19 research outputs found

    Generalized Model of the Genesis of Literary Genres

    Get PDF
    У статті обґрунтовано вихідну когнітивну модель-образ, здатну слугувати для здійснення узагальненого опису синергетичного механізму генезису літературних жанрів. Відповідно до принципу синархічної антиномії «єдність – множинність» показано, що потенційний ідеальний світ творчих задумів автора здатен реалізуватися шляхом синергетичної трансформації обмеженої кількості архетипових ідей в множинність конкретних змістів і літературних жанрів як альтернатив їхньої матеріалізації.The authors substantiate the basic cognitive model-image which serves for the generalized description of synergetic mechanism of the genesis of literary genres. In accordance with the principle of synarchic antinomy «unity – multiplicity» the article shows that the potential ideal world of the author’s creative intentions is realized by means of transformations of the limited number of archetype ideas into the multiplicity of meanings and literary genres as the alternatives of their materialization.В статье обосновано исходную когнитивную модель-образ для обобщенного описания синергетического механизма генезиса литературных жанров. В соответствии с принципом синархической антиномии «единство – множественность» показано, что потенциальный идеальный мир творческих замыслов автора может реализоваться путем синергетической трансформации ограниченного количества архетипических идей в множественность конкретных смыслов и литературных жанров как альтернатив их материализации

    CC-Riddle: A Question Answering Dataset of Chinese Character Riddles

    Full text link
    The Chinese character riddle is a unique form of cultural entertainment specific to the Chinese language. It typically comprises two parts: the riddle description and the solution. The solution to the riddle is a single character, while the riddle description primarily describes the glyph of the solution, occasionally supplemented with its explanation and pronunciation. Solving Chinese character riddles is a challenging task that demands understanding of character glyph, general knowledge, and a grasp of figurative language. In this paper, we construct a \textbf{C}hinese \textbf{C}haracter riddle dataset named CC-Riddle, which covers the majority of common simplified Chinese characters. The construction process is a combination of web crawling, language model generation and manual filtering. In generation stage, we input the Chinese phonetic alphabet, glyph and meaning of the solution character into the generation model, which then produces multiple riddle descriptions. The generated riddles are then manually filtered and the final CC-Riddle dataset is composed of both human-written riddles and these filtered, generated riddles. In order to assess the performance of language models on the task of solving character riddles, we use retrieval-based, generative and multiple-choice QA strategies to test three language models: BERT, ChatGPT and ChatGLM. The test results reveal that current language models still struggle to solve Chinese character riddles. CC-Riddle is publicly available at \url{https://github.com/pku0xff/CC-Riddle}

    Incongruity humor in language and beyond: from Bergson to digitally enhanced worlds

    Get PDF
    Humour research is often about verbal humour. Language allows us to play with words and with its syntactic, semantic and pragmatic aspects. It provides us with building blocks that can be composed in unusual ways, introducing ambiguities, confusion, inappropriate language use, and incongruities. This allows the design of humour, whether it is word play, verbal jokes, or humorous remarks triggered by conversational interaction. Design and analysis of verbal humor has become part of computational humor studies.\ud \ud Language is not the only tool that can be used to design and construct humor. In our daily life we often encounter situations that make us laugh and that we consider to be humorous. We may even help to provide conditions that lead or hopefully lead to humorous situations. Being able to control a physical environment and the way its inhabitants can interact with the environment has now become possible due to advances in sensor and actuator technology. Increasingly we see sensors embedded in our environments that monitor and interpret our behaviour. They include cameras and microphones, position, proximity, and wearable physiological sensors, they gather knowledge about our activities, interpret them in real-time, and anticipate future activities and behavior. Based on such perceptions and interpretations actuators make changes to the environment, its appearance and its interaction and display facilities, including augmented and virtual reality display and interaction possibilities.\ud \ud Until now, computational humor research has been concerned with modelling verbal humor. But many observations on more general forms of humour can have a computational implementation as well. Or, at least, humour creation by human inhabitants of such environments can be facilitated by humor intelligence embedded in these environments. In particular this intelligence knows about incongruity humor theories. This knowledge allows the environment to introduce incongruities and it allows inhabitants of the environment to use such incongruities to create and exploit humorous situations while interacting with the environment and other inhabitants. Unlike the single-modal incongruities that can appear in language, in the physical world we can have cross-modal incongruities, where our senses reach a conclusion, based on partly incomplete and partly conflicting information, that later has to be revised based on newly received information. We have been tricked. Or, in the words of Douglas Hofstadter: “Pulling the wool over the human perceptual system.”. Various categories of incongruities have been introduced. Attention need to be given to incongruities that follow from the introduction of new technology as has been visualized in Chaplin’s Modern Times or Tati’s Mon Oncle and PlayTime. A more recent view has been taken by Stone, who identified our social media and internet behavior as an attempt to be a ‘life node’ in our networks, displaying scanning behavior and doing multitasking, and therefore always being in a state of ‘continuous partial attention’, leading to mental mismatches and unintended juxtapositions of events, leading to incongruous and humorous situations

    The Multidisciplinary Facets of Research on Humour

    Get PDF
    In this paper, the authors summarize the main theories of humor that emerged from philosophical and modern psychological research, and survey the past and present developments in the fields of theoretical and computational linguistics

    A constructive theory of automated ideation

    Get PDF
    In this thesis we explore the field of automated artefact generation in computational creativity with the aim of proposing methods of generation of ideas with cultural value. We focus on two kinds of ideas: fictional concepts and socially embedded concepts. For fictional concepts, we introduce a novel method based on the non-existence-conjectures made by the HR automated theory formation system. We further introduce the notion of typicality of an example with respect to a concept into HR. This leads to methods for ordering fictional concepts with respect to three measurements: novelty, vagueness and stimulation. We ran an experiment to produce thousands of definitions of fictional animals and then compared the software's evaluations of the non-fictional concepts with those obtained through a survey consulting sixty people. The results showed that two of the three measurements have a correlation with human notions.For socially embedded concepts, we apply a typicality-based classification method, the Rational Model of Classification (RMC), to a set of data obtained from Twitter. The aim being the creation of a set of concepts that naturally associate to an initial topic. We applied the RMC to four sets of tweets, each corresponding to one of four initial topics. The result was a set of clusters per topic, each cluster having a definition consisting of a set of words that appeared recurrently in the tweets. A survey was used to ask people to guess the topic given a set of definitions and to rate the artistic relevance of these definitions. The results showed both high association percentage and high relevance scores. A second survey was used to compare the rankings on the social impact of each of the definitions. The results obtained show a weak positive correlation between the two rankings. Our experiments show that it is possible to automatically generate ideas with the purpose of using them for artefact generation. This is an important step for the automation of computational creativity because most of the available artefact generation systems do not explicitly undertake idea generation. Moreover, our experiments introduce new ways of using the notion of typicality and show how these uses can be integrated in both the generation and evaluation of ideas.Open Acces
    corecore