Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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uilders, because when you build a lot you have your own habits.” Curiza, who describes himself<br />
as a very active networker, mentions a “very simple little thing” that required him to change his<br />
working methods as: “when you work like I do in there, <strong>and</strong> you have a friend list with a few<br />
hundred people (…) And it’s often maybe only 3 persons that I really need to talk to. I can’t find<br />
out who are online, <strong>and</strong> when. Are they online now” For builders like Shaggy, AmyLee <strong>and</strong><br />
Xavier, such conventions <strong>and</strong> habits provide a solution space for the design problems they are<br />
facing, <strong>and</strong> such changes could mean investing more time <strong>and</strong> effort into learning than into<br />
building. Use of the viewer show variations from user to user, <strong>and</strong> differences between a builder’s<br />
perspective <strong>and</strong> a non-builder’s perspective on the changes would depend on their specific needs<br />
<strong>and</strong> expectations from the interface. As AmyLee expresses: “there is no SL without the viewer, the<br />
limitations of SL reflects in the viewer, that's all.”<br />
Tools for content generation <strong>and</strong> their affordances<br />
In order to become a content generator in SL, users have to interact with another (relatively more<br />
complicated) part of the viewer interface, which could be found under the “build” menu. Through<br />
the use of this particular interface, users of SL are allowed to design virtual objects 10 (the smallest<br />
structural unit of which is called a prim), apply textures <strong>and</strong> scripts to the prims, <strong>and</strong> modify<br />
objects in virtual space through either numerical entries or manual comm<strong>and</strong>s.<br />
Although several other types of content generation practices exist in SL 11 , a fundamental<br />
component of the building affordances is the primitive system. In the official SL Wiki 12 a primitive,<br />
or prim, is defined as a “single-part object” which is “represented by a set of parameters,<br />
including shape/type, position, scale/size, rotation, cut, hollow, twist, shear, etc.” Prims consist of<br />
st<strong>and</strong>ard three-dimensional geometric shapes, such as cube, sphere, cylinder or cone. In figure 2,<br />
pictograms of st<strong>and</strong>ard prims can be seen on the upper right corner, with each shape representing<br />
a particular type of prim. Similar to the overall GUI, the design interface of the viewer reflects a<br />
multimodal organization of forms <strong>and</strong> functions: textual, numerical <strong>and</strong> graphical elements are<br />
used to differentiate various forms of information. Colors <strong>and</strong> shapes of functional areas are<br />
designed to present close proximity in relation to their hierarchies. As mentioned before, prims are<br />
the primary geometric units of construction that enable the users (as designers/builders) to create<br />
simple virtual objects, which can later be transformed into complex artifacts <strong>and</strong> places through<br />
10<br />
Although it is possible for any ‘newbie’ to begin generating content in designated places (s<strong>and</strong>boxes) <strong>and</strong> save a copy of<br />
their creations to share with others, it should also be noted that advanced level builder-ship in SL requires certain<br />
investments, such as owning a l<strong>and</strong>/sim on which one’s creations can be placed for others to use.<br />
11<br />
Such as script <strong>and</strong> texture making, <strong>and</strong> integration of new building technologies such as sculpted prims <strong>and</strong> Mesh file<br />
imports, in addition to the default prim system. However, these other techniques were not used as a part of the design in<br />
the three projects, therefore, I discuss the co-designers’ reasons for their exclusion rather than detailing their<br />
affordances.<br />
12<br />
http://wiki.secondlife.com/wiki/Primitive<br />
160