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Multimodal Semiotics and Collaborative Design

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in his virtual home, imagining how he could have different types of music in different rooms.<br />

According to Curiza, he came up with this particular type of avatar interaction by when he realized<br />

SL’s affordances to “sub-divide the l<strong>and</strong>” <strong>and</strong> “put up various music into the l<strong>and</strong>.”<br />

In terms of the actual content-generation process, the presence of avatars may or may not come in<br />

h<strong>and</strong>y, depending of the context of situation. For instance, Aspen from Metrotopia project<br />

mentions that he doesn’t even move or use his avatar during most of the content generation<br />

process <strong>and</strong> uses the camera-view options to travel around his object. Similarly, AmyLee (PAL)<br />

mentions the idle situation of her avatar while she is thinking about design outside SL as a reason<br />

for her preference to work alone, without intruders who expect interaction. In these situations, the<br />

“in-camera” experience of presence dominates the user interaction where the user’s view is not<br />

limited or obstructed by the avatar, but by the translation of mouse <strong>and</strong> keyboard actions to camera<br />

movements. In both cases, the preference of working alone <strong>and</strong> collaborating for specific aspects of<br />

the process significantly shapes the ways in which the co-designers organize the synchronicity of<br />

their tasks.<br />

Figure 7.11. (left) Avatar "Isis" from Venus <strong>and</strong> the Four Moons group (image from workshop blog)<br />

Figure 7.12. (right) Superhero avatars <strong>and</strong> villain character “Wasting Man” from Water Avengers group<br />

(image from workshop blog)<br />

For the Workshop students, avatar creation <strong>and</strong> their integration with the narrative of the overall<br />

design was a pre-requisite, therefore they had to learn the customization interface <strong>and</strong> search for<br />

inworld avatar-creation resources. The image on the left (Figure 4) shows a close-up image of Isis,<br />

one of the goddesses designed by Venus <strong>and</strong> the Four Moons group, with the intention of signifying<br />

a particular narrative <strong>and</strong> building a visual representation of their character. As seen below, the<br />

design of Isis <strong>and</strong> its certain visual characteristics (name, colors, body features, etc) are<br />

appropriated <strong>and</strong> meaningfully embedded into their story, which relates their discourse to their<br />

final design. According to the students: “[t]he name Isis has a particular meaning” which<br />

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