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Multimodal Semiotics and Collaborative Design

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number of participants to perform tasks in virtual space to test their relations to the variables <strong>and</strong><br />

context of interaction. They are often considered effective for measuring relationships between<br />

communication sources <strong>and</strong> their effects on behavior (Deacon et al. 2007). For instance, at<br />

Stanford University’s Virtual Human Interaction Lab (VHIL), Jeremy Bailenson (2006) <strong>and</strong> his<br />

colleagues are focusing on social implications of being present in an immersive VR environment<br />

(Blascovich <strong>and</strong> Bailenson 2011). The projects that are conducted by Bailenson <strong>and</strong> his colleagues<br />

use quantitative analysis <strong>and</strong> on-site observations of ‘transformed social interactions’ in CVEs,<br />

where they investigate how designing user-tracking settings for virtual learning or collaborative<br />

building spaces employs the knowledge of social <strong>and</strong> non-linguistic codes, such as visual <strong>and</strong><br />

behavioral realism, as well as characteristics of virtual agents/avatars, such as plasticity or<br />

attractiveness (Bailenson et al. 2004, Bailenson <strong>and</strong> Yee 2005, Bailenson et al. 2005, Bailenson<br />

<strong>and</strong> Beall 2006).<br />

A second influential stream in quantitative virtual world studies often focus on longitudinal<br />

analyses of user activities, virtual economies <strong>and</strong> inworld transactions, <strong>and</strong> try to reveal the<br />

patterns that could explain how cultures of online worlds are co-created <strong>and</strong> practiced by<br />

communities. Research studies with such inclination often use statistical data on money exchanges,<br />

forms <strong>and</strong> practices of transactions, structures of virtual world economies, questions about how<br />

they could affect real world industries, or relations between MMORPG design <strong>and</strong> large-scale user<br />

behavior (Ip <strong>and</strong> Jacobs 2004). Edward Castronova’s analyses of virtual economies <strong>and</strong> online<br />

game industries (Castronova 2005, 2007, Castronova et al. 2007, Castronova et al 2009) is among<br />

the most influential of this type of quantitative research.<br />

Although my overall perspective on the VWs research field is enriched by the findings of such<br />

studies, my qualitative methodology grounds the analysis to a wider range of collaborative<br />

practices within the design process. Drawing on this, I combine the behavioral perspective with the<br />

textual analysis of multimodal designs in order to explain the how <strong>and</strong> why questions. My<br />

analytical framework aims to explore the co-design activities within their social environments to<br />

include as many environmental factors of the inworld interactions as possible. I analyze the codesigners’<br />

meaning-making processes in one-to-one <strong>and</strong> small-group interactions to emphasize the<br />

phenomenological experiences of time, space <strong>and</strong> movement in the construction of places <strong>and</strong><br />

artifacts. This is why I rely on qualitative VW studies, particularly in research contexts where<br />

researchers are interested in underst<strong>and</strong>ing the nature of social interactions in VWs.<br />

Qualitative VW Research: Social <strong>and</strong> cultural dimensions of virtual interaction<br />

Qualitative VW studies use various VW platforms as subjects of analyses, <strong>and</strong> they occasionally use<br />

comparative methods to underst<strong>and</strong> the developments in interactive technologies <strong>and</strong> theorize<br />

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