(4), 933-944. https://doi.org/10.1080/10447318.2023.2171489
  9. Deng, F., & Jiang, X. (2023). Effects of human versus virtual human influencers on the appearance anxiety of social media users. Journal of Retailing and Consumer Services, 71. https://doi.org/10.1016/j.jretconser.2022.103233
  10. Dennis, A.R., Lakhiwal, A., & Sachdeva, A. (2023). AI Agents as Team Members: Effects on Satisfaction, Conflict, Trustworthiness, and Willingness to Work With. Journal of Management Information Systems, 40(2), 307-337. https://doi.org/10.1080/07421222.2023.2196773
  11. Diederich, S., Brendel, A.B., Morana, S., & Kolbe, L. (2022). On the Design of and Interaction with Conversational Agents: An Organizing and Assessing Review of Human-Computer Interaction Research. Journal of the Association for Information Systems, 23(1), 96-138. https://doi.org/10.17705/1jais.00724
  12. Fei, B., Xu, J., Zhang, R., Zhou, Q., Yang, W., & He, Y. (2025). 3D Gaussian Splatting as a New Era: A Survey. IEEE Transactions on Visualization and Computer Graphics, 31(8), 4429-4449. https://doi.org/10.1109/TVCG.2024.3397828
  13. Feng, Y., Zhao, J., Hayati, H., Sperry, T., & Yi, H. (2021). Tutorial: Understanding the transport, deposition, and translocation of particles in human respiratory systems using Computational Fluid-Particle Dynamics and Physiologically Based Toxicokinetic models. Journal of Aerosol Science, 151. https://doi.org/10.1016/j.jaerosci.2020.105672
  14. Gao, W., Jiang, N., & Guo, Q. (2023). How do virtual streamers affect purchase intention in the live streaming context? A presence perspective. Journal of Retailing and Consumer Services, 73. https://doi.org/10.1016/j.jretconser.2023.103356
  15. Howell, H., & Mikeska, J.N. (2021). Approximations of practice as a framework for understanding authenticity in simulations of teaching. Journal of Research on Technology in Education, 53(1), 8-20. https://doi.org/10.1080/15391523.2020.1809033
  16. Jones, B., Zhang, Y., Wong, P.N.Y., & Rintel, S. (2021). Belonging There: VROOM-ing into the Uncanny Valley of XR Telepresence. Proceedings of the ACM on Human-Computer Interaction, 5(CSCW1). https://doi.org/10.1145/3449133
  17. 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
  18. Keller, M., Werling, K., Shin, S., Delp, S., Pujades, S., Liu, C.K., & Black, M.J. (2023). From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans. ACM Transactions on Graphics, 42(6). https://doi.org/10.1145/3618381
  19. Li, J., Huang, J., & Li, Y. (2023). Examining the effects of authenticity fit and association fit: A digital human avatar endorsement model. Journal of Retailing and Consumer Services, 71. https://doi.org/10.1016/j.jretconser.2022.103230
  20. Li, J., Qin, R., & Wang, F.-Y. (2023). The Future of Management: DAO to Smart Organizations and Intelligent Operations. IEEE Transactions on Systems, Man, and Cybernetics: Systems, 53(6), 3389-3399. https://doi.org/10.1109/TSMC.2022.3226748
  21. Liang, B., Wang, S., Shen, F., Liu, Q.H., Gong, Y., & Yao, J. (2021). Acoustic impact of the human skull on transcranial photoacoustic imaging. Biomedical Optics Express, 12(3), 1512-1528. https://doi.org/10.1364/BOE.420084
  22. Loveys, K., Hiko, C., Sagar, M., Zhang, X., & Broadbent, E. (2022). “I felt her company”: A qualitative study on factors affecting closeness and emotional support seeking with an embodied conversational agent. International Journal of Human Computer Studies, 160. https://doi.org/10.1016/j.ijhcs.2021.102771
  23. Margara, F., Wang, Z.J., Levrero-Florencio, F., Santiago, A., Vázquez, M., Bueno-Orovio, A., & Rodriguez, B. (2021). In-silico human electro-mechanical ventricular modelling and simulation for drug-induced pro-arrhythmia and inotropic risk assessment. Progress in Biophysics and Molecular Biology, 159, 58-74. https://doi.org/10.1016/j.pbiomolbio.2020.06.007
  24. Maruyama, T., Ueshiba, T., Tada, M., Toda, H., Endo, Y., Domae, Y., Nakabo, Y., Mori, T., & Suita, K. (2021). Digital twin-driven human robot collaboration using a digital human. Sensors, 21(24). https://doi.org/10.3390/s21248266
  25. Moore, S., Bulmer, S., & Elms, J. (2022). The social significance of AI in retail on customer experience and shopping practices. Journal of Retailing and Consumer Services, 64. https://doi.org/10.1016/j.jretconser.2021.102755
  26. Morais, C., Yung, K.L., Johnson, K., Moura, R., Beer, M., & Patelli, E. (2022). Identification of human errors and influencing factors: A machine learning approach. Safety Science, 146. https://doi.org/10.1016/j.ssci.2021.105528
  27. Olugbade, T., He, L., Maiolino, P., Heylen, D., & Bianchi-Berthouze, N. (2023). Touch Technology in Affective Human-, Robot-, and Virtual-Human Interactions: A Survey. Proceedings of the IEEE, 111(10), 1333-1354. https://doi.org/10.1109/JPROC.2023.3272780
  28. Park, S., & Whang, M. (2022). Empathy in Human–Robot Interaction: Designing for Social Robots. International Journal of Environmental Research and Public Health, 19(3). https://doi.org/10.3390/ijerph19031889
