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Multimodal Semiotics and Collaborative Design

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As mentioned in the literature survey, research studies on user behavior in VEs often focus on<br />

cognitive characteristics such as vividness or interactivity (Steuer 1992), <strong>and</strong> possibilities to apply<br />

RL behavioral patterns to virtual environments (Blascovich <strong>and</strong> Bailenson 2011). However, an<br />

equally important consideration in the study of virtual experiences is how people interpret the<br />

semiotic resources, <strong>and</strong> how they may choose to resist the social conventions of meaning<br />

production. In my analytical framework, SL refers to not only software for modeling threedimensional<br />

digital objects but also a multi-user social media platform in which various design<br />

cultures emerge, blend <strong>and</strong> interact with each other. The effects of socio-cultural influences are also<br />

visible in the place metaphors (Prasolova-Førl<strong>and</strong> 2008, Taylor 2009) <strong>and</strong> the offline everyday<br />

cultures (Book 2004), such as comic books or other forms of fiction. On the other h<strong>and</strong>, these<br />

influences may not always be appropriating the codes of a particular genre or style, such as<br />

Metrotopia, but they may be used to emphasize new ways of conceptualizing these places <strong>and</strong> the<br />

new forms of multimodal social interactions that are characteristic of SL, such as the ‘pixel<br />

l<strong>and</strong>scape’ concept of PAL.<br />

The analysis shows that the co-designers of both Metrotopia <strong>and</strong> PAL aim at constructing<br />

communities <strong>and</strong> social presence in their creations, as they also created inworld groups, organized<br />

social events, <strong>and</strong> provided attractions for potential visitors. The creation of the sense of place<br />

(Maher <strong>and</strong> Simoff 2000) depends not only on the visual organization of spatial elements, but also<br />

on the ways in which the designed place affords meaningful social interaction, or its social<br />

affordances (Kreijns <strong>and</strong> Kirschner 2001). Social creativity is not only about the collaboration of<br />

the designers, but also about the possibilities for the visitors to participate in the construction of<br />

the overall meaning of the place.<br />

The framing of a VW as place also brings forth the phenomenological issues of space, time <strong>and</strong><br />

experience through individual consciousness, as a foundation to the analysis of collective practices<br />

(i.e. Tuan 1977, Lemke2009a). The individual <strong>and</strong> social contexts of collaborative projects shape<br />

the way ideas <strong>and</strong> discourses are materialized through the use of socially available semiotic <strong>and</strong><br />

material resources. The findings show that each participant contributes according to their<br />

capacities <strong>and</strong> motivations in collaborative design activities, whether these contributions include<br />

ideas, judgments <strong>and</strong> preconceptions, skills, resources or new content. Both individual insights <strong>and</strong><br />

collective processes contribute to the creative solutions (Hargadon <strong>and</strong> Becky 2006).Therefore,<br />

including a variety of social actors in the analysis presents a multitude of perspectives on mediated<br />

discourses <strong>and</strong> provides a mapping of potential semiotic associations with tools <strong>and</strong> their<br />

affordances. This is where the integration of multimodal analysis with the ethnomethodological<br />

perspectives becomes useful to underst<strong>and</strong> the co-production of meaning.<br />

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