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Multimodal Semiotics and Collaborative Design

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Curiza: I told Xavier “Xavier I want a music place where people can come, <strong>and</strong> it must look<br />

like you can do whatever you like, it must look like 2040 or something. Really futuristic”<br />

It is possible to partially infer Curiza’s position towards representations of ‘futurism <strong>and</strong> virtuality’<br />

in relation to PAL –which he calls “very non-human” - <strong>and</strong> SL from his next comment :<br />

Curiza: If I want to create this futuristic music space, then … I can’t mix in nature in that<br />

because it’s on a computer, it’s superficial. So why mix these worlds I mean you can’t smell a<br />

flower, which is one of the things what a flower can be. It can be very beautiful, but you can’t<br />

smell it in there. Of course you can create some magic using plants <strong>and</strong> stuff like that, but it<br />

had just never been the plan for my sim.<br />

Similar to Metrotopia <strong>and</strong> PAL, the workshop student designs involved orchestration of various<br />

discursive elements <strong>and</strong> actors, including images <strong>and</strong> characters from different mythologies, movie<br />

characters <strong>and</strong> their re-semiotization as trans-gender personas, <strong>and</strong> representation of ideological<br />

content through forms, colors <strong>and</strong> multimodal (verbal/non-verbal) messages. As the groups<br />

followed the pre-constructed narrative framing in Metrotopia, their projects differentiated in terms<br />

of the use of intertextual metaphors as narrative elements. For instance, the Superheroes <strong>and</strong><br />

Supervillains group re-created popular figures from fantasy fiction films <strong>and</strong> developed a design<br />

concept in reference to these stories, whereas the Venus <strong>and</strong> the Four Moons group’s design<br />

concept <strong>and</strong> the stories of their avatars as super-heroines reflected the ancient Egyptian mythology,<br />

with the conceptual support of their feminist approach to signification. The students had limited<br />

time <strong>and</strong> resources, thus they focused on the visual representation of messages rather than<br />

construction of complex interactions. In their final presentations, students presented not only their<br />

objects, but also their stories, their characters <strong>and</strong> a brief context-definition for illustrating the<br />

problem their project aimed to solve. Within my analytical matrix (table 8.1) construction of such<br />

intertextual representations, <strong>and</strong> genre frameworks, refer to both interpersonal <strong>and</strong> experiential<br />

meta-functions. Therefore, the semiotic cohesion of design elements not only affects the aesthetic<br />

style of the overall design, but also shapes the construction of interpersonal meaning potentials in<br />

particular areas for social presence <strong>and</strong> avatar interaction.<br />

<strong>Design</strong> of interaction places <strong>and</strong> signification of social presence<br />

Particular divisions <strong>and</strong> categorizations of the place often refer to designated areas for avatars to<br />

meet <strong>and</strong> do things together. <strong>Multimodal</strong> compositions of meeting places, <strong>and</strong> artifacts that<br />

constitute these spaces, usually refer to their meaning potentials as interpersonal <strong>and</strong> experiential<br />

agents. The interpersonal meta-function at this level signifies the meaningful social activities <strong>and</strong><br />

the ways in which the co-designers organized the environment to afford communication between<br />

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