2359

2359

專題“2359”聚焦Z世代在數位化時代中的生活困境與自我探索,並反思現實與虛擬世界的界限。專題名稱“2359”取自最後一刻的緊迫感,象徵著Z世代在生活中不斷面對的時間壓力、deadline焦慮,以及對未來的不確定感。我們認為這樣的時間壓力,不僅是學業上的挑戰,更映射出Z世代對未來的迷茫和對現實與虛擬世界之間模糊界限的無力感。
我們選擇以“病毒”來象徵數位成癮,探討這一代如何在無形中被網路世界“感染”,而這種沉浸感覺並非全然自願。它是現代社會中無處不在的精神壓力的產物,也代表了對未知的恐懼和對現實世界的逃避。這個過程中,網路成為一個理想的避風港,既能滿足短暫的情感需求,也能暫時放下現實世界中的無力與焦慮。
本專題的目的不是提供解決方案,而是讓觀眾反思:“這是病毒的感染,還是無法抗拒的沉溺?”我們希望透過這個問題,讓觀眾思考科技與人類的關係,探索Z世代如何在壓力中尋找自我定位,並在現實與虛擬世界之間找到平衡。
活動現場以病歷集點卡進行展場互動,透過觀看各組展覽內容獲得點數,我們使用此種互動方式,讓觀眾配合展場體驗被網路病毒包圍的感受,如同形象角色被網路吃掉後所發生的事情,達成故事與現實串聯的效果,最後離場前至櫃台使用病歷卡兌換解藥,使用解藥象徵離開網路的世界,回到現實的懷抱。

2359

The project "2359" focuses on the struggles and self-exploration of Generation Z in the digital age, reflecting on the blurred boundaries between the real and virtual worlds. The title "2359" symbolizes the urgency of the final moment, representing the constant time pressure, deadline anxiety, and uncertainty about the future that Gen Z faces. This pressure is not just an academic challenge but reflects their confusion about the future and the sense of helplessness in navigating the blurred lines between the real and virtual worlds.

We use the metaphor of a "virus" to symbolize digital addiction, exploring how this generation is "infected" by the online world in ways that are not entirely voluntary. It is a product of the pervasive mental pressure in modern society and represents a fear of the unknown and an escape from the real world. In this process, the internet becomes an ideal refuge, satisfying temporary emotional needs while providing a brief escape from the helplessness and anxiety of the physical world.

The purpose of this project is not to offer solutions but to prompt viewers to reflect on the question: "Is this infection of the virus, or an irresistible immersion?" We hope this question will lead the audience to think about the relationship between technology and humanity, and explore how Generation Z seeks self-positioning under pressure and finds balance between the real and virtual worlds.
At the event, we use a medical history punch card for interactive engagement. By watching the exhibits, visitors earn points. This interactive approach allows the audience to experience the feeling of being surrounded by a digital virus, similar to what happens to characters who are consumed by the internet. This creates a connection between the story and reality. Before leaving, visitors can exchange their medical history card for an antidote at the counter. Using the antidote symbolizes leaving the digital world and returning to the embrace of reality.

作品編號 #1338 作品名稱 2359 作品分類 數位多媒體與遊戲設計類互動多媒體組 學校科系 南臺科技大學 多媒體與電腦娛樂科學系 設計師 呂盧鈴
南臺科技大學 多媒體與電腦娛樂科學系
(四年級)

畢珮柔
南臺科技大學 多媒體與電腦娛樂科學系
(四年級)

劉家珊
南臺科技大學 多媒體與電腦娛樂科學系
(四年級)

陶可晴
南臺科技大學 多媒體與電腦娛樂科學系
(四年級)

黃子郡
南臺科技大學 多媒體與電腦娛樂科學系
(四年級)
指導老師 黃永銘

吳思璿

陳俊瑋