Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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inworld discussion about the costume bazaar design 21 . Often times, these inworld meetings<br />
function as an idea sharing, testing <strong>and</strong> evaluation platform for the co-designers’ works (to be<br />
assembled into the overall design of the sim), while in other cases the co- designers meet to create<br />
<strong>and</strong> modify virtual objects together. In all cases, the visual semiotic function of having avatars in<br />
designed places is also mentioned as helpful in presentation, testing <strong>and</strong> discussion of designs.<br />
As I previously mentioned, SL’s constraints on collective ownership of virtual objects, <strong>and</strong><br />
collaborative modification of collectively made assemblages, result in particular forms of task<br />
division among design teams. In the Metrotopia case, all objects were transferred to Aspen before<br />
he placed them into the city, after which he transferred ownership to the research group. During<br />
the resource collection phases, avatars often spent their times separated from each other. Real-time<br />
collaboration was also used for evaluating, modifying <strong>and</strong> testing designs. Collaboration is<br />
facilitated by various modalities, including text <strong>and</strong> voice chat, local, group or personal messaging,<br />
avatar positions <strong>and</strong> actions in virtual space <strong>and</strong> object exchange between inventories.<br />
The co-designers of PAL also mention the affordances for real-time collaboration <strong>and</strong> content<br />
generation by using avatars in shared places. Shaggy claims what differentiates SL from other<br />
graphical interfaces for digital content creation is being able to “feel like you are inside the<br />
universe” <strong>and</strong> being able to represent visual presence as the way one wishes. He compares his<br />
collaborative experience in SL to Microsoft Office, <strong>and</strong> claims that the real difference is “that you<br />
really live inside the thing you’re creating.” For Xavier (PAL), importance of avatars in design<br />
process results from their roles as visual referents: avatars “make the scale”, thus “you can actually<br />
walk around your building.” Xavier’s emphasis on the role <strong>and</strong> importance of having a visual<br />
reference to body scales may have been led by his professional background as an architect. His<br />
experience with large-scale constructions requires knowledge of human body <strong>and</strong> its relations to<br />
the physical environment as an essential component of the design process <strong>and</strong> a semiotic resource.<br />
Although it is possible to model human-like objects located within the design <strong>and</strong> take renderings<br />
(stills or animations) for presentation in some “professional tools” that Xavier mentions (i.e. 3D<br />
Studio MAX, AutoCAD <strong>and</strong> Rhinoceros), some others afford creation of interactive virtual<br />
environments (game engines such as Unity <strong>and</strong> Unreal). However, neither types of creative 3D<br />
software afford multiple avatars to be present during the design process, as they are essentially 3D<br />
modeling (or world-creation) software interfaces <strong>and</strong> not VWs or CVEs. In PAL, the central design<br />
concept is based on the navigation of avatars within the virtual space that presents music-listening<br />
as multimodal experience. During our interview, Curiza explains how he generated the initial idea<br />
21<br />
Avatars from left to right: the chief designer of the project Aspen, me as the observer <strong>and</strong> part of the design team,<br />
Caitlyn, the project manager of the research team who also chairs the discussion <strong>and</strong> Öykü, research assistant who<br />
controls the camera that is recorded for analysis.<br />
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