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Multimodal Semiotics and Collaborative Design

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tied to a process of actualization; <strong>and</strong> the relevant opposition is rather between ‘the continuous<br />

actual-virtual system’ <strong>and</strong> the ‘already vanishing present’. In the Deleuzean sense, interpretation<br />

(mental image) of reality will essentially be: “(1) limited in scope by the time <strong>and</strong> place of the<br />

observer, (2) structured according to the modalities of sense, <strong>and</strong> (3) ontologically secondary to the<br />

thing it represents” (Gaffney 2010: 13). Similarly, Frédéric Keck (2005) claims that the virtual, the<br />

symbolic, <strong>and</strong> the actual are three intertwined degrees of experience, <strong>and</strong> they interact complex<br />

<strong>and</strong> productive ways. Here, the symbolic acts as an intermediary level between the virtual <strong>and</strong> the<br />

actual.<br />

In technology-oriented cases of digital communication <strong>and</strong> virtual presence, signification <strong>and</strong><br />

definition of reality becomes an even more complex epistemological problem. In cases such as<br />

multimedia production, where technology is the issue of semiotic analysis, articulation of<br />

potentials <strong>and</strong> new means of production is important, as “previously technically, materially <strong>and</strong><br />

professionally distinct forms of production come together through <strong>and</strong> in the affordances of the<br />

new technology” (Kress <strong>and</strong> van Leeuwen 2001: 123). User performances in physical space are<br />

translated to the virtual environment by the mediation of digital technologies; thus, it is possible to<br />

imagine a conceptual relationship between physical actions <strong>and</strong> their counterparts in the virtual<br />

environment. Social psychologist Jim Blascovich <strong>and</strong> virtual reality researcher Jeremy Bailenson<br />

(2011) formulate the dichotomy between the real <strong>and</strong> the virtual by referring to social psychology,<br />

<strong>and</strong> prefer to discuss in terms of a grounded reality instead. For Blascovich <strong>and</strong> Bailenson, virtual<br />

behavior (social action in virtual environments) is in fact real, <strong>and</strong> people apply similar behavioral<br />

templates that they use in grounded reality into the digital realm. Digital communication scholar<br />

Jonathan Steuer (1992) claims that the definition of virtual reality is based on the experiential<br />

concepts of presence <strong>and</strong> telepresence. Steuer discusses the technological dimensions that<br />

contribute to the construction of these two experiential dimensions in relation to the analysis of<br />

several environmental factors, such as vividness <strong>and</strong> interactivity. All these interrelated issues on<br />

how the co-designers interpret <strong>and</strong> co-produce discourses on reality <strong>and</strong> virtuality in their designs<br />

are reflected in my methodology. The construction of the co-designers’ meaning-makings on the<br />

design processes <strong>and</strong> the final products can depend on the ways in which they interpret the VW’s<br />

affordances <strong>and</strong> constraints, <strong>and</strong> they think virtual places should be signified in a world where<br />

avatars are not bound by conventional RL physics.<br />

3.3. Space, place <strong>and</strong> virtual place: The semiotic <strong>and</strong> experiential views<br />

It is necessary to discuss psychological, phenomenological <strong>and</strong> social aspects of the semiotic<br />

transformation from space to place in order to underst<strong>and</strong> social practices of multimodal signmaking<br />

through collaborative design of virtual places. The semiotic aspect of place-making results<br />

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