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Multimodal Semiotics and Collaborative Design

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see, <strong>and</strong> work asynchronously on different parts of the design. In both Metrotopia <strong>and</strong> PAL<br />

projects, the co-designers used separate locations for design <strong>and</strong> experimentation, mainly for the<br />

purpose of being alone <strong>and</strong> uninterrupted by r<strong>and</strong>om visitors, as well as fellow builders. In the<br />

Workshop project, the Metrotopia S<strong>and</strong>box was a location for collaborative design, although the<br />

limited space of the s<strong>and</strong>box presented various problems. In terms of the experiential perspective,<br />

these can refer to both the spaciousness of SL, as it constructs a relative field for interaction, <strong>and</strong><br />

the place-ness of SL, as it develops a sense of place through use <strong>and</strong> appropriation.<br />

In all three cases, several participants met in both physical <strong>and</strong> virtual places for different purposes<br />

during the process. In Metrotopia, the physical meetings were used for concept generation <strong>and</strong><br />

project development, which included tasks such as map-making. The entire PAL team has never<br />

met in person, <strong>and</strong> all of their collective decision-making processes are organized in SL. On the<br />

other h<strong>and</strong>, physical presence was a commonly used method for the workshop students, who used<br />

their avatars mostly to collect resources <strong>and</strong> generate objects in the s<strong>and</strong>box. Therefore, my<br />

analysis focused on the physical locations in which participants meet <strong>and</strong> work together in person,<br />

the inworld locations where avatars meet, as well as certain sites on the Internet.<br />

It is also important to note that these design teams generate their multimodal discourses by resemiotizing<br />

<strong>and</strong> appropriating the socially available semiotic resources. The prim system, which<br />

provides the basic building blocks for producing virtual objects in SL, represents a specific set of<br />

tools <strong>and</strong> interfaces such as the object-texture-script model. The co-designers used these tools <strong>and</strong><br />

interfaces for their own communicative purposes, often transforming the intended functionalities<br />

into new meaning <strong>and</strong> action potentials. The co-designers often used of various other tools <strong>and</strong><br />

resources in cases where SL could not accommodate their choices or in cases where they have prior<br />

experience <strong>and</strong> better skills with another content generation tool. Although some digital formats<br />

can be imported to SL, not every kind of data is allowed in. Drawing on this observation, it is<br />

possible to relate the use of these other graphic design <strong>and</strong> 3D modeling software as semiotic<br />

resources for the nexus of collaborative design practices. The ways in which semiotic <strong>and</strong> material<br />

resources are collected <strong>and</strong> used (or not used) can become a design strategy that affects the<br />

contents, forms <strong>and</strong> methods of designing.<br />

The collaborative practices in <strong>and</strong> with Second Life<br />

For the social semiotic analysis, the collaborative aspect of design activities in three case studies<br />

illustrate how discourses on design <strong>and</strong> representation are negotiated, evolved <strong>and</strong> often<br />

transformed to new meaning potentials through time <strong>and</strong> collaborative action. Rhetorical<br />

intentions of the social actors diverge, <strong>and</strong> formations of social groups, or design teams, are often<br />

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