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Multimodal Semiotics and Collaborative Design

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8.4. Constructing the textual meta-functions: building blocks, spatial<br />

organizations <strong>and</strong> multimodal cohesion in design elements<br />

This section of analysis outlines the findings on the textual meta-function in the three design cases.<br />

I focus on the organizational coherence of various multimodal units that constitute virtual places<br />

<strong>and</strong> artifacts as meaningful semiotic texts. The textual meta-function is concerned with the<br />

structural compositions of different modalities <strong>and</strong> design elements that constitute the virtual<br />

places. Within the analysis of the textual meta-function, I will discuss the spatial organization of<br />

open <strong>and</strong>/or closed places in relation to their surroundings, the meaning potentials of building<br />

blocks (prims) as structural units, <strong>and</strong> multimodal cohesion within the organization of prims,<br />

textures <strong>and</strong> animations as elements of design. I will also focus on how specific textual features are<br />

designed <strong>and</strong> organized to explore the ways in which the co-designers choose to emphasize<br />

particular affordances <strong>and</strong>/or constraints to support experiential <strong>and</strong> interpersonal meaning<br />

potentials.<br />

Three-dimensional organization of the virtual place: divisions <strong>and</strong> elevations<br />

Textual elements of design include divisions <strong>and</strong> elevations of the sim <strong>and</strong> organization of<br />

interaction spaces as functional areas. In Metrotopia, these functional areas were designed to<br />

correspond to particular mediated activities, <strong>and</strong> most interactive spaces are located on the ground<br />

floor (except the posing studio <strong>and</strong> other smaller elements). The city is divided into smaller areas<br />

by placing textured mega-prims as streets, <strong>and</strong> connections between places signify different<br />

sections of a real-world city.<br />

In both Metrotopia <strong>and</strong> PAL projects, open <strong>and</strong> closed spaces are used to fulfill various experiential<br />

functions. Connections between these places afford walking, flying or teleporting to specific<br />

locations. In Metrotopia, main connection routes signify city roads, <strong>and</strong> divide the city into several<br />

functional areas. Open interaction spaces in Metrotopia include the costume bazaar, posing studio<br />

(on the roof of gym), s<strong>and</strong>box/park <strong>and</strong> the main roads 15 ; closed spaces include the Fight Club,<br />

museum, gym, <strong>and</strong> welcoming area which contain the entry point. On both eastern <strong>and</strong> western<br />

edges, the main street ends with visual signifiers to inform visitors that the sim ends at that point.<br />

15<br />

Although some of these places are surrounded by other buildings or objects, I describe them as ‘open spaces’ because<br />

they do not have a ceiling plane to avoid avatars to move in the third dimension by flying upwards. ‘Closed spaces’ are<br />

defined by all vertical <strong>and</strong> horizontal surfaces, such as a room in a house.<br />

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