
©温崇涵
Digi 是手段,Wave 是思潮、流动,也是沟通。 冀望透过每年的 DigiWave,针对生活里面的一个重要议题提出大哉问。 透过科技去沟通,以展览与活动的形式去呈现,促成让生活前进的下一波浪潮。
延续 2020 DigiWave,团队有幸再次受邀策划 2021 年度的展览。 这是一个以科技为主轴的庆典,这次我们挑选「电玩」作为命题,从载体、玩家与游戏设计师的视角切入,带领观众观看电玩与我们之间的关系。
Digi is the means, Wave is the trend of thought, flow and communication. I hope that through the annual DigiWave, I can ask a big question about an important topic in my life. Communicate through science and technology, present it in the form of exhibitions and activities, and promote the next wave of life.
Continuing the 2020 DigiWave, the team was lucky enough to be invited to plan the 2021 exhibition again. This is a celebration with science and technology as the main axis. This time, we choose "video games" as the topic, from the perspective of carriers, players and game designers, to lead the audience to watch the relationship between video games and us.
——————
项目类型:通讯、娱乐
类别:活动、展览
年份:2022年
位置:高雄驳二艺术特区高雄第二码头艺术中心
Experience the video game 2021 DigiWave exhibition hall in video games.
---
「实际体验是理解一件事物的最好方法」,正因主题为电玩,除了理所当然的展示与活动,我们企图打造一个纯然电玩化的展览体验。 于是着手设计一套体验系统,将电玩中的机制散落在实境与虚拟的光谱中,从展览内容本身延伸至城市探索,尺度随之从一个仓库拉开至盐埕街区。 观众成为玩家,展区成为游戏场景,透过实际的游历其中,反思电玩、玩家、游戏设计师乃至于真实与虚拟间的哲学,将展览翻转成为一个彼此关系与行为不断流动的共感现场。
"Actual experience is the best way to understand a thing." Because the theme is video games, we try to create a purely video-game exhibition experience in addition to the natural exhibitions and activities. So I set out to design an experience system, which scattered the mechanism of video games in the real and virtual spectrum, extending from the exhibition content itself to urban exploration, and then the scale was pulled from a warehouse to Yancheng block. The audience becomes the players, and the exhibition area becomes the game scene. Through the actual travel, we can reflect on the philosophy of video games, players, game designers and even between reality and virtuality, and turn the exhibition into a synaesthesia scene with constantly flowing relationships and behaviors.

©温崇涵

©温崇涵

©温崇涵

©温崇涵

©温崇涵
致敬红白机摇杆中心的 START / SELECT 两颗按钮,以「选择」作为「开始」,第一个映入眼帘的两扇门皆为入口,开门见山的赋予观众选择的权利。 这也是电玩中特有的一项重要核心,观众不再是被动的观看而是主动的介入。
门后,是模拟镜射的两个空间,一端陈列电玩史上十款经典载具,而镜射的另一端则为对应载具的话题游戏。 以『我们从哪个主机「开始」,而「选择」了哪款游戏」切入,引发关于电玩经验的回忆与讨论作为序曲。
呼应主视觉,使用电玩而或探讨虚拟与真实议题经常使用的「红与蓝」,分别作为两个空间的色彩主调,在动线上沿着时间轴罗列对象,辅以墙面上正反错置的引用名言,将电玩相关的记忆、时代感、符号与典故轶事,融在一个充满隐喻(黑客任务的红蓝药丸、天能的旋转门空间)的镜像空间区块。
Pay tribute to the START/SELECT buttons in the center of the rocker of the red and white machine, and take "choice" as the "start". The first two doors that come into view are both entrances, which gives the audience the right to choose directly. This is also an important core unique to video games. The audience is no longer passively watching but actively intervening.
Behind the door, there are two spaces that simulate mirror shooting. At one end, ten classic vehicles in the history of video games are displayed, while at the other end, the mirror shooting is a topic game corresponding to the vehicles. The prelude is "which host did we" start from and which game did we "choose", which triggered memories and discussions about video game experience.
Responding to the main vision, the "red and blue", which are often used in video games or discussing virtual and real issues, are used as the main colors of the two spaces, respectively. The objects are listed along the time axis on the moving line, supplemented by the mislaid quotes on the wall, and the memories, times, symbols and anecdotes related to video games are integrated into a mirror space block full of metaphors (red and blue pills for hacking tasks, revolving door space with natural talents).

