科技與藝術在當代,與創作者或者業界都已經密不可分。技術不再只是輔助,而是直接改變了觀眾如何被動員、現場如何被體驗、以及內容如何延伸長尾。本專題匯整三篇訪談,作為產業實作的縮影:FANSI GO 以「Web2.5」票務與超級粉絲機制,串起回購、站內擴散與跨境金流;Funique 以 8K 3D 動態掃描與自研 4D Gaussian Splatting,將 XR Live Session 與 OMO(Offline Merge Online) 模式落地;NAXS Studio 則以創作者身份切入,補足音樂創作者、影像甚至表演藝術之間的實務接點。
本篇文章將介紹三個團隊的做法與案例。

Technology and art have become inseparable in today’s creative landscape. It no longer merely supports creators—it directly reshapes how audiences are engaged, how live experiences are delivered, and how content sustains its long tail.
This feature brings together three interviews that represent this transformation in practice:
FANSI GO, a “Web 2.5” ticketing platform linking repurchase incentives, social sharing, and cross-border payments; Funique, an immersive-tech studio combining 8K 3D scanning and proprietary 4D Gaussian Splatting for XR live sessions; and NAXS Studio, an artist-led team bridging music, visual, and performing arts through real-time interactive technology.
This article is a closer look at how each team turns ideas into reality.




