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Multimodal Semiotics and Collaborative Design

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Further directions for research<br />

The analysis primarily focused on creative activities <strong>and</strong> designers’ interpretations of meaning<br />

potentials, as well as their experiences with <strong>and</strong> feedback gained from the visitors. One limitation<br />

of the rhetorical perspective – as applied in this research – is the limitation of including the other<br />

voices that construct the social framing of communication, particularly the emergent discourses of<br />

the visitors (as sign-users). A promising next step would be to observe how designers’ rhetorical<br />

intentions <strong>and</strong> presentation of meta-functions meet/match with user behaviors. The question of<br />

how other platforms afford <strong>and</strong>/or constrain collaborative design activities remains. Future<br />

research studies can use <strong>and</strong> emphasize the potentials of emerging technologies such as mobile<br />

devices, mixed or augmented reality applications <strong>and</strong> open-source co-creation platforms. In doing<br />

so, prospective research approaches can explain how technological characteristics of media<br />

platforms <strong>and</strong> devices affect the collaborative activities <strong>and</strong> the forms of signification in virtual<br />

designs. One particularly interesting research question would be ‘what happens to 3D content<br />

when it gets natively embedded in Web browsers 3 <strong>and</strong> widely used by WWW communities’ Such<br />

questions require the considerations of a wider <strong>and</strong> more complex media l<strong>and</strong>scape, <strong>and</strong> emphasize<br />

the importance of conditions <strong>and</strong> contexts in which collaborative activities take place. In general,<br />

the user-driven co-production of places <strong>and</strong> artifacts in VWs can refer to numerous relevant<br />

perspectives on multimodality in digital media. Another similar approach can focus on the role of<br />

immersive technologies - such as virtual reality - <strong>and</strong> location specific mixed-reality applications -<br />

such as augmented reality – on collaborative design practices. These research frameworks can<br />

consider professional designers (i.e. architects, product designers, urban designers) <strong>and</strong> their<br />

collaborative design practices, prospective users in participatory design cases, or students in their<br />

learning environments. Either target group would provide different sets of insights on how the<br />

meaningful relations with virtual places <strong>and</strong> artifacts are constructed in relation to the affordances<br />

<strong>and</strong> constraints; thus contribute to the further development of the framework I present in this<br />

study. This PhD dissertation is an attempt to capture the semiotic complexity of virtual places <strong>and</strong><br />

artifacts, <strong>and</strong> offer a new– a meaning <strong>and</strong> design oriented - perspective on user-generated content<br />

to underst<strong>and</strong> the social life of meaning in VWs. These potentials will only be revealed in the h<strong>and</strong>s<br />

of innovative designers, entrepreneurs <strong>and</strong> researchers.<br />

3<br />

By being ’natively embedded’ I refer to emerging 3D visualization technologies such as Khronos Group’s WebGL. WebL<br />

<strong>and</strong> other open st<strong>and</strong>ards aim to enable Web browsers to render <strong>and</strong> present 3D content without the need for<br />

downloading <strong>and</strong> installing an external plug-in. Currently, WebGL is supported by several browsers such as Google<br />

Chrome, Opera <strong>and</strong> Mozilla Firefox, while Microsoft’s Internet Explorer does not. Other formats that enable 3D<br />

visualization in browsers include Unity Web plug-in <strong>and</strong> other Flash-based applications.<br />

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