Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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Whether the unit of analysis is an individual, a program or a process, the caseworker focuses on<br />
“how” <strong>and</strong> “why” questions, covering the contextual conditions by exploring the blurry<br />
boundaries between the phenomenon <strong>and</strong> its context (Baxter <strong>and</strong> Jack 2008). One way of limiting<br />
the scope of study is to place artificial boundaries to the research framework, such as limiting<br />
certain variables (time/place, time/activity, definition/ place etc) to define what will <strong>and</strong> will not be<br />
studied within the project. In my analysis, the limitations are drawn by the previously mentioned<br />
contexts of using SL as collaborative platform, considering the use of SL as a limitation of media as<br />
well as place (Bartle 2004, 2008). As collaborative design activities in SL can occur both as<br />
synchronously <strong>and</strong> asynchronously, case studies often unfold in various time-scales adopting the<br />
contextual limitations of each project. As Lemke (2005) emphasizes, social semiotic research on<br />
mediated social action cannot simply consider time as a linear or cyclical entity, but requires<br />
special attention to how collaborative spatial practices unfold in different temporalities, resulting<br />
in different experiences of time, space <strong>and</strong> movement in different contexts.<br />
Credibility, validity <strong>and</strong> scientific value of case study methods are also common topics of<br />
discussion. Stake (2005) describes case-study as a small step toward gr<strong>and</strong> generalization. Even<br />
though there is a possibility to produce generalizations <strong>and</strong> empirically grounded over-arching<br />
theories from case studies, the essential purpose is to make an in-depth <strong>and</strong> reflexive observation<br />
of a social situation to pose foreshadowed problems about the subject matter (Stake 2005,<br />
Flyvbjerg 2006). In that respect, generalizations are not necessarily seen as the ultimately desired<br />
end-result, but possibilities to ground empirical findings on previously established theories on<br />
human activity to explain similar phenomena in larger contexts. Within the constructivist<br />
paradigm, what is expected from a case study approach is pluralism in voices towards social<br />
construction of reality, since the nature of the empirical focus allows close connections <strong>and</strong><br />
dialogue between researcher <strong>and</strong> participants, allowing participant to describe their views of reality<br />
for researcher to underst<strong>and</strong> (Baxter <strong>and</strong> Jack 2008).<br />
Selection of cases <strong>and</strong> strategies for sampling<br />
During the 3-year research process, I have been involved in SL’s co-design environments, <strong>and</strong> I<br />
have been in close contact with the VW’s creative communities for the sake of analytical integrity of<br />
ethnographic findings from various inworld/RL sources. In terms of collaboration, SL offers a wide<br />
range of user practices, whether these are on content creation, sharing, trade or<br />
education/knowledge-sharing. A number of specialized design professions have emerged,<br />
including avatar clothing, furniture <strong>and</strong> decoration, custom design isl<strong>and</strong>s, freebies, vehicles,<br />
texture-workers, scripters; <strong>and</strong> they have the chance to share their products with other residents<br />
through the inworld economy. SL designers collaboratively give shape to virtual world <strong>and</strong> its<br />
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