07.01.2015 Views

Multimodal Semiotics and Collaborative Design

Multimodal Semiotics and Collaborative Design

Multimodal Semiotics and Collaborative Design

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

access, allow both synchronous <strong>and</strong> asynchronous working <strong>and</strong> transform space into ‘inhabited<br />

place’.<br />

Virtual worlds <strong>and</strong> Computer Aided <strong>Design</strong> (CAD)<br />

When we compare avatar-based collaboration in virtual places with conventional CAD systems<br />

such as 3D Studio Max or AutoCAD, certain domain-specific affordances of these collaborative<br />

platforms become apparent. According to design <strong>and</strong> manufacturing systems scholars W.D. Li <strong>and</strong><br />

colleagues (Li et al. 2005), computer-aided design (CAD) applications should support both<br />

distribution of information to geographically dispersed locations <strong>and</strong> collaborative co-operation of<br />

individual systems to shared design targets <strong>and</strong> objectives to support creative collaboration. In fact,<br />

the level of real-time multi-user interactivity <strong>and</strong> variety of modalities that are made available by<br />

the 3D VWs have not been equally met by the recent CAD systems; as most current design software<br />

hardly support collaborative designs (Reffat et al 2008) 6 . While conventional CAD software<br />

support individual content generation practices in visually segregated view-planes (usually as top,<br />

front, side <strong>and</strong> perspective views) <strong>and</strong> allow collaboration through file-sharing, 3D virtual places<br />

can support both synchronous <strong>and</strong> asynchronous collaboration on 3D models within a multi-user<br />

environment (Maher et al. 2005). For Koutsabasis et al. (2012), the sense of presence, or<br />

psychological immersion, while interacting with VWs make designers feel as being in-the-world,<br />

rather than being external observers of a 3D model, as in using CAD environments.<br />

In a VW, users communicate in real time while being in the designed space, being able to point<br />

to specific attributes, objects or places, being able to instantly communicate an idea,<br />

restructure a solution, evaluate a concept. It all happens in the same space, <strong>and</strong> therefore<br />

there is greater awareness <strong>and</strong> coordination of the collaborating design team. (Koutsabasis et<br />

al. 2012: 361-362)<br />

Furthermore, the social affordances provided by the VW’s places for mediated co-presence <strong>and</strong><br />

social interaction provides a ‘collaborative co-design environment’ (Piller et al. 2005), where users<br />

can seek help from virtual communities <strong>and</strong> develop design ideas together (Phillips <strong>and</strong> Rodden<br />

2001). In my analysis, SL is foregrounded precisely for this reason; as the VW platform affords the<br />

construction of such a virtual/distributed design studio environment <strong>and</strong> provides an empirical<br />

field for multimodal analysis of collaboratively produced designs.<br />

6<br />

Here, it is important to note that there is a significant difference in terms of visual quality <strong>and</strong> the resolution between<br />

the screen images from SL <strong>and</strong> 3D-rendered images from a professional CAD software. However, here my main concern<br />

is the platforms’ affordances <strong>and</strong> constraints for collaborative working. Thus, I continue my discussion with an emphasis<br />

on this aspect, while I will admit that the quality of the visual rendering may also have a significant effect on the<br />

designers’ experiences.<br />

30

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!