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Multimodal Semiotics and Collaborative Design

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them, <strong>and</strong> (b) experiential <strong>and</strong> interpersonal features of the virtual places that make them suitable<br />

to accommodate social interactions in SL.<br />

For this purpose, I employ a place-based underst<strong>and</strong>ing to digitally mediated technology, <strong>and</strong><br />

develop a new analytical model for the systemic-functional analysis of three-dimensional virtual<br />

places. In this approach, I mainly use O’Toole’s social semiotic framing of architecture (O’Toole<br />

1994, 2004) <strong>and</strong> Maree Kristen Stenglin’s (2008, 2009a, 2009b) theses on the three metafunctions<br />

of three-dimensional space. Both of these perspectives advocate that there is a partwhole<br />

relationship between three-dimensional space <strong>and</strong> its components (‘elements’ or ‘ranks of<br />

scale’), including those which frame the spaces (i.e. walls, windows, elevations). In fact, the idea<br />

framing is helpful for describing the interrelations between space <strong>and</strong> place in a social semiotic<br />

framework. As a central analytical concept in social semiotics, framing (Van Leeuwen 2005, Kress<br />

<strong>and</strong> Van Leeuwen 2006 [1996]) refers to both “physical boundaries around a space” <strong>and</strong> “the<br />

impact such physical boundaries have on the social inter-action between participants within a<br />

space” (Stenglin 2009: 54). This dualistic view of space <strong>and</strong> place results in a similarly dualistic<br />

methodological framing, following what Stenglin (2009) calls the “logogenesis of a building” which<br />

covers both the static descriptions of three-dimensional spaces <strong>and</strong> the ways in which their<br />

meaning potentials unfold dynamically (to create a sense of place).<br />

As outlined in previous chapters, the systemic-functional framework that I use to analyze the<br />

multimodal discourses within the three case-studies is developed upon O’Toole’s analytical model<br />

on the Experiential, Interpersonal <strong>and</strong> Textual meta-functions of architectural design (O’Toole<br />

1994, 2004). In his hypertextual model of multimodal analysis, the semiotician has at her disposal<br />

“a map of the total 'meaning potential' <strong>and</strong> can pinpoint the rank of unit <strong>and</strong> semiotic function of<br />

any element or combination of elements” (O’Toole 1994: 84). This provides the analysis with a<br />

perspective that includes the dynamic interplay between semiotic resources <strong>and</strong> the social<br />

situations in which they are used. The analysis of each meta-function indeed helps to interpret the<br />

others, since the three meta-functions are not totally independent in the construction of the overall<br />

meaning potentials (Lemke 2002).<br />

In terms of the Experiential meta-function, I aim to explore the ways in which the practical<br />

functions of virtual places are represented. Following Stenglin (2009: 38), I admit that the “ways of<br />

construing representations of human experience” has two implications: “the first is concerned with<br />

field; the second is concerned with [two 1 ] types of structures”. Here, it is important to note how the<br />

designed places <strong>and</strong> artifacts afford movement <strong>and</strong> orientation of avatars, <strong>and</strong> how the<br />

1 ‘Serial’ <strong>and</strong> ‘orbital’ structures (Stenglin 2009). Brackets by the author.<br />

105

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