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Multimodal Semiotics and Collaborative Design

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elements of the situation (field, tenor <strong>and</strong> mode) into account. The role of semiotic relationships is<br />

embedded into the ideational meanings, role relationships into the interpersonal meanings, <strong>and</strong><br />

(multi-)modal configurations of resources into the textual meanings. All of these structural<br />

components (of a semiotic situation) contribute to the making of meanings, therefore should be<br />

taken into account in a social semiotic analysis.<br />

The three perspectives above represent various attempts to theorize the social semiotic functions of<br />

sign as in the social domain. On the other h<strong>and</strong>, virtual places <strong>and</strong> artifacts present original<br />

affordances <strong>and</strong> constraints for user interaction, therefore a critical point of view to the linguistic<br />

meta-functions should also be argued for the analysis of virtual place-making as a complex social<br />

phenomenon. Halliday’s view is strictly a linguistic one, focusing on the particular cases of<br />

language learning <strong>and</strong> use in social contexts. Whereas Kress (2010) <strong>and</strong> Lemke (2002, 2009)<br />

theorize multimodal phenomena by focusing also on relations between different modes as semiotic<br />

resources. In terms of the central analytical foci, the multimodal theories above are not very<br />

different from Halliday’s initial theory, in that they both focus on the semiotic, social <strong>and</strong><br />

structural/organizational aspects of semiotic processes, <strong>and</strong> consider sign production (design) as<br />

both a product <strong>and</strong> a process. On the other h<strong>and</strong>, virtual places <strong>and</strong> artifacts are designed to be<br />

experienced both spatially <strong>and</strong> temporally, rather than merely being read or viewed on a graphic<br />

plane. The spatial characteristics of avatar-mediated presence <strong>and</strong> navigation in virtual space thus<br />

affect the potentials for construction of meaning through interaction. In my view, design of these<br />

specific types of digital environments can be explained with the help of spatial perspectives on the<br />

systemic functional framework, particularly by notions borrowed from architecture <strong>and</strong> built<br />

spaces. Therefore, I use Michael O’Toole’s (1994, 2004) conceptualization of the social semiotic<br />

perspective to study buildings of architectural design as multimodal sign systems, expressed in the<br />

experiential, interpersonal <strong>and</strong> textual meta-functions. For O’Toole (1994), the main characteristics<br />

of buildings that differentiate them from the works of contemplative visual arts (such as paintings<br />

or sculptures) are their practical use values, or the signification of their functions in use to be<br />

precise. This aspect refers to their experiential functions. In this view, the interpersonal function is<br />

described by how the building addresses the individuals through its expressive style <strong>and</strong> visual<br />

language, including the building as a whole <strong>and</strong> its individual parts in detailed ranks of scale.<br />

Finally, the textual function explains how composition of each spatial element coheres to each<br />

other <strong>and</strong> the environment in which the building is constructed. In O’Toole’s (2004) view the three<br />

meta-functions present a dynamic <strong>and</strong> interrelated form of semiosis, the interpretation of which<br />

should follow a hypertextual logic rather than a linear one. As I have explained, I consider the<br />

multimodal compositions of functional elements in design of virtual places <strong>and</strong> artifacts as a spatial<br />

task, where virtual buildings <strong>and</strong> their internal parts (interaction spaces, objects <strong>and</strong> surfaces)<br />

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