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Multimodal Semiotics and Collaborative Design

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Comparisons with game experiences <strong>and</strong> MMORPG interfaces were often made by workshop<br />

students who were also gamers. For instance, NEL from the Awesome Three group mentions how<br />

user-interface controls in World of Warcraft feel much “intuitive” compared to SL, especially in<br />

terms of keyboard-mouse combinations for navigation. She explains how she started typing when<br />

she was trying to move the avatar, or activating unnecessary functions because of this confusion.<br />

Although the maximum number of avatars was not felt as a limitation in workshop projects, similar<br />

technical limitations of lagging affected the workshop processes. As CEL from the Superheroes <strong>and</strong><br />

Supervillains group in the workshop mentions: objects “look like phantom, or you see half of the<br />

screen <strong>and</strong> not the other half” <strong>and</strong> it gets slow –often impossible - to teleport. NEL from the<br />

Awesome Three group mentions how they were “quite often stuck in objects” or sometimes “in a<br />

building in Metrotopia or under water. And you have to swim around to get out of there.”<br />

Another reason for frustration, especially for the newcomers is the technical limitations such as<br />

lagging while loading sims, insufficient CPU capacity <strong>and</strong> not being able to teleport. In both<br />

Metrotopia <strong>and</strong> PAL interviews, experienced designers mention the issue of lagging as a general<br />

limitation, as the sims they design cannot accommodate more than 50-60 avatar at the same time.<br />

Curiza describes this limitation as a “real showstopper”, mainly because it makes it impossible for<br />

him to attract the attention of professional musicians or potential sponsors (such as ’Coca Cola’) for<br />

large-scale projects. SL’s user interface provides users with the ability to customize their<br />

visualization settings, such as level of detail or options for media streaming, which could offer a<br />

solution to the technical limitations to a certain extent. In addition to being able to customize the<br />

interface to a certain extent –by menu options or HUDs- according to their needs, users can change<br />

the environmental settings, which allow them to customize their visual experiences by changing the<br />

level of detail in sight or shifting between day <strong>and</strong> nighttime.<br />

As I mentioned earlier, the user interface of SL viewers are continuously being developed by<br />

Linden Lab <strong>and</strong> third parties. During the time of the interviews, the new-generation SL viewer 9 was<br />

recently launched with a number of important new capabilities, including a new GUI with Webbrowser-like<br />

capabilities, new ways of searching <strong>and</strong> browsing through inworld content, <strong>and</strong><br />

enhanced affordances for building virtual objects with HTML integration. On the other h<strong>and</strong>, this<br />

major change in their ways of interacting with SL has also been received with suspicion <strong>and</strong> some<br />

confusion. I observed that the main resistance is often not about the new constraints but about the<br />

requirement to change their old habits <strong>and</strong> adopt a new interface paradigm. For instance, Shaggy<br />

(PAL), “changing where the menu items are <strong>and</strong> how you interact with the viewer is difficult for<br />

9<br />

I consider viewer 2 <strong>and</strong> the following versions as next-generation viewers, as their capabilities for accommodating,<br />

visualizing <strong>and</strong> functionalizing virtual content improved significantly with such features as the HMTL-embedded<br />

surfaces, imported organic models with Mesh surfaces <strong>and</strong> new organization of the GUI.<br />

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