Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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In terms of the supporting content-creation software, it is possible to distinguish 3D modeling tools<br />
<strong>and</strong> 2D image-editing software 18 . The perceived affordances <strong>and</strong> constraints of these tools are<br />
among the primary reasons why the co-designers explore outside SL’s default tools. A popular 3D<br />
modeling tool, which is often used to create sculpted prims SL designers, is a game-design software<br />
called Blender, which was developed by an independent Dutch group called Blender Development<br />
Fund. Compared to SL Blender has many additional functionalities <strong>and</strong> affordances, the learning of<br />
which requires builders to practice, experiment <strong>and</strong> build objects that could be imported to SL. I<br />
will discuss these various methods <strong>and</strong> practices of making multimodal arrangements by the<br />
combinations of 3D objects, images as textures, <strong>and</strong> scripts as interactive components in detail<br />
within the following sections on design processes <strong>and</strong> multimodal semiotics in virtual places.<br />
For the PAL team, the virtual world of SL means not only a place for collaborative working but it is<br />
also where they have met each other, had friendships <strong>and</strong> personal interactions. For Curiza,<br />
spending time in SL is essentially not very different form his time spent in other social media<br />
platforms, socializing while listening to music in a 3D environment can offer similar, or more<br />
advanced, affordances for such navigations. He says he is “logged in to SL as (he is) logged into<br />
Facebook, or (...) Skype.” In Curiza’s (PAL) vision, SL’s real potentials lie in its integration with the<br />
Internet for “connecting both worlds” <strong>and</strong> finding new ways to access, use <strong>and</strong> share designs with<br />
wider audiences. He mentions how he has been talking to various artists in SL, <strong>and</strong> persuading<br />
them to the potentials of exp<strong>and</strong>ing their 3D works to the social media audiences. Shaggy<br />
mentions two other examples in his comparison: Google Docs, which is an online collaborative<br />
document editing tool, <strong>and</strong> Microsoft Office, which a document editor for individual working <strong>and</strong><br />
not online collaboration. For Shaggy, SL is very useful in collaborative design as it allows designers<br />
“to see the changes as they’re done”, which is only recently developing in most online technologies.<br />
Shaggy, who suggested the notion of “specificities” for creation of user experience in virtual<br />
environments, technological developments have the potential to chance some of these specificities<br />
<strong>and</strong> change the way how SL looks in general. With the introduction of Mesh imports, for instance,<br />
Shaggy believes that “creators will have much more freedom for shapes. And THAT might change<br />
a lot how SL looks like.”<br />
In the Workshop case, several students had experience with video games <strong>and</strong> MMORPGs, which<br />
also enabled them to reflect on the similarities <strong>and</strong> differences of SL with the particular game<br />
technologies. Comparisons with MMORPGs, gaming experiences <strong>and</strong> game-design in relation to<br />
interfaces <strong>and</strong> virtual places of SL were common topics of discussion. For instance, in Venus <strong>and</strong><br />
18<br />
These external software include 3D Studio MAX, Rhinoceros, Blender, Sculpted Studio as 3D modeling software;<br />
Adobe Photoshop <strong>and</strong> Illustrator, MS Paint etc as 2D graphics software; <strong>and</strong> Sculpted Studio as inworld sculpted prim<br />
generation software. Especially with the introduction of Mesh-imports into SL’s grid, the role <strong>and</strong> importance of external<br />
content-generation software became much more relevant<br />
170