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Multimodal Semiotics and Collaborative Design

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Texts <strong>and</strong> images are often used together to inform the users about various features, functions<br />

<strong>and</strong>/or ideological content within the overall designs. Use of sound as mode is definitely more<br />

apparent in PAL, as the division of space <strong>and</strong> design of almost every component within the sim<br />

aims to afford an authentic virtual music-listening experience. The experience of movement within<br />

various forms of streaming content (music channels) is visually supported with the purposeful use<br />

of different colors in different functional areas, while colors also serve as interpersonal signifiers<br />

(signs of virtuality). Interactivity (affordances of virtual objects to respond to user<br />

comments/actions) is mentioned as a powerful tool in getting visitors/users engaged in the<br />

designs, while learning <strong>and</strong> using scripting languages require considerable investment. Although it<br />

is possible to collect <strong>and</strong> reuse scripts from within SL, inexperienced content creators often find it<br />

challenging to use scripts as functional elements. This was most apparent in the workshop groups,<br />

as none of the students were experienced in SL. In brief, it was observed that designing virtual<br />

places <strong>and</strong> artifacts in SL requires h<strong>and</strong>ling a plurality of modes <strong>and</strong> their affordances/constraints<br />

as semiotic resources. Textual semiotic choices on selection <strong>and</strong> organization of various modes as<br />

multimodal arrangements lead to construction of both experiential (i.e., direction, functionality)<br />

<strong>and</strong> interpersonal (i.e. genre, ideology/message) features in design.<br />

8.5. Synthesis of the systemic functional analysis in the three case-studies<br />

I will summarize my findings <strong>and</strong> empirical inspirations from multimodal analysis of three case<br />

studies before the overall conclusion to the analysis in reference to theoretical <strong>and</strong> methodological<br />

frameworks. As outlined in Table 8.3, the three cases demonstrated various similarities in terms of<br />

the semiotic resources <strong>and</strong> the appropriation of their meaning potentials. On the other h<strong>and</strong>, the<br />

contexts <strong>and</strong> the social actors (both the co-designers <strong>and</strong> potential visitors) have a shaping affect in<br />

the orchestration of multimodal discourses. In all of the projects inworld communication<br />

environments are constructed for avatar-mediated interaction. The designs also represent<br />

particular discursive <strong>and</strong> practical choices made by the co-designers in order to utilize available<br />

semiotic resources <strong>and</strong> generate new meaning potentials –affordances <strong>and</strong> constraints - , or<br />

transform resources into experiential, interpersonal <strong>and</strong> textual meaning potentials.<br />

In this perspective, the experiential meta-function describes the affordances <strong>and</strong> constraints for<br />

movement, presence <strong>and</strong> interaction inside the virtual places. The analysis of these aspects has<br />

shown that the primary purpose which defines the overall function of places <strong>and</strong> artifacts in the<br />

case-studies also determines certain visual <strong>and</strong> structural elements. The multimodal signifiers to<br />

certain locations, as well as the placement <strong>and</strong> positioning of various design elements serve the<br />

experiential meta-function; at the same time, they generate interpersonal meaning potentials <strong>and</strong><br />

social affordances for avatars to meet <strong>and</strong> interact with each other.<br />

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