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Multimodal Semiotics and Collaborative Design

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avatars. In the Metrotopia <strong>and</strong> PAL projects, these communications often take place within the<br />

specific areas that are designed with specific affordances. Therefore, my analysis of meeting places<br />

focuses on the scale of divisions <strong>and</strong> elevations within the overall designs for various mediated<br />

social actions (adopted from O’Toole [2004]). I exemplify my discussions on findings such as<br />

s<strong>and</strong>boxes for content generation, stages for live concerts, or dance floors for listening to music<br />

while dancing <strong>and</strong> chatting. As I have explained earlier with reference to Caitlyn’s comments,<br />

Metrotopia’s designed layout illustrates the division of space into a group of places that emphasize<br />

particular types of mediated action. Fight Club Dojo is designed to accommodate using weapons<br />

<strong>and</strong> fighting with other avatars, Park / S<strong>and</strong>box is for creating (or rezzing) virtual objects, the<br />

Museum is for gathering information on Superheroes, or the Costume Bazaar is for avatar<br />

modification <strong>and</strong> character creation. PAL’s layout also shows similarities in terms of functional<br />

division of space <strong>and</strong> use of semiotic elements to signify particular types of activities. PAL has<br />

colorful seating areas for public listening, upper-level pods as more intimate places, a social club.<br />

an open-air stage for parties <strong>and</strong> concerts, <strong>and</strong> a virtual TV studio for broadcasting live talk-shows.<br />

These places<br />

Although not all workshop student projects had sufficient spatial <strong>and</strong> interpersonal characteristics<br />

to be considered as interaction places, the example I am going to analyze in this section (the<br />

oversize pink stereo <strong>and</strong> the dance floor by the Awesome Three group) bears certain affordances for<br />

social presence. By using particular examples from these various places, I will demonstrate my<br />

arguments on how interaction places are experientially, interpersonally <strong>and</strong> textually signified by<br />

the co- designers.<br />

One example of these designated social spaces is Metrotopia’s Park/S<strong>and</strong>box area. This area<br />

emphasizes SL’s affordances for creating virtual objects, collaborating on content generation tasks<br />

<strong>and</strong> meeting builders. In fact, the S<strong>and</strong>box has been the most popular location in Metrotopia to this<br />

day; in that it attracts various r<strong>and</strong>om visitors to the city for building purposes. Therefore, the<br />

practical function of the S<strong>and</strong>box often re-appropriates its purpose as a social environment for a<br />

specific type of mediated action. Caitlyn describes the “overall idea” of the visual language as “to<br />

replicate a st<strong>and</strong>ard park, a st<strong>and</strong>ard meeting place with trees <strong>and</strong> flowers <strong>and</strong> a playground”,<br />

while implying the area’s meaning potentials as “a st<strong>and</strong>ard meeting place, a place to hang<br />

around.” <strong>Design</strong> of the S<strong>and</strong>box also had undergone a significant change during the workshop. The<br />

ground floor (with natural texture) was replaced with a colorful metric grid (which shows numeric<br />

positions <strong>and</strong> sizes on ground plane) to assist content-generators (figures 22 <strong>and</strong> 23).<br />

218

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