Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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under the top-surface of a metallic arch, the visual function of which is to connect two lipstickengines.<br />
In this case, textual meta-functions of various design elements support the signification of<br />
practical functions of design <strong>and</strong> rhetorical intentions of designers.<br />
In synthesis, the analysis shows that the creating a sense of scale in designed places by divisions<br />
<strong>and</strong> elevations of design elements is a commonly used method for producing experiential <strong>and</strong><br />
interpersonal meaning potentials. I consider elevation of surfaces <strong>and</strong> objects on VW grid as a<br />
design strategy to exp<strong>and</strong> the range of affordances in designed places, <strong>and</strong> to use the three<br />
dimensional space more effectively. One particular factor behind the organizational logic of the<br />
place is the presence of avatars, <strong>and</strong> the need to present visually accessible signifiers for the<br />
practical use functions to communicate the affordances <strong>and</strong>/or constraints. As in PAL’s ‘pixel<br />
l<strong>and</strong>scape’ metaphor, emergent meaning potentials of textual elements can sometimes surface as<br />
the dominant visual element, within which other modalities are composed. Therefore, next section<br />
will focus on my observations on the use of prims as units of construction <strong>and</strong> semiotic resources<br />
for the co-designers.<br />
The prim system as semiotic resource for virtual place-making<br />
In Chapter 7, I have explained how the default way of constructing virtual objects in SL by using<br />
simple geometric units (prims) presents both affordances <strong>and</strong> constraints. The co-designers in the<br />
three cases usually produced complex forms by modifying <strong>and</strong> combining prims in various<br />
compositions, animating <strong>and</strong> functionalizing them by adding scripts, adjusting textures, opacity<br />
<strong>and</strong>/or glow effects 16 . The common method for building objects in all three case studies included<br />
the creation of arrangements of prims <strong>and</strong> appropriation of other resources (i.e. objects, textures,<br />
scripts). For instance, all high-rise buildings in Metrotopia comprised of prims, but textual<br />
organizations of geometric units show differences with respect to the intended experiential<br />
functions. While buildings that have interior interaction spaces (i.e. Museum, Fight Club) were<br />
built by using prims with various sizes as floor, ceiling <strong>and</strong> wall planes, non-functioning buildings<br />
were built by using minimum amount of prims (usually 3-4 mega-prims) to avoid overloading<br />
visitors’ computers. Another textual constraint for place-making is the prim-limit, or the limitation<br />
of the maximum numbers allowed on a sim, which significantly affects the textual solutions<br />
employed in making large-scale designs such as Metrotopia or PAL.<br />
16 An alternative method to produce complex shapes is called ‘sculpted prims’, which allow designers to design<br />
amorphous forms as single shapes in auxiliary software <strong>and</strong> import them as 3D-displacement textures 16 . However,<br />
sculpted prims also bear practical limitations for constructing a satisfactory user experience (especially for visitors<br />
with lower CPU capabilities) <strong>and</strong> they need specific resources / competences to work with, <strong>and</strong> they were rarely<br />
preferred by the co-designers.<br />
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