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Multimodal Semiotics and Collaborative Design

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mediated social interaction with others through their avatars. He categorizes three dimensions of<br />

“presence, co-presence <strong>and</strong> connected presence” that constitute the mediated communication<br />

experience through the feelings of self-presence, presence of <strong>and</strong> with others, <strong>and</strong> awareness of the<br />

virtual environments in which social interactions take place. In fact, the concepts of presence <strong>and</strong><br />

co-presence are closely related to the notions of avatars <strong>and</strong> representation of bodies in virtual<br />

space. Schroeder also discusses the modalities of communication that are often included CVEs,<br />

including not only the verbal modes of communication such as speech <strong>and</strong> text, but also non-verbal<br />

aspects such as avatar appearance, gestures <strong>and</strong> performances in virtual space. Although he<br />

emphasizes the role of “nontechnical” aspects of interaction as more important than the “technical<br />

ones”, theoretical arguments on how affordances can be defined <strong>and</strong> observed, how they are<br />

constructed by individual <strong>and</strong> social processes, <strong>and</strong> how their perception could change through<br />

learning <strong>and</strong> use are not discussed in detail. Nonetheless, by following Schroeder’s analysis of<br />

context-specific affordances <strong>and</strong> limitations, it is possible to analyze possible contexts of use <strong>and</strong><br />

affordances which enable co-designers to collaborate on their tasks. What makes Schroeder's<br />

(2011) analysis about avatars <strong>and</strong> virtual space significant is the emphasis on the importance of<br />

visual l<strong>and</strong>scape or built environment, <strong>and</strong> the extent to which nonverbal communication <strong>and</strong><br />

interaction can take place by the affordances (<strong>and</strong> limitations) provided by the VW (Gürsimsek<br />

2012). In fact, this aspect of CVEs also places them at the center of my analytical framework, as<br />

certain affordances of SL make it useful for collaborating on spatial tasks. Following Schroeder, I<br />

emphasize particular affordances for users to navigate, communicate, co-create <strong>and</strong> modify virtual<br />

objects, <strong>and</strong> discuss the current research literature on affordances <strong>and</strong> constraints in design theory<br />

to support the analysis of the findings from the three case studies.<br />

In the following section, I will illustrate some of the other significant theoretical perspectives <strong>and</strong><br />

methodological strategies to reflect on the applied research methodology of my analysis. Although<br />

the overall framework is based on qualitative research, quantitative VW research literature is often<br />

found useful to strengthen the analysis, <strong>and</strong> provide a wider perspective of the subject matter for<br />

grounding theoretical statements derived from case studies (Eisenhardt 1989).<br />

Quantitative VW research: Lab experiments <strong>and</strong> longitudinal studies<br />

Two major tendencies in quantitative approaches underpin the perspectives on collaboration <strong>and</strong><br />

co-production in virtual environments: (1) experimental studies that focus on certain aspects (or<br />

variables) of user interaction <strong>and</strong> theorize on the findings of an iterative observation process, <strong>and</strong><br />

(2) longitudinal studies which observe long-term social practices in a larger scale <strong>and</strong> theorize<br />

mostly on statistical data. Experimental approaches usually define particular variables <strong>and</strong><br />

conditions that are explicitly specified <strong>and</strong> manipulated, <strong>and</strong> they employ a (relatively) large<br />

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