78,202 research outputs found

    Challenging the Computational Metaphor: Implications for How We Think

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    This paper explores the role of the traditional computational metaphor in our thinking as computer scientists, its influence on epistemological styles, and its implications for our understanding of cognition. It proposes to replace the conventional metaphor--a sequence of steps--with the notion of a community of interacting entities, and examines the ramifications of such a shift on these various ways in which we think

    Affect and Metaphor Sensing in Virtual Drama

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    We report our developments on metaphor and affect sensing for several metaphorical language phenomena including affects as external entities metaphor, food metaphor, animal metaphor, size metaphor, and anger metaphor. The metaphor and affect sensing component has been embedded in a conversational intelligent agent interacting with human users under loose scenarios. Evaluation for the detection of several metaphorical language phenomena and affect is provided. Our paper contributes to the journal themes on believable virtual characters in real-time narrative environment, narrative in digital games and storytelling and educational gaming with social software

    Abstraction as a basis for the computational interpretation of creative cross-modal metaphor

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    Various approaches to computational metaphor interpretation are based on pre-existing similarities between source and target domains and/or are based on metaphors already observed to be prevalent in the language. This paper addresses similarity-creating cross-modal metaphoric expressions. It is shown how the “abstract concept as object” (or reification) metaphor plays a central role in a large class of metaphoric extensions. The described approach depends on the imposition of abstract ontological components, which represent source concepts, onto target concepts. The challenge of such a system is to represent both denotative and connotative components which are extensible, together with a framework of general domains between which such extensions can conceivably occur. An existing ontology of this kind, consistent with some mathematic concepts and widely held linguistic notions, is outlined. It is suggested that the use of such an abstract representation system is well adapted to the interpretation of both conventional and unconventional metaphor that is similarity-creating

    Data, problems, heuristics and results in cognitive metaphor research

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    Cognitive metaphor research is characterised by the diversity of rival theories. Starting from this observation, the paper focuses on the problem of how the unity and diversity of cognitive theories of metaphor can be accounted for. The first part of the paper outlines a suitable metascientific approach which emerges as a modification of B. von Eckardt’s notion of research framework. In the second part, by the help of this approach, some aspects of the sophisticated relationship between Lakoff and Johnson’s, Glucksberg’s, and Gentner’s theories are discussed. The main finding is that the data, the problems, the heuristics and the hypotheses which have been partly shaped by the rivals contribute to the development of the particular theories to a considerable extent

    WebDocBall : a graphical visualisation tool for web search results

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    In the Web search process people often think that the hardest work is done by the search engines or by the directories which are entrusted with finding the Web pages. While this is partially true, a not less important part of the work is done by the user, who has to decide which page is relevant from the huge set of retrieved pages. In this paper we present a graphical visualisation tool aimed at helping users to determine the relevance of a Web page with respect to its structure. Such tool can help the user in the often tedious task of deciding which page is relevant enough to deserve a visit

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings
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