Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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Caitlyn: [W]e wanted to advertise, use the space for that, but also to say that if you don’t feel<br />
like walking, or you don’t feel like flying, you can teleport <strong>and</strong> you can go directly there. You<br />
don’t have to spend time actually moving around.<br />
Depending on the characteristics of the virtual environment (i.e. open/closed spaces, directing or<br />
limiting features), the avatars can walk, fly or teleport from one place to another. Although their<br />
users may choose to fly or teleport away <strong>and</strong> not follow the ‘dark path’ to the Costume Bazaar, the<br />
co-designers chose to limit the affordances by providing a direction to follow. Thus the<br />
organization of spatial relations between these design elements fulfills a semiotic function in<br />
construction of the meaning potentials about visual language <strong>and</strong> style, at the same time visualizing<br />
possible routes for chronotopes.<br />
Evolution of PAL’s design <strong>and</strong> its experiential meaning potentials<br />
Although they are fairly similar in terms of size, Metrotopia <strong>and</strong> PAL (figure 8.2) show significant<br />
differences in terms of their experiential meaning potentials, as well their visual styles. The design<br />
concept is based more on abstract shapes <strong>and</strong> geometric arrangements, instead of representations<br />
of real-world buildings <strong>and</strong> urban places. The interpersonal associations with visual form <strong>and</strong> style,<br />
<strong>and</strong> the textual organizations of multimodal semiotic resources in PAL reflect the primary function<br />
of the sim. To begin with, the intended practical function <strong>and</strong> target user group of PAL differs from<br />
those of Metrotopia. As Curiza, who also owns <strong>and</strong> runs PAL, explains, the primary use-context is<br />
based on providing inworld visitors with new music releases:<br />
Curiza: I would define it as a news channel to come <strong>and</strong> hear new music. You could call it a<br />
music library, but (…) you can’t loan anything. But you know, like opening your daily paper<br />
to read the news, then you can go there <strong>and</strong> just listen to the coolest new albums in a fast <strong>and</strong><br />
fun <strong>and</strong> your own way.<br />
From Curiza’s comments above <strong>and</strong> below, it is possible to notice how the experiential meaning<br />
potentials of PAL were initially derived from his personal preferences, <strong>and</strong> the fact that he chooses<br />
to relax while he listens to music, although he sees himself as a good networker in his professional<br />
life:<br />
Curiza: PAL is a world, it’s a fantasy l<strong>and</strong> (…) It’s a fantasy space where you should forget<br />
everything <strong>and</strong> just focus on listening to music, <strong>and</strong> relax. (…) PAL is actually created the way<br />
I wanted to create a space, a place where I wanted to come for having peace <strong>and</strong> have a great<br />
time. And by doing that, I thought (…) if I have pleasure being there listening to music, then<br />
other people might feel the same.<br />
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