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Multimodal Semiotics and Collaborative Design

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is to observe collaborative design practices in their authentic settings <strong>and</strong> social contexts of<br />

occurrence in SL, rather than formulating experimental procedures to test specified interactions<br />

(Koutsabasis et al 2012). I believe the socio-cultural <strong>and</strong> ethnographic perspectives can support the<br />

social semiotic analysis of these aspects.<br />

Educational technology scholar David Thomas <strong>and</strong> urban/environmental planning scholar Justin<br />

Holl<strong>and</strong>er (2010) focus on the pedagogical aspects of collaborative design, <strong>and</strong> they conduct a<br />

series of case studies of urban planning courses taught using Second Life, videogames, <strong>and</strong> gamelike<br />

virtual worlds as a means to advance studio education pedagogy in design. They use<br />

participant observation <strong>and</strong> teaching, analyze student projects <strong>and</strong> processes in six urban planning<br />

studio courses, <strong>and</strong> discuss potentials <strong>and</strong> limits of emerging digital media for studio-based design<br />

education. In the “Communication <strong>and</strong> <strong>Design</strong> in VWs Workshop” case-study, I have analyzed 15<br />

international students, who worked in groups to design artifacts in SL. Therefore, I consider the<br />

pedagogical perspective of Thomas <strong>and</strong> Holl<strong>and</strong>er (2010), <strong>and</strong> of other educational VW<br />

researchers, resourceful for the analysis of case studies. However, a pedagogical perspective is not a<br />

central concept that bridges <strong>and</strong> unifies the three case-studies that I have conducted in SL. I am<br />

also interested in underst<strong>and</strong>ing the contextual differences between amateurs –or students- <strong>and</strong><br />

experienced content creators.<br />

The possible affordances <strong>and</strong> benefits of virtual technologies for RL professional designers is also a<br />

fairly well investigated area within VW research (i.e. Kohler et al. 2009, Koutsabasis et al. 2012).<br />

For instance, product <strong>and</strong> systems design researcher Panayiotis Koutsabasis <strong>and</strong> colleagues<br />

(Koutsabasis et al. 2012) investigate the value <strong>and</strong> applicability of VW technologies to architectural<br />

design, interior design <strong>and</strong> user interface design practices through a series of experimental<br />

collaborative cases. In their view, “VW can add value in the design review <strong>and</strong> evaluation phases of<br />

design activities, especially for cases <strong>and</strong> domains of design for which customer participation <strong>and</strong><br />

feedback is critical” (Koutsabasis et al. 2012: 385). Their study also presents certain limitations<br />

that affect the inworld behaviors of co-designers, <strong>and</strong> shape the structure of collaborative design<br />

processes. Drawing specifically on their potentials for collaborative design, Koutsabasis et al.<br />

(2012) relate the main characteristics of VWs that may be beneficial to VW designers. These<br />

include the affordances for making 3D visualizations <strong>and</strong> simulations, experiencing real-time<br />

navigation, creating <strong>and</strong> manipulating objects, co-constructing solutions, feeling immersed <strong>and</strong><br />

present through avatars, <strong>and</strong> being able to use several forms of verbal <strong>and</strong> non-verbal as well as<br />

synchronous <strong>and</strong> asynchronous communication.<br />

Is also possible to come by various independent VW platforms <strong>and</strong> projects, which offer their users<br />

synchronous communication platforms that support collaborative 3D modeling <strong>and</strong><br />

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