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Multimodal Semiotics and Collaborative Design

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Affordances as meaning <strong>and</strong> action potentials, where I build my arguments on the semiotic<br />

<strong>and</strong> experiential characteristics of affordances, <strong>and</strong> provide empirical examples to argue the<br />

context-specific <strong>and</strong> dialogic nature of affordances.<br />

Implications for platform <strong>and</strong> content developers, which includes discussions on particular<br />

issues that forthcoming user-driven VW platforms could benefit from, mainly in terms of<br />

considering affordance as a meaning resource <strong>and</strong> a design tool.<br />

Implications for designers, which mainly includes the possible ways in which professional<br />

or amateur designers could think in terms of virtual places <strong>and</strong> artifacts to collaborate <strong>and</strong><br />

co-design in a virtual studio environment.<br />

Analyzing virtual worlds as places<br />

When SL is conceptualized as a network of virtual places (Bartle 2004), it becomes possible to<br />

discuss not only the visual or structural characteristics, but also the experiential <strong>and</strong> semiotic<br />

potentials (i.e. Tuan 1977) that are actualized by practices of making <strong>and</strong> using these places. In<br />

other words, virtual places are not designed to be looked at, or simply be watched, but they intend<br />

to capture the attention of their users by providing an experiential space, <strong>and</strong> a social place, to be<br />

navigated by their visitors. This is the main reason for my application <strong>and</strong> critical appropriation of<br />

the architectural model for systemic functional analysis (O’Toole 1994, 2004), as I consider virtual<br />

places <strong>and</strong> artifacts semiotically more pertinent to the built environments than they are to words,<br />

images, paintings or music. Therefore, the analysis of SL’s places with a multimodal framework<br />

provides important insights on the relations between modes, meaning potentials <strong>and</strong> functionality<br />

when the design of VWs is considered an architectural problem (Bridges <strong>and</strong> Charitos 1997).<br />

The analysis also shows that, during the collaborative design processes, the co-designers often<br />

make use of the spatial modes of avatar interaction, as they use the verbal modes of text or voice<br />

chat in combination with the non-verbal modes of avatar-mediated communication. In this respect<br />

the conclusions of my analysis draw similarities to both Ondrejka’s (2005) comparison of three<br />

dimensional virtual places with the graphical Web interfaces, <strong>and</strong> Schroeder’s (2011) theses on the<br />

role of verbal <strong>and</strong> non-verbal modes in collaborative action in CVEs. The virtual place also provides<br />

a distributed design studio environment (Maher <strong>and</strong> Simoff 2000, Reffat et al 2008), where the<br />

aim of the design activity is to transform space into ‘inhabited place’ (Weiley <strong>and</strong> Pisan 2008). The<br />

analysis also supports the role of design representations in distributed collaboration (Gu el al,<br />

2011), <strong>and</strong> the importance of ‘objects to think with’ distributed design environments (Larsson<br />

2003).<br />

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