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Multimodal Semiotics and Collaborative Design

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technological developments but also their social <strong>and</strong> cultural reflections in practices of<br />

communication.<br />

Media convergence <strong>and</strong> collaborative design practices<br />

Throughout their collaborations, the co-designers often use SL as a part of the larger digital media<br />

l<strong>and</strong>scape, <strong>and</strong> they reflect on experiences with several other platforms in comparison with the<br />

affordances <strong>and</strong> constraints provided by SL. This overarching media l<strong>and</strong>scape covers a number of<br />

different platforms/tools, including Web-based interfaces <strong>and</strong> social media, other VW platforms,<br />

several other digital content-generation tools, games <strong>and</strong> game-design software, <strong>and</strong><br />

future/prospective uses of the technology as reflected on by the co-designers.<br />

The co-designers mention a variety of online platforms, including social VWs with or without usergeneration<br />

of content <strong>and</strong> MMORPGs, mainly depending on their interests <strong>and</strong> expectations about<br />

the affordances/constraints of SL. The selection of SL among the various possible threedimensional<br />

VW platforms can have both practical <strong>and</strong> personal reasons. For instance, in both the<br />

Metrotopia <strong>and</strong> the PAL cases SL is mentioned to be the only alternative for some of their purposes<br />

such as being able to create virtual environments <strong>and</strong> controlling the flow of visitors <strong>and</strong> content<br />

within the designed places. Caitlyn mentions several other VW platforms (including Twinity, WoW,<br />

Habboo, Small Worlds) in comparison to SL, <strong>and</strong> concludes that SL is “still the most flexible in<br />

terms of design.” These worlds generally afford customization, although collaborative content<br />

generation in SL requires complex interactions <strong>and</strong> processes. For Caitlyn, the innovative potential<br />

of SL lies in its ability to “introduc[e] new experiences, (…) new ways of doing things, new ways of<br />

thinking about things.” In her point of view, similar to Curiza’ <strong>and</strong> Xavier’s (PAL) ideas, the future<br />

of VWs is more segmented <strong>and</strong> specialized for the needs of prospective users, such as military,<br />

health or education. In her vision of this segregated functionalities <strong>and</strong> differentiated contexts of<br />

use, Caitlyn also mentions the aspect of interoperability 17 . For her, interoperability among<br />

commercial VW platforms is not likely to happen, as platform developers have more incentives to<br />

keep their copyrighted assets in protection, <strong>and</strong> would not allow their users/customers to re-use<br />

<strong>and</strong>/or remix the content that was generated in one world to be used in another. Since Caitlyn’s<br />

vision is based on the commercial Web paradigm, she also finds the potentials <strong>and</strong> possibilities of<br />

open-source software development <strong>and</strong> the growing amount of sharing <strong>and</strong> remixing practices<br />

online relevant to her research.<br />

17<br />

Transfer of avatars <strong>and</strong> assets from one platform to another<br />

169

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