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Multimodal Semiotics and Collaborative Design

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The interpersonal meta-function focuses on the meaning potentials on a more conceptual level, <strong>and</strong><br />

reveals the ways in which the visual languages in the design of virtual places have been generated<br />

in reference to other meaning systems through visual metaphors. As some of these metaphors refer<br />

to the fictional genres <strong>and</strong> real-world urban styles in Metrotopia <strong>and</strong> the workshop projects, PAL’s<br />

design emphasizes a relatively more open-ended visual experimentation with the building blocks.<br />

The organization of visual <strong>and</strong> structural elements also determines the various ranks of scale in the<br />

design of virtual places. In different situations within the three cases, different areas were often<br />

reserved for specific social actions, such as fighting, chatting or dancing. The signification of these<br />

social places is often supported by the use of multimodal design elements, such as posters or<br />

scripted objects which inform the visitors about the possible activities.<br />

In my comparative analysis, multimodality is foregrounded as a common shaping feature of the<br />

designed environments, in which user-avatars can experience the VW’s various affordances for<br />

navigation, interaction <strong>and</strong> digital content creation. I have shown that the co-designers frame <strong>and</strong><br />

materialize their rhetorical processes as designed objects, as they modify three-dimensional<br />

geometrical units (prims) <strong>and</strong> supplement their affordances for user-interaction with auxiliary<br />

modes (i.e. interactivity, animations, light <strong>and</strong> brightness effects). In most projects, verbal<br />

components, images, video <strong>and</strong> 3D interactive objects are used as interconnected textual elements<br />

of the overall multimodal arrangements, <strong>and</strong> various combinations of audio-visual elements such<br />

as colors, textures, geometric forms <strong>and</strong> spatial organizations are used to express certain<br />

interpersonal meanings. Following this logic, it is also possible to revisit the notion of layout as<br />

mode (Kress <strong>and</strong> van Leeuwen 2001, van Leeuwen 2005, Kress 2010). Context-bound methods of<br />

appropriating <strong>and</strong> organizing these design elements are considered as both inwardly <strong>and</strong><br />

outwardly productive dimensions of sign-making (Kress 2010). Users’ actions in physical spaces<br />

are translated to the language of the computer via several user-interface devices, <strong>and</strong> attention is<br />

divided between multiple frames of interaction. It is possible for users to be in multiple ‘places’ at<br />

once, or traverse between various virtual platforms, often transgressing limitations of synchronicity<br />

in time <strong>and</strong> in their interactions. This ties back to Lemke’s (2005, 2009a , 2009b)<br />

phenomenologically-guided social semiotic theory on chronotopes <strong>and</strong> heterochrony as framing of<br />

virtual experiences. Therefore, I revise existing models of frequently occurring spatial categories<br />

(ranks of scale) in accordance to multimodal analysis of co-produced designs in the three case<br />

studies, <strong>and</strong> propose a state-of-the art analytical model for systemic functional analysis of virtual<br />

places <strong>and</strong> artifacts. The analysis shows that the categorization of virtual places <strong>and</strong> artifacts in a<br />

rank-scale format is helpful in determining the potential meanings on different levels, whereas it is<br />

possible for any meta-functional category to surpass the boundaries of scale <strong>and</strong> reveal different<br />

potentials in different situations on different scales of interaction. One example of this is the<br />

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