Page 142 - Arts Innovation Report_2022_May11
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韓國文化產業振興院予內容科技專才培訓與研發的資助
              個案研究
              Case study   KOCCA’s Funding for Content Technology Talent and R&D




             韓國文化產業振興院是南韓藝術科技的孵化器。它                        文化內容研發專業培訓 (1)
             每年獲得文觀部資助,並通過資助研發項目,培育                        Cultural Content R&D Professional Training (1)
             文化科技專才。2021 年,韓國文觀部撥款 1,139 億
             韓 元(約 7.96 億港元) 用於發展藝術技術                      主要目的 Main aim:
            (MCST,2021),這筆款項的一部分就是撥給了
                                                           該計劃旨在通過支持研發項目,培養研究生層次的文化技術人才。
             振興院,下文提供的案例只是該部分中眾多計劃的
                                                           該計劃資助期為 2021 年至 2023 年,每個項目最高可資助 27.5
             其中兩個。
                                                           億韓元(約 1,800 萬港元)。該計劃希望從沉浸式內容與技術兩
             KOCCA is South Korea’s dedicated Arts Tech incubator.
                                                           方面培育新一代研發人才,尤其是結合虛擬現實、擴增實境和
             It receives funding from MCST every year to incubate
                                                           混合實境的文化內容,並應用於表演、展覽、電影和遊戲等
             professional cultural technology talents through
                                                           場景。
             funding R&D projects. In 2021, the MCST allocated
             KRW 113.9 billion (approx. HKD 796 million) to   This scheme supports the cultivation of cultural technology talents
             developing cultural technology across the board (MCST,   at graduate school levels through R&D projects. The funding period
             2021)—a portion of that goes to KOCCA, and the   spans from 2021 to 2023 and can grant up to KRW 2.75 billion
             schemes provided with details below are only two of the   (approx. HKD 18 million) per project. It aims to incubate next-
             many that came out of that portion.           generation R&D talents in content and immersive technologies,
                                                           specifically cultural contents combined with VR, AR, MR, and applied
                                                           in performances, exhibitions, movies, and games settings.
















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