viewpoint of the user is changed from a god-like observation to that of an engaged
but powerful onlooker. The user is positioned within the city.
The resources of movement are used to construct the relationship between the
animated character and the toolbox and the user’s potential relationship with these
elements. As the helicopter lands, the movement (and the sound of the blades) stops
and the character and toolbox jump out. At this point the modes of movement and
sound-effect are transferred from the helicopter to the animated character (and
toolbox). Modally, this makes them the most salient element on screen. The
character is animated and ‘walks’ through the city as the mouse is moved.
The toolbox is positioned two or three paces behind the human-like character. The
social distance between the character and the toolbox, and their size, is a spatial
analogy of servitude. As the user moves the mouse (or joystick) the character and the
toolbox move. The speed and direction of the toolbox are dependent on and mirror
the character’s movement. Linking the movement, speed and direction of the toolbox
to the movement of the character is an actional metaphor for ‘obedience’.
The soft sound of the character’s footsteps on the floor is also represented. Aurally
the viewer is positioned as ‘near to the character’ (as they are near enough to hear its
footsteps). The sound-effect of the character’s footsteps is a kind of ‘sonic
interaction’ in response to the user moving the character (mouse). The multimodal
representation of the animated character makes it the most salient element on the
screen, again indicating the potential of the character to act on the environment of the
city.
Representation Inside of a City House: Standing
When the user moves the character into a house within the city the screen image
changes as shown in Figure 5.3. The image is of the inside of a room, three walls are
shown (one with the door into the house) the screen acts as the fourth door in the
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