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Multimodal Semiotics and Collaborative Design

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collaboration <strong>and</strong> co-production in CVEs (i.e. Steuer 1992, Schroeder 1995, Bridges <strong>and</strong> Charitos<br />

1997, Damer 1998, Dev <strong>and</strong> Walker 1999). SL represents a specific socio-technical stream within<br />

this paradigm in which users still interact via mediation of digital technologies <strong>and</strong> graphical user<br />

interfaces, but they do so by navigating in, exploring <strong>and</strong> interacting with 3D representations in<br />

virtual places. The platform allows user-driven co-production of digital content. Furthermore,<br />

users are allowed to co-create the places <strong>and</strong> artifacts in SL, <strong>and</strong> share/distribute them among<br />

residents or open them for public/private use. However, virtual objects are usually created with<br />

support of external - online <strong>and</strong>/or offline - software, <strong>and</strong> SL definitely is not the only collaborative<br />

platform for user-generated content online. In SL, user-driven innovation proliferates through<br />

user-to-user interaction, knowledge <strong>and</strong> resource exchange in socio-cultural contexts (Ondrejka<br />

2005). Similarly, in Axel Bruns’ (2008) produsage theory, SL represents a multifaceted <strong>and</strong> multilayered<br />

(hybrid) environment in which economies are built on emerging locally-specific<br />

collaborations. This is my starting point in the study of these co-production activities as part of a<br />

wider social media l<strong>and</strong>scape, focusing on pro-am (Leadbeater <strong>and</strong> Miller 2004) media users, their<br />

practices, <strong>and</strong> traversals among various online platforms. Therefore, I consider collaborative<br />

design of virtual places <strong>and</strong> artifacts in SL an illustration of a larger socio-technical context,<br />

condensed within a particular technology which attracts a particular user group on the Internet.<br />

While CVEs <strong>and</strong> immersive media spaces are getting more accessible, efficient <strong>and</strong> affordable,<br />

research findings on design <strong>and</strong> use contexts of these third places (Moore et al. 2009) continue to<br />

be ambiguous <strong>and</strong> dispersed among disciplinary borders. In his latest book, media <strong>and</strong><br />

communication studies professor Ralph Schroeder (2011) presents a central research framework<br />

about collaborative virtual environments (CVEs) by focusing on the issues of co-presence <strong>and</strong><br />

connected presence. Schroeder’s (2011: 3) theoretical framework combines “research in HCI <strong>and</strong><br />

social psychology of computer-mediated communication” with “the sociology of new technologies<br />

<strong>and</strong> their use as tools to carry out social research”. By examining research uses of CVEs, Schroeder<br />

sets his aim to bring computer science <strong>and</strong> social sciences together, <strong>and</strong> reaching a<br />

multidisciplinary underst<strong>and</strong>ing of how people interact in VWs. He also emphasizes the potential<br />

of CVEs as laboratories for social research, where observations can be done in natural settings <strong>and</strong><br />

by studying existing natural performances.<br />

Co-presence: Being “there” together, in a virtual world<br />

Schroeder’s (1995, 2006, 2011) framework of “being there together” includes not only use of verbal<br />

<strong>and</strong> non-verbal communicative tools <strong>and</strong> their affordances but also ways of collaborative problemsolving<br />

<strong>and</strong> meaning-making in small <strong>and</strong> large groups. Here, the emphasis is not on the<br />

technology itself, but on how people interact by using these technologies <strong>and</strong> participate in<br />

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