  29. Park, S., Wei, X., & Lee, H. (2024). Revisiting the elaboration likelihood model in the context of a virtual influencer: A comparison between high- and low-involvement products. Journal of Consumer Behaviour, 23(4), 1638-1652. https://doi.org/10.1002/cb.2290
  30. Pauw, L.S., Sauter, D.A., van Kleef, G.A., Lucas, G.M., Gratch, J., & Fischer, A.H. (2022). The avatar will see you now: Support from a virtual human provides socio-emotional benefits. Computers in Human Behavior, 136. https://doi.org/10.1016/j.chb.2022.107368
  31. Qin, R., Ding, W., Li, J., Guan, S., Wang, G., Ren, Y., & Qu, Z. (2023). Web3-Based Decentralized Autonomous Organizations and Operations: Architectures, Models, and Mechanisms. IEEE Transactions on Systems, Man, and Cybernetics: Systems, 53(4), 2073-2082. https://doi.org/10.1109/TSMC.2022.3228530
  32. Sengan, S., Kumar, K., Subramaniyaswamy, V., & Ravi, L. (2022). Cost-effective and efficient 3D human model creation and re-identification application for human digital twins. Multimedia Tools and Applications, 81(19), 26839-26856. https://doi.org/10.1007/s11042-021-10842-y
  33. Seymour, M., Yuan, L., Dennis, A.R., & Riemer, K. (2021). Have we crossed the uncanny valley? Understanding affinity, trustworthiness, and preference for realistic digital humans in immersive environments. Journal of the Association for Information Systems, 22(3), 591-617. https://doi.org/10.17705/1jais.00674
  34. Seymour, M., Yuan, L., Riemer, K., & Dennis, A.R. (2025). Less Artificial, More Intelligent: Understanding Affinity, Trustworthiness, and Preference for Digital Humans. Information Systems Research, 36(2), 1096-1128. https://doi.org/10.1287/isre.2022.0203
  35. Silva, E.S., & Bonetti, F. (2021). Digital humans in fashion: Will consumers interact?. Journal of Retailing and Consumer Services, 60. https://doi.org/10.1016/j.jretconser.2020.102430
  36. Sindermann, C., Sha, P., Zhou, M., Wernicke, J., Schmitt, H.S., Li, M., Sariyska, R., Stavrou, M., Becker, B., & Montag, C. (2021). Assessing the Attitude Towards Artificial Intelligence: Introduction of a Short Measure in German, Chinese, and English Language. KI - Kunstliche Intelligenz, 35(1), 109-118. https://doi.org/10.1007/s13218-020-00689-0
  37. Sung, E.C., Danny Han, D.-I., Bae, S., & Kwon, O. (2022). What drives technology-enhanced storytelling immersion? The role of digital humans. Computers in Human Behavior, 132. https://doi.org/10.1016/j.chb.2022.107246
  38. Thite, M. (2022). Digital human resource development: where are we? Where should we go and how do we go there?. Human Resource Development International, 25(1), 87-103. https://doi.org/10.1080/13678868.2020.1842982
  39. Viceconti, M., De Vos, M., Mellone, S., & Geris, L. (2024). Position Paper from the Digital Twins in Healthcare to the Virtual Human Twin: A Moon-Shot Project for Digital Health Research. IEEE Journal of Biomedical and Health Informatics, 28(1), 491-501. https://doi.org/10.1109/JBHI.2023.3323688
  40. von Essen, E., Turnbull, J., Searle, A., Jørgensen, F.A., Hofmeester, T.R., & van der Wal, R. (2023). Wildlife in the Digital Anthropocene: Examining human-animal relations through surveillance technologies. Environment and Planning E: Nature and Space, 6(1), 679-699. https://doi.org/10.1177/25148486211061704
  41. Wang, L.J., Casto, B., Luh, J.Y., & Wang, S.J. (2022). Virtual Reality-Based Education for Patients Undergoing Radiation Therapy. Journal of Cancer Education, 37(3), 694-700. https://doi.org/10.1007/s13187-020-01870-7
  42. Wang, Y., Song, M., Guo, R., & Duan, Y. (2023). How about non-human tour guides? The influence of AI tour guides’ dress and conversation style on the intention of consumers to continue using them. Journal of Travel and Tourism Marketing, 40(9), 849-862. https://doi.org/10.1080/10548408.2023.2296638
  43. Yu, F., Yu, C., Tian, Z., Liu, X., Cao, J., Liu, L., Du, C., & Jiang, M. (2024). Intelligent Wearable System With Motion and Emotion Recognition Based on Digital Twin Technology. IEEE Internet of Things Journal, 11(15), 26314-26328. https://doi.org/10.1109/JIOT.2024.3394244
  44. Zhang, J., & Chen, Z. (2024). Exploring Human Resource Management Digital Transformation in the Digital Age. Journal of the Knowledge Economy, 15(1), 1482-1498. https://doi.org/10.1007/s13132-023-01214-y
  45. Zhang, Z., Zhou, Y., Teng, L., Sun, W., Li, C., Min, X., Zhang, X.-P., & Zhai, G. (2024). Quality-of-Experience Evaluation for Digital Twins in 6G Network Environments. IEEE Transactions on Broadcasting, 70(3), 995-1007. https://doi.org/10.1109/TBC.2023.3345656
  46. Zhao, F., Jiang, Y., Yao, K., Zhang, J., Wang, L., Dai, H., Zhong, Y., Zhang, Y., Wu, M., Xu, L., & Yu, J. (2022). Human Performance Modeling and Rendering via Neural Animated Mesh. ACM Transactions on Graphics, 41(6). https://doi.org/10.1145/3550454.3555451