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Multimodal Semiotics and Collaborative Design

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social/communicative practices. Users also often use mediational means as ‘open texts’ <strong>and</strong><br />

appropriate them in ways that are not within their normative uses (Jones <strong>and</strong> Norris 2005: 50)<br />

In order to exemplify my perspective on these issues, I will refer to two studies on mediated<br />

discourse <strong>and</strong> action by Theo van Leeuwen <strong>and</strong> Jay Lemke. Van Leeuwen (2005) focuses on a<br />

comparative analysis of a conventional exhibition design with an educational CD-ROM; <strong>and</strong><br />

Lemke (2005) studies the relations between virtual places <strong>and</strong> temporal experience in the VW of<br />

The Sims. Both studies put forward the issue of ‘virtuality’ into MDA’s agenda. Van Leeuwen’s<br />

analysis focuses on ‘reading paths’, or the ways in which the text functions as an environment for a<br />

multiplicity of reading processes, <strong>and</strong> structures the analysis at two levels: “[v]isual analysis of the<br />

text, to study the environment of the staged, goal-oriented process, <strong>and</strong> the pathways it allows” <strong>and</strong><br />

“observational, ‘ethnographic’ genre analysis of the user’s trajectory, to study actual staged, goaloriented<br />

reading processes, <strong>and</strong> so access the (usually internalized) generic patterns that inform it”<br />

(van Leeuwen 2005: 85).<br />

It is also important to think about how the concepts of movement <strong>and</strong> time are experienced in<br />

digitally mediated interaction, as it is not only the (avatars of) visitors but also the co-designers<br />

who traverse these virtual places. Lemke (2005) analyses ‘The Sims’ – a game-oriented VW<br />

platform for avatar-based socializing – by using two key aspects of (bodily) traversals in time <strong>and</strong><br />

(real or virtual) space: chronotope – a term borrowed from Russian philosopher, literary critic,<br />

<strong>and</strong> semiotician M. Bakhtin (1981, 1986) to denote ‘culturally typical movements <strong>and</strong> pacings along<br />

trajectories of activity’ – <strong>and</strong> heterochrony – ‘according to which meaningful activities are linked<br />

across timescales by our use of discursive-semiotic artifacts’- (Lemke 2005: 110). Lemke’s<br />

multimodal theory of ‘place, pace <strong>and</strong> meaning’ uses chronotope <strong>and</strong> heterochrony as theoretical<br />

<strong>and</strong> analytical tools for the inquiry of temporal organization of meaningful activities through the<br />

use of semiotic artifacts as mediational means. I find Lemke’s (2005) use of the terms chronotope<br />

<strong>and</strong> heterochrony particularly helpful in analyzing the spatial practices in virtual places, both in<br />

terms of the potential visitor experience <strong>and</strong> the co-production practices through which virtual<br />

places are made. As explained in the theoretical framework, the social semiotic lens to multimodal<br />

meaning-making considers space <strong>and</strong> time as semiotic resources, <strong>and</strong> explains the semiotic<br />

transformations of/in space <strong>and</strong> place by analyzing the construction of meaningful spatial practices<br />

through semiotic resources. Lemke (2005: 115-116) puts forward an important framing to the study<br />

of social action in virtual places by focusing on “the dynamics of space <strong>and</strong> place” which “makes an<br />

immediate connection to time <strong>and</strong> pace” as semiotic resources for “expressive meaning-making”,<br />

that is the phenomenological <strong>and</strong> semiotic coupling of bodily <strong>and</strong> temporal experiences in the<br />

analysis of user interaction with/in virtual places. Lemke’s use of MDA for studying virtual game<br />

spaces is important not only because it defines meaningful action through the use of a<br />

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