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Multimodal Semiotics and Collaborative Design

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Synthesis of the findings on experiential meta-functions in the three<br />

collaborative design cases<br />

The first section of the multimodal analysis focused on the construction of the experiential metafunction,<br />

<strong>and</strong> investigated the ways in which virtual places <strong>and</strong> artifacts in the three case studies<br />

have been designed to accommodate movement, sense of presence <strong>and</strong> avatar interaction. The<br />

analysis of Metrotopia <strong>and</strong> PAL cases shows that designing virtual isl<strong>and</strong>s (sims) in SL requires the<br />

consideration of more than just avatar interaction with artifacts, as there are many issues about<br />

access, navigation <strong>and</strong> orientation of avatars in three-dimensional space, which have been<br />

mentioned by the co-designers. The student projects show considerable similarities to the other<br />

two projects in terms of students’ intentions to design working models, whereas their lack of time,<br />

resources <strong>and</strong> experience with SL limited their possible solution spaces, especially in relation to<br />

signifying experiential meta-functions. As mentioned above, the student projects varied in size, but<br />

all of the four projects were smaller than the design projects in Metrotopia <strong>and</strong> PAL cases. The<br />

large-scale spatial organization of these two virtual places allows them to accommodate different<br />

types of avatar interaction with multiple visitors, <strong>and</strong> provides more comprehensive insights for the<br />

analysis of the experiential meta-function. On the other h<strong>and</strong>, the analysis shows that certain visual<br />

<strong>and</strong> structural elements are used to convey meaning <strong>and</strong> accommodate actions in all three cases.<br />

The use of graphics, textures <strong>and</strong> visual styles are among such elements, which not only determine<br />

the experiential potentials for movement <strong>and</strong> interaction, but also refer to the interpersonal <strong>and</strong><br />

textual meaning potentials.<br />

The analysis also considers the affordances for movement between <strong>and</strong> within these places as parts<br />

of their experiential meaning potentials, <strong>and</strong> investigates the modes of signifying movement,<br />

direction <strong>and</strong> orientation in the designs. This aspect brings forth the theoretical notions of<br />

chronotopes <strong>and</strong> phenomenology of avatar experiences in virtual places. Although certain design<br />

references to chronotopes were observed in the Workshop projects, the lack of large scale spatial<br />

creations make it harder to analyze this particular topic through this case study. On the other h<strong>and</strong>,<br />

examples such as the ‘brainwashing machine’ <strong>and</strong> ‘magical jail’ idea of the Superheroes <strong>and</strong><br />

Supervillains group (figure 8.4), who attempted to connect these two compositional elements by an<br />

animated crane, show that avatar chronotopes were also considered as a part of the problem space.<br />

However in Metrotopia <strong>and</strong> PAL, various other strategies were used by the co-designers to afford<br />

particular types of movement, while constraining others. While the overall layout of space, location<br />

of entry point, <strong>and</strong> flow of chronotopes among interaction spaces are important considerations for<br />

place-making, semiotic coherence of experiential, textual <strong>and</strong> interpersonal meta-functions defines<br />

these places as meaningful communication environments.<br />

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