Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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music inside SL.” For her, designing a virtual place for music means offering “very good visual<br />
experience along with the music in the sim” as her “signature.”<br />
Xavier has also been involved in PAL’s design since 2008, <strong>and</strong> he designed the first version of PAL<br />
in cooperation with AmyLee. In the current version, Xavier designed the club <strong>and</strong> generated the<br />
textures for the 600+ cubes that generate PAL’s dominant visual field. Xavier is a Danish urban<br />
planner <strong>and</strong> architect, who has been working on large scale real-world building projects as well as<br />
computer game designs. He also has a special interest in producing <strong>and</strong> archiving textures, <strong>and</strong> he<br />
describes himself as a “Photoshop freak.” In addition to graphic software, Xavier has 3D modeling<br />
skills for using several external software, as well as generating sculpted prims in SL. Xavier’s initial<br />
interest in SL was professionally oriented. He mentions how he became curious about the VW<br />
when he was informed about a large-scale Danish architecture firm’s initiative to build the virtual<br />
headquarters for IBM in SL. He mentions that his general interest in SL transformed from a<br />
professionally oriented one to having fun, whereas after a while he was engaged in professional<br />
projects in SL, too. Xavier built a race track in SL <strong>and</strong> managed a number of sims, while he came to<br />
the conclusion that it is not possible to build a “sustainable economy” by designing things in SL.<br />
He also mentions the differences between designing real-world buildings <strong>and</strong> virtual places, <strong>and</strong><br />
how he had to “forget what [he] learned as an architect” because “it becomes a limitation” when<br />
one wants to “invent a totally new approach” for designing virtual places. Currently, he transfers<br />
most of his game-design activities from SL to specialized game engines (i.e. Unity <strong>and</strong> Unreal)<br />
mainly because of the world’s limitations to create a satisfying interactive experience. Xavier’s<br />
designs are still on the market in SL’s official online store 3 .<br />
Finally, Shaggy is a French engineer, who describes his occupation as “not the creative type of job.”<br />
In fact, this is one of the major reasons why he is in SL as a builder, as he states that exploring<br />
other people’s creative works is his main interest. Shaggy is a close inworld friend of AmyLee, <strong>and</strong><br />
he has taught her how to design in SL. His involvement in PAL project was facilitated by his<br />
friendship with AmyLee. He worked with her in construction of the overall layout, <strong>and</strong> generated<br />
the idea of using cubes to generate the three-dimensional grid that forms the ground plane of PAL.<br />
Although Shaggy has been in SL for three years, he says that he hasn’t been interested in the social<br />
interaction aspect, which is also probably why he hasn’t been involved in many collaborative<br />
projects (in his terms). Shaggy has been generating content in SL for years, but he describes SL as<br />
the wrong place to try earning money. For him, what makes SL interesting is building <strong>and</strong><br />
exploring other people’s creations; <strong>and</strong> the reward is not necessarily money but social recognition<br />
3 https://www.xstreetsl.com<br />
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