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Multimodal Semiotics and Collaborative Design

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he often used the Internet for “finding similar buildings, <strong>and</strong> get some inspiration about how a RL<br />

building of this type was created.” Caitlyn explains how she used online resources to collect<br />

Superhero pictures to show at the museum. Internet was also used to facilitate asynchronous<br />

communication (i.e. email) <strong>and</strong> file transfer. For larger files, flash-drives were used to exchange<br />

files in face-to-face meetings.<br />

Especially in the Metrotopia project, the semiotic potentials of transmedia resources (i.e. movies,<br />

comic books, computer games) significantly shaped the team’s collective meaning-makings. In fact,<br />

a considerable amount of design-related discussions were on the appropriation of these transmedia<br />

resources into the designed places in SL, such as translating the visual/graphical characteristics of<br />

comic books into 3D virtual environments <strong>and</strong> avatars. Caitlyn explains how she was able to find<br />

“movies that are superhero movies”, <strong>and</strong> “video games that are superhero games”, in addition to<br />

the MMORPG which was the “only one real superhero MMORPG” at the time. For her <strong>and</strong> the<br />

design team, the question was “what to do in SL” Caitlyn <strong>and</strong> the design team found various<br />

semiotic <strong>and</strong> material resources to replicate (or in some cases appropriate) the genre conventions,<br />

<strong>and</strong> the overall semiosis of visual <strong>and</strong> interactive elements was based on consistence with the<br />

aforementioned media categories.<br />

PAL’s initial ideation process was also the result of similar transmedia logic to Caitlyn’s reasoning<br />

for building in SL in relation to other platforms. Co-designers have evaluated various possible<br />

media platforms <strong>and</strong> their affordances <strong>and</strong> constraints <strong>and</strong> developed concepts based on their<br />

interpretations. For instance, the modular toy system LEGOs was an inspiration in initial design<br />

prototype of PAL. The co-designers said they even generated some concepts on it, but never<br />

followed through.<br />

Another discussion is the comparison of processes of appropriating materials from existing<br />

(inworld or online) resource libraries <strong>and</strong>/or creating objects from scratch. Although resourcecollecting<br />

(or re-use of existing resources) may have the potential for the co-designers to save<br />

significant amounts of time, the existing resource libraries in SL were often found disorganized,<br />

complicated <strong>and</strong> inaccessible due to inefficacy. <strong>Design</strong> of Metrotopia contains a wide variety of<br />

freebies <strong>and</strong> purchased items that were mostly collected by Aspen. Aspen refers to the recurrent<br />

use of inworld resources as an important part of Metrotopia’s design. Furthermore, the variety of<br />

resources that were used in construction of Metrotopia wasn’t limited only to artifacts, but included<br />

scripts, textures, interactive components <strong>and</strong> pose-balls for animating the visitors’ avatars in<br />

certain body poses imitating Superheroes.<br />

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