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Multimodal Semiotics and Collaborative Design

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Although Shaggy’s perspective above focuses on semiotic appropriation of the real-world<br />

affordances for design of the virtual place, Xavier’s architecturally-inspired assessment of Genius<br />

Loci emphasizes the opposite dimension, namely the absence of the physical environment.<br />

According to Xavier, the Genius Loci approach is “not possible in SL [b]ecause if you have a sim,<br />

<strong>and</strong> it’s an isl<strong>and</strong>, you have nothing (…) to relate to.” Therefore the major question for Xavier<br />

is”how to develop an idea without the Genius Loci way to approach” through which it is possible<br />

to” develop other ways to approach architecture.”<br />

In terms of the comparison between real <strong>and</strong> virtual worlds, Xavier’s comments are more<br />

professionally-oriented, as he mentions how he thought “I can’t really use my knowledge about<br />

architecture in SL, I have to start all over.” He emphasizes the lack of gravity, <strong>and</strong> the<br />

disappearance of the need for building traditional architecture structures such as pillars, roofs or<br />

walls. Concerning design in this new environment, Xavier asks a critical question: “why are you<br />

building at all” if “traditional reason for building is not there.” According to him, this logic<br />

shaped the aesthetics of PAL’s earlier visual design, <strong>and</strong> led him to build more abstract forms.<br />

Characteristically, Xavier <strong>and</strong> Curiza’s comments on translations between SL <strong>and</strong> RL practices<br />

clearly reflect their professional opinions <strong>and</strong> previous experiences. Xavier’s ideation of SL reflects<br />

a space of possibilities. For Xavier, such translations are sometimes hard to get used to, as they<br />

mean a mental overcoming of his prior education in architecture. Whereas certain environmental<br />

factors that would affect RL designs (such as gravity <strong>and</strong> other physical constraints) are not<br />

applicable in SL, therefore designers are not obliged to think in terms of RL constraints. Xavier’s<br />

question refers to a blurring of semiotic frameworks, in which applicability <strong>and</strong> transduction of<br />

codes derived from one realm begins conflicting with the context of situation of the virtual realm.<br />

Selection of the style <strong>and</strong> genre characteristics for Metrotopia <strong>and</strong> workshop projects are based on<br />

pre-determined visual characteristics of the superhero genre, some of which will be discussed in<br />

the multimodal analysis in Chapter 8. For PAL, however, providing a specific type of experience<br />

that is characteristic for virtual environments was in the project description from the very<br />

beginning. For AmyLee , who describes the overall design of PAL as “SL-like”, the distinction<br />

between conceptions of these two dimensions is clear, <strong>and</strong> effective in her design decisions: for her<br />

“RL is RL, definitely (…) SL is just additional fun”, therefore her interest in SL is directed towards<br />

doing “what (she) cannot do in RL.”<br />

Organizing <strong>Collaborative</strong> Practices in Time <strong>and</strong> Space<br />

In this section, I analyze how the co-designers move - either physically or via their avatars –<br />

between the places <strong>and</strong> the digital platforms, <strong>and</strong> how they organize their collaborative practices<br />

within different time-schedules. I have already mentioned how avatars move - walk, fly, teleport –<br />

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