©温崇涵

©温崇涵
精选八款近期发行的国产游戏,范畴从学生作品、独立制作到商业钜作,皆为别开生面的一时之选。 观众透过游玩片段理解这些游戏的独到之处,感受台湾游戏工作者充沛的创作能量。
Selected eight recently released domestic games, ranging from students' works, independent production to commercial masterpieces, all of which are unique and temporary choices. The audience can understand the uniqueness of these games through the play clips, and feel the abundant creative energy of Taiwan Province game workers.

©温崇涵

©温崇涵
一如其名,这是一个交流的场域,规划一连串的影片放映、讲座与对谈,并邀请了电竞选手、游戏设计师、YouTuber与Podcaster,带领观众从各种不同象限切入更具深度的电玩思辨之旅。
As its name implies, this is an exchange field, planning a series of film screenings, lectures and dialogues, and inviting e-sportsmen, game designers, YouTuber and Podcaster to lead the audience into a more in-depth speculative journey of video games from various quadrants.

©温崇涵

©温崇涵

©温崇涵

©温崇涵
连通道的彼端,座落一个透着光的门廓,成为展览于空间、于意念的切面,门后即是电玩里面的世界。 在暗处推开门,迎来的是名为 Loading 的光亮白净廊道。 极度的亮度反差,带来瞳孔瞬间收缩的知觉冲击,作为进入虚拟世界的开场仪式。
At the other end of the corridor, there is a door with light, which becomes a section of exhibition in space and ideas, and behind the door is the world inside the video game. Pushing open the door in the dark, you are greeted by a bright and white corridor named Loading. The extreme brightness contrast brings the perceptual impact of the instantaneous contraction of the pupil as the opening ceremony to enter the virtual world.

©温崇涵

©温崇涵

©温崇涵
每半小时于天幕播映的影像作品 Ready to Start,串起展览脉络,翻开各种关于电玩的视觉记忆。 仰望的观看模式加上环绕式的声响,成为一场情绪丰沛的感知洗礼。
The video work Ready to Start, which is broadcast in the sky every half hour, strung together the exhibition context and opened various visual memories about video games. The viewing mode of looking up and the surrounding sound become a perceptual baptism with rich emotions.

©温崇涵

©温崇涵

©温崇涵

©温崇涵

©温崇涵

©温崇涵
有别于主展场带领观众层层递进电玩的核心,延伸规划了一个将散策游戏化的实境体验。 集结盐埕区20个特色点位,一如电玩合卡,透过LINE APP的整合,每个地点都成为一款别具风格的小游戏。 于过程中观众将以全新的视野探索老区的风华纹理与再造现场,而更迷人的是街区居民与玩家间产生的各种交流。
Different from the core of the main exhibition hall leading the audience to step-by-step video games, it extends the planning of a realistic experience that will gamify the scattered strategies. Assemble 20 characteristic points in Yancheng District, just like a video game card. Through the integration of LINE APP, each point has become a unique little game. In the process, the audience will explore the scene of the elegance and reconstruction of the old district with a brand-new vision, and what is more fascinating is the various exchanges between the residents and players in the block.

©温崇涵

©温崇涵

©温崇涵

©温崇涵

©温崇涵

©温崇涵

©温崇涵
于独特氛围的盐埕第一公有市场作为舞台,由金曲歌王Leo王与台湾Finger Drumming代表PUZZLEMAN联乘合作,以「电玩」作为主轴,游戏机成为演出乐器,重组经典歌曲,翻玩表演内容。 加上导入5G技术的共同在场实验应用,串连不同的高雄场景。
With the unique atmosphere of the first public market in Yancheng as the stage, the king of golden songs Leo Wang and Finger Drumming of Taiwan Province cooperated on behalf of PUZZLEMAN, taking "video games" as the main axis, and the game machines became performing instruments, reorganizing classic songs and flipping through the performance contents. Coupled with the introduction of 5G technology, the co-existing experimental application connects different Kaohsiung scenes in series.

