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Multimodal Semiotics and Collaborative Design

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action potentials in virtual places, as its visual <strong>and</strong> structural characteristics reflect the main<br />

purpose for which it was built; <strong>and</strong> at the same time, they construct several other significations to<br />

interpersonal <strong>and</strong> textual meta-functions.<br />

The consideration of how potential visitors move in <strong>and</strong> around the virtual places is a major<br />

determinant in the design of experiential features. If the visitors are not using a l<strong>and</strong>mark or<br />

personally sent teleport request to a specific location, their avatars normally enter the sim through<br />

designated entry points. The entry point (or the ‘l<strong>and</strong>ing spot’) designates how the first-time<br />

visitors will be introduced to a place <strong>and</strong> how potential movement paths are signified.<br />

Aspen: The l<strong>and</strong>ing spot, where people arrive on this sim, is a backyard which doesn’t look<br />

very friendly. We have put up some signs asking people if they have the guts to become a real<br />

superhero. And then, they have to follow this dark path, <strong>and</strong> then they arrive here at the<br />

costume bazaar in the open<br />

The l<strong>and</strong>ing spot functions as the location where initial discourses are formed about what the place<br />

is about, <strong>and</strong> what type of experience visitors should be expecting if they choose to continue<br />

exploring. In Metrotopia, as Aspen mentions above, the formation of the experiential function<br />

emphasizes the superhero genre conventions <strong>and</strong> a path of movement to access the costume<br />

bazaar, which is supported by multimodal presentations of verbal <strong>and</strong> non-verbal messages about<br />

‘becoming a superhero’. The multimodal configuration of various discursive elements, such as the<br />

posters <strong>and</strong> other non-verbal signifiers around the place, operates on the interpersonal semiotic<br />

level by setting the mood <strong>and</strong> style. As a result, textual semiotic elements support the experiential<br />

<strong>and</strong> interpersonal dimensions of design-based communication, providing the visitor with not only<br />

a visual reference to the Superhero concept but also a path to start exploring.<br />

In Metrotopia’s design, chronotopes between different areas within the designed place (sim) <strong>and</strong><br />

movement within each interaction space is organized to fit the requirements of the initial design<br />

brief. These design elements include interactive posters, which were designed to visualize the<br />

specific place in coherence with the comic-book graphic style, while affording teleportation to the<br />

visualized location upon clicking. These posters were placed on the walls of a passageway that<br />

connects the costume bazaar to the city square. After the intended visitors (participants of Caitlyn’s<br />

experiment) pass the ‘dark pathway’ <strong>and</strong> reach the costume bazaar to modify their avatars’<br />

appearances, this second passageway directs the movement into the main street (<strong>and</strong> the city<br />

square) while affording direct teleportation to various interaction spaces.<br />

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