Page 135 - Arts Innovation Report_2022_May11
P. 135

有關元宇宙的數據初步顯示,直到 2028 年,其全球                       Initial research into figures related to the metaverse suggests that its   Preface
                                                            global market size will surpass USD 800 billion (approx. HKD 6 trillion)   前 言
           市場規模將超過 8,000 億美元(約 6 萬億港元)
                                                            by 2028 (Emergen Research, 2021). All these trends point to the high
          (Emergen Research,2021)。這些趨勢均表明,沉
                                                            probability for the CCI’s future to thrive on immersive   CH. 1
           浸式產業將成為文創產業的重中之重,而能夠掌握和
                                                            experiences, and talents who can craft, navigate and generate   第一章
           應用沉浸式技術的人才也變得格外重要。
                                                            those experiences will be coveted.
                                                                                                                    CH. 2
           在此背景下,「藝術科技」自然成為用藝術和科技元                          Against this backdrop, “Arts Tech”—among other definitions—  第二章
           素創造沉浸式體驗的載體,由此對該領域的人才產生                          becomes the practice to amalgamate artistic and technological
           更大需求。                                            elements to create immersive experiences, which generates a high   CH. 3
                                                            demand for talents who possess the expertise to create them.   第三章

                                                                                                                    CH. 4
           實時遊戲引擎是沉浸式技術中的關鍵技能                                                                                       第四章
           Of immersive skills, a key skill to master is in Real-Time Game Engines (RTGE)
                                                                                                                    CH. 5
                                                                                                                    第五章

           實時遊戲引擎是創建實時 3D 內容的關鍵工具。根據                        RTGE are the key tools to creating real-time 3D contents—which
                                                            according to a report by Epic Games and Burning Technologies (2019)
           Epic Games 和 Burning Technologies 報告(2019),
                                                            is an area that has experienced explosive demand growth over the
           在過去五年裏,該領域經歷了爆炸性的需求增長。這
                                                            past five years. This is because real-time 3D is increasingly prevalent
           是因為實時 3D 在文創產業中的應用日趨普遍,用以
                                                            in the CCI to realise grander imaginations, assisting digital content
           實現更大規模的想像,如輔助創造數碼內容、設計視
                                                            creation, design visualisation, 3D modelling, and rendering, to name
           覺化、三維建模和渲染等。VR 頭戴式裝置和動作捕
                                                            a few. VR headsets and motion capture are two examples of real-time
           捉便是實時 3D 應用的兩個例子。                                3D applications.
                                                     57
           報告顯示,在 2017 年至 2018 年期間,多個英語                和    The report shows that between 2017 to 2018, there were over 315,000
                                                                                                          57
           歐盟國家有超過 315,000 個與 3D 電腦繪圖相關的職                   3D graphics skills-related job postings in English-speaking  and EU
           位,其中超過 30,000 個(約 10%)需要實時 3D 技能                 nations, and of those, over 30,000 (around 10%) specifically required
                                                            real-time 3D skills (Walsh et al., 2019). Video game developers who
          (Walsh et al.,2019)。該報告亦顯示,擅長使用遊
                                                            are adept at the use of RTGE also have the highest 10-year projected
           戲引擎的遊戲開發者享有最高的 10 年預計增長率,
                                                            growth rate of 21%, according to the same report.
           為 21%。

           57  五個英語國家分別是英國、加拿大、澳洲、新西蘭和新加坡。
              The five English-speaking nations are the UK, Canada, Australia, New Zealand, and Singapore.
                                                                                                                     133
   130   131   132   133   134   135   136   137   138   139   140