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Multimodal Semiotics and Collaborative Design

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place is” (Bartle 2008: 2). With a socio-cultural perspective on place-making to VWs, a “structured<br />

crowd in a designed space” suggests the presence of a “world-maker” (Damer 2009: 13); thus, it is<br />

possible to relate the design activity to co-creation of social places <strong>and</strong> the feeling of co-presence in<br />

VWs. Therefore, the place-centric perspective also makes an ethnographic approach more<br />

conceivable, as place-making denotes socio-cultural field-sites (Boellstorff 2008).<br />

SL’s affordances for 3D visual representation <strong>and</strong> mediated spatial interaction are also related to<br />

the social construction of feelings of presence <strong>and</strong> co-presence in virtual places. For ex-Linden Lab<br />

developer Cory Ondrejka (2005), online interaction differs from inworld interaction in SL because<br />

it is mostly asynchronous, lacks the spatial cognition <strong>and</strong> the virtual space it represents is<br />

descriptive rather than experiental (Ondrejka 2005). In this respect, virtual places are “computermediated<br />

dynamic world models that create a sense of place” (Maher <strong>and</strong> Simoff 2000: 1). This<br />

idea of creating a sense of place foregrounds the phenomenological <strong>and</strong> metaphorical aspects of<br />

virtual place-making, as it emphasizes the mediated spatial experiences. Communication professor<br />

Sisse Siggaard Jensen (2009, 2011, 2012) explores avatar-mediated social activities of coproduction<br />

<strong>and</strong> user-driven innovation in various VW platforms, including game-worlds <strong>and</strong> SL,<br />

<strong>and</strong> concludes: “[t]he driving dynamics of visions <strong>and</strong> emotional engagement, cognitive efforts <strong>and</strong><br />

learning as enacted do not only lead to adaptation to the worlds but also to transformative<br />

dialogues” (Jensen 2012: 402). Jensen (2012) emphasizes a metaphorical underst<strong>and</strong>ing of virtual<br />

world-making through an interpretive semiotic framework of avatars as personal mediators.<br />

Architectural design in virtual worlds<br />

In fact, Bartle’s (2004, 2008) place metaphor has influenced a range of ideas <strong>and</strong> concepts that<br />

associated VWs with the physical built environment since the early conceptual formation of the<br />

research field (Gu et al. 2011). Following Bartle, when virtual worlds are defined as places, which<br />

accommodate human activities such as navigation, interaction <strong>and</strong> communication, it is<br />

reasonable to consider design of a virtual place as an architectural problem as well (Bridges <strong>and</strong><br />

Charitos 1997). Architectural design scholars Alan Bridges <strong>and</strong> Dimitrios Charitos (1997) have<br />

observed virtual environments (VEs) through virtual reality technologies to ask how architectural<br />

design knowledge can contribute to the design of virtual environments. Bridges <strong>and</strong> Charitos refer<br />

to taxonomies of existential <strong>and</strong> urban spaces, <strong>and</strong> they categorize the elements that a VE includes<br />

as: places where particular activities are carried out; paths, which express a tendency towards<br />

mobility <strong>and</strong> expansion; places that relate to several directions; system of paths that divide<br />

environment into domains; thresholds, locus of interaction between any spatial elements, meeting<br />

points between two paths <strong>and</strong> openings; <strong>and</strong> space establishing elements which define the objects<br />

that constitute the VE. Although their work is rather dated with respect to the development pace of<br />

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