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Multimodal Semiotics and Collaborative Design

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AmyLee: we have pretty cool logos (made by Xavier <strong>and</strong> some by RW), we wanted the whole<br />

sim to be part of the visual uniqueness of PAL br<strong>and</strong>.<br />

Figure 8.31. (left) The PAL logo<br />

Figure 8.32. (right) Entrance to the PAL’s underground club, with colorful textures <strong>and</strong> PAL logo<br />

Extensive use of colors for specifying interaction spaces represents experiential (i.e. direction) <strong>and</strong><br />

interpersonal (i.e. mood) concerns in design of PAL. The l<strong>and</strong>scape is composed of rhythmic<br />

arrangement of cubes with different colors for different areas; <strong>and</strong> striking colors, such as in the<br />

entrance to the underground club (figure 19), are used to express direction. The co-designers claim<br />

to have used the minimum possible amount of textures, <strong>and</strong> differentiated the places by colors. If<br />

they do not economize in the use of textures, designing the 600+ cubes would mean using 600+<br />

textures 18 , therefore rendering the whole sim would be overwhelmingly CPU-consuming. Although<br />

most cubes have the same texture, Curiza’s comment below shows that choice of particular colors<br />

as textual elements has its meaningful grounding in signification <strong>and</strong> appropriation of realism with<br />

preferred semiotic resources:<br />

Curiza: if you look actually in the sim design right now, (…) you will see that AmyLee have<br />

actually put in a lot of those nature textures. You have brown (…) You have green-like plants<br />

<strong>and</strong> stuff. You have blue like the water. If you look at it, all the colors on all these cubes are<br />

actually based on nature colors. So it was to make a balance between the superficial, the<br />

futuristic stuff <strong>and</strong> then try to put nature into these environments.<br />

In Curiza’s comment, semiotic effects brought by the appropriation of multimodal signifiers<br />

(including the choice of colors <strong>and</strong> the l<strong>and</strong>scape) are described as metaphors for the combination<br />

of nature <strong>and</strong> future. However, in PAL’s earlier design, a different attitude on the shaping effect of<br />

colors on signifying the VE is present, as expressed in Xavier’s comment below:<br />

18<br />

Colors <strong>and</strong> textures operate differently in SL. While colors are default properties of objects modifiable through the<br />

‘build’ menu, textures are image maps that are embedded on the objects’ surfaces. Texture maps are essentially image<br />

files that are attached to the 3D model, therefore they need be re-visualized every time the object is rezzed.<br />

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