Page 146 - Arts Innovation Report_2022_May11
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儘管香港的藝術科技政策仍處於起步階段,但在過去 Our Arts Tech policy is still in its infancy, and we’ve seen a lot of
traction gained in this field in the past two years. LCSD, for instance,
兩年裏已獲得大量關注。例如康文署為業界人士舉辦
has organised multiple arts tech workshops for industry professionals,
了多個藝術科技工作坊;數碼港和科學園等亦組織了
tech hubs like Cyberport and Science Park have hosted summits for
業界交流峰會;「藝術科技」專才也被涵蓋在香港「優
59 industry networking, and arts tech experts have now made their way
秀人才入境計劃」(「優才計劃」)中。 這些措施都有 59
onto the Talent List of Hong Kong. All these have helped legitimise
助鞏固藝術科技專業技術的地位。
the arts tech profession.
現時,香港雖已開始回應專業人士的訴求並推出相應 While there are relatively more initiatives targeted at professionals,
舉措,但年輕一代的能力建設和人才培養仍未得到重 Hong Kong still has not assigned much priority on capacity building
視,更遑論培養具有沉浸式能力的新時代人才。 and talent grooming at a younger level, not to mention cultivating
next generation talents with immersive capabilities.
雖説藝術科技專責小組有教育局的參與,但教育局仍
The Arts Tech Task Force rightly involved the Education Bureau, yet
未採取確實行動來促進藝術科技的相關培訓,或是支
the bureau has taken little further action to introduce government-
援提升專上院校現有的培訓計劃和課程。
enabled training for Arts Tech, or initiatives that would upscale
existing training programmes at HEIs.
與其他國家和地區相比,政府所展現出的重視程度不
免相形見絀,而這難免加劇長期以來對文創產業缺乏 Our Government’s ambition in this pales in comparison with our
遠見和策略布局的劣況。 overseas counterparts, only to reinforce the longstanding lack of
farsightedness and strategy for the CCI all this time.
不同於政府相對被動的態度,本地的專上院校已抓緊
Despite the Government’s passiveness, local tertiary institutions have
這機遇。下表顯示了一些主動將遊戲引擎培訓納入其
leapt to the opportunity. The table below shows some of the more
課程體系的專上院校。表內列舉之資料或未能概全。
active local tertiary institutions in Hong Kong that have RTGE
training incorporated into their curriculum. It is by no means
exhaustive.
59 更新後的香港人才清單中「表演藝術方面的藝術科技專才」有:(i)延展實境,包括虛擬實境、擴增現實、混合實境和替代實境;(ii)人工智能,包括機器學習、深度學習、自然語言處理、數據視覺化;(iii)傳
感器;(iv)全息技術;(v)虛擬形象和虛擬存在;(vi)實時動態捕捉和動畫;及(vii)無人機和機械人。
The Talent List has been updated to include ‘Performing arts professionals in arts technology’, they are: (i) extended reality (XR), including virtual reality (VR), augmented reality (AR), mixed reality (MR) and substitutional
reality (SR); (ii) artificial intelligence (AI), including machine learning, deep learning, natural language processing, data visualisation; (iii) sensors; (iv) holography; (v) avatar and virtual presence; (vi) real-time motion capture
and animation; and (vii) drones and robots.
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