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Multimodal Semiotics and Collaborative Design

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The workshop projects <strong>and</strong> construction of objects for avatar interaction<br />

In the four workshop projects (figures 8.3 to 8.6.), the students practiced to use the GUI, create<br />

avatars, navigate, socialize <strong>and</strong> produce content in SL. The four groups of international students<br />

worked together both online <strong>and</strong> offline in order to design <strong>and</strong> produce virtual artifacts to<br />

communicate their social messages. As mentioned in Chapter 7, these four projects were designed<br />

as collaborative team-work during an intensive three-week workshop. The students were<br />

introduced to various resources beforeh<strong>and</strong> to provide them with a richer solution space for<br />

building content in SL. They were also asked to accomplish smaller building tasks before they were<br />

engaged in their overall projects, by which we intended to familiarize them with various aspects of<br />

user interaction in SL. However, student groups’ design projects also lacked particular experiential<br />

<strong>and</strong> textual features – in comparison to the other two cases, mainly because of the time limitations,<br />

<strong>and</strong> the frustrations by the steep learning-curve, as experienced by the students. Therefore, the<br />

workshop projects also show certain differences in rank-of-scale.<br />

During the workshop, students were presented a fictional scenario based on a disaster which awaits<br />

the world in 2050. They were asked to design virtual places <strong>and</strong> artifacts in Metrotopia to find a<br />

solution to the imaginary problem. Details of the story were intentionally left open-ended for each<br />

group to determine their own problem-spaces. The collaborative working environment for students<br />

was the S<strong>and</strong>box/Park in Metrotopia; therefore group projects were limited in terms of size.<br />

The first group project that I analyze (figure 8.3.) was produced by the group ‘Venus <strong>and</strong> the Four<br />

Moons’. This group’s scenario included four female deities visiting Earth (or SL) as Superheroes,<br />

<strong>and</strong> their fight to save the earth from male domination. The group’s conceptualization of the<br />

solution space was highly influenced by gender politics. As students reflected in the focus group<br />

interview, their primary objective in choosing their visual style was to ‘symbolize feminism’.<br />

LUT: At first we were thinking about designing a hairspray. Like some kind of poison<br />

(…)<br />

RUT: [W]e thought it won’t look really like a hair spray. People won’t underst<strong>and</strong> it. Then we<br />

came up with the lipstick idea (…) it could look like other kinds of chemicals or something, not<br />

really a hairspray. So, we thought that the lipstick would be more symbolic (…) only women<br />

have these lipsticks.<br />

As shown in Figure 8.3, the three-dimensional form of a lipstick was the foundation for their visual<br />

expression of their messages. The use of metaphors for symbolic expression of underlying<br />

rhetorical messages was also a commonly method used by the other student groups. One reason for<br />

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