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Multimodal Semiotics and Collaborative Design

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1. Introduction<br />

Virtual places <strong>and</strong> Second Life cases<br />

Places are complex sign-systems. The construction of a place depends not only on the organization<br />

of objects <strong>and</strong> visual elements in physical space, but also on the semiotic potentials they present for<br />

meaningful human (inter-)action. When people interpret <strong>and</strong> respond to the discourses in places<br />

by participating in the social world, they also transform the social contexts in which spaces become<br />

semiotized. Therefore, the affordances <strong>and</strong> constraints of the socially available tools <strong>and</strong> resources<br />

for (co-)production <strong>and</strong> circulation of mediated discourses affect the characteristics of potential<br />

social actions that are enabled by certain places. Places not only represent particular affordances<br />

<strong>and</strong> constraints for various social actions, but also bear traces of the socio-cultural <strong>and</strong> the<br />

technological environments in which they come to being as useful <strong>and</strong> meaningful signs.<br />

In this respect, virtual worlds (VWs) are also places. Virtual places represent, <strong>and</strong> in many ways<br />

simulate the three-dimensional spatial experiences <strong>and</strong> provide their users with various social<br />

affordances to use <strong>and</strong> co-produce these communicative environments. Previous research has<br />

shown that people often tend to interpret virtual places <strong>and</strong> artifacts in ways influenced by their<br />

physical counterparts, <strong>and</strong> they choose to behave in certain ways comparable to real-world 1<br />

behavior 2 . On the other h<strong>and</strong>, VWs are not physical spaces in which human bodies <strong>and</strong> physical<br />

objects interact; but they are multimodal interactive representations of spatial phenomena that are<br />

appropriated into the virtual realm. Therefore, virtual places represent their makers' rhetorical<br />

intentions, <strong>and</strong> the ways in which they imagine the users to experience the places of a VW.<br />

Second Life (SL) is a VW made of connected places that are aimed at avatar interaction <strong>and</strong><br />

designed by processes of co-production. It is a digital platform that exemplifies how these so-called<br />

'worlds' are co-produced by their users as interconnected virtual places <strong>and</strong> artifacts. Users of SL<br />

often form small-to-large groups of avatars to build virtual places for their collective purposes, to<br />

express their aesthetic talents, <strong>and</strong> to participate in collaborative projects which offer new<br />

mediated experiences to SL users. SL provides these content designers certain tools <strong>and</strong> resources<br />

to generate the places <strong>and</strong> artifacts, or to import certain assets from other digital platforms.<br />

1<br />

I use the term ’real-world’ cautiously, as I consider the interactions in SL as a part of the so-called real world. The fact<br />

that user actions are digitized <strong>and</strong> translated in VWs do not make them any less real than interacting with a computer,<br />

sitting on an actual chair, or forming wood to make a chair. In the following chapter on social semiotics <strong>and</strong><br />

multimodality, I will further discuss my perspective on the real-virtual dichotomy.<br />

2<br />

In the following chapters, I will discuss some of these works; for instance the notion of ’transformed social interaction’<br />

(i.e. Bailenson et al. 2004, Bailenson <strong>and</strong> Yee 2005, Bailenson et al. 2005, Bailenson <strong>and</strong> Beall 2006), place metaphors<br />

(Prasolova-Førl<strong>and</strong> 2008), <strong>and</strong> the ways in which the design of virtual places can be affected by the metaphors of<br />

everyday life (i.e. Book 2004, Taylor 2009).<br />

1

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