©温崇涵

©温崇涵

©温崇涵
项目信息
指导单位:高雄市政府、经济部工业局
主办单位: 高雄市政府经济发展局
策展单位:台湾产学策进会、叁式
协办单位:叁捌地方生活
指定投影机品牌:Panasonic
参展单位:Team9、智崴信息、 赤烛游戏、信仰游戏、柒伍壹游戏、SIGONO、 南瓜虚拟科技、 宇峻奥汀、 中华网龙、华泰行、旧游戏时代、Giloo 纪实影音、BLINKWORKS LTD、啾啾鞋
对谈讲者:台湾通勤第一品牌、张志祺、GamerBee、施俞如、李勇霆、程思源、陈威帆、林业轩
赞助单位:Giloo 纪实影音、LINE、冠嘉系统科技有限公司、VR 体感剧院、华泰行、旧游戏时代
策展人:曾炜杰
品牌统筹:赵逸秋、吴淑靖
项目经理:陈威廷
艺术总监:何庭安
视觉设计:何庭安、颜晧真、江家伶、黄伟哲、李若菩、 黄群杰
接口设计:江家伶、何庭安、黄伟哲
技术总监:杨家豪
编程开发设计:蔡佳礽、杨家豪、张存宇
硬件总监:吕承翰
硬件执行:吕承翰、张存宇
沉浸在浸式音响系统设计及执行:铁
硬件建置工程:冠嘉系统科技有限公司
空间设计:山阳山阴
展场工务统筹:有用设计
执行企划:曾炜杰、曹家宁、张存宇、山阳山阴、陈子昀、张楷翊
内容咨询:Game 话不加酱、陈威帆、张志祺、吴彦锋
行销统筹:蔡宜伶、庄虎牙
社群营销:蔡宜伶、庄虎牙、苏心怡
公关统筹:纪婉婷、张文殊
展务营运:陈威廷、林家蔚、张楷翊、黄薇如
展务执行:林家蔚、林慧婷、李燕萍、李佳蓉、黄品瑜、谢承芳、汪乃心、陈佳玉、郑伃涵
展场静态影像纪录:李易暹 、颜归真、曾国书、郭濬纬
360 摄影:温崇涵
展场动态影像纪录:李金勋、陈弘轩、陈俊甫、高伟鸣
影像剪接:李金勋
特别感谢:陈其迈、廖泰翔、迪拉胖、Ru味春卷、张志祺、詹朴、贝莉莓、郑宜农、刘真蓉、辜达齐、刘威利、陈韦安、王宏炜、赖柏榕、王瀚宇、汤钧杰、杨适维、杨曜任、陈廷恺、吴思慧、余欣蓬、陈炯廷、董哲延、语声者王乔荞、严瀚尧、张家兄弟、张汉杰
顾展人员:黄若嘉 、陈玟宁 、李虹蒲 、戴玮庭、罗政桦 、陈嘉妤、陈姿妤 、黄宜家、王渝茜、张家祯、苏子雯、陈彦宇、李钰慈、王紫萦、吴沛璇、侯宇哲、郭岱昀、黄钰雯、洪楦宜、黄琪崴、黄 胜崴、纪萱、萧玉欣、江珮绮、钟佳颖、王可媗、范原铨、詹贞兰、蔡品萱、何盈柔、刘千嘉、陈采伶、李燕如、徐如盈、吴文瑄、林意然、赖韵芮、郭晴欣、徐子濯、 刘思霈、张芝维、张秀榕、郑伟婷、张瑜、熊翊廷、吕家宜、郑美仪、陈涵娟、陈仲孝、王冠咏、高志豪、黄宜家、戴玮庭、陈嘉妤、陈玟宁、黄若嘉、刘逸涵
版权©策站网cezn.cn,欢迎转发,禁止以策站编辑版本进行任何形式转载