17,910 research outputs found

    Directional adposition use in English, Swedish and Finnish

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    Directional adpositions such as to the left of describe where a Figure is in relation to a Ground. English and Swedish directional adpositions refer to the location of a Figure in relation to a Ground, whether both are static or in motion. In contrast, the Finnish directional adpositions edellä (in front of) and jäljessä (behind) solely describe the location of a moving Figure in relation to a moving Ground (Nikanne, 2003). When using directional adpositions, a frame of reference must be assumed for interpreting the meaning of directional adpositions. For example, the meaning of to the left of in English can be based on a relative (speaker or listener based) reference frame or an intrinsic (object based) reference frame (Levinson, 1996). When a Figure and a Ground are both in motion, it is possible for a Figure to be described as being behind or in front of the Ground, even if neither have intrinsic features. As shown by Walker (in preparation), there are good reasons to assume that in the latter case a motion based reference frame is involved. This means that if Finnish speakers would use edellä (in front of) and jäljessä (behind) more frequently in situations where both the Figure and Ground are in motion, a difference in reference frame use between Finnish on one hand and English and Swedish on the other could be expected. We asked native English, Swedish and Finnish speakers’ to select adpositions from a language specific list to describe the location of a Figure relative to a Ground when both were shown to be moving on a computer screen. We were interested in any differences between Finnish, English and Swedish speakers. All languages showed a predominant use of directional spatial adpositions referring to the lexical concepts TO THE LEFT OF, TO THE RIGHT OF, ABOVE and BELOW. There were no differences between the languages in directional adpositions use or reference frame use, including reference frame use based on motion. We conclude that despite differences in the grammars of the languages involved, and potential differences in reference frame system use, the three languages investigated encode Figure location in relation to Ground location in a similar way when both are in motion. Levinson, S. C. (1996). Frames of reference and Molyneux’s question: Crosslingiuistic evidence. In P. Bloom, M.A. Peterson, L. Nadel & M.F. Garrett (Eds.) Language and Space (pp.109-170). Massachusetts: MIT Press. Nikanne, U. (2003). How Finnish postpositions see the axis system. In E. van der Zee & J. Slack (Eds.), Representing direction in language and space. Oxford, UK: Oxford University Press. Walker, C. (in preparation). Motion encoding in language, the use of spatial locatives in a motion context. Unpublished doctoral dissertation, University of Lincoln, Lincoln. United Kingdo

    Computational Models (of Narrative) for Literary Studies

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    In the last decades a growing body of literature in Artificial Intelligence (AI) and Cognitive Science (CS) has approached the problem of narrative understanding by means of computational systems. Narrative, in fact, is an ubiquitous element in our everyday activity and the ability to generate and understand stories, and their structures, is a crucial cue of our intelligence. However, despite the fact that - from an historical standpoint - narrative (and narrative structures) have been an important topic of investigation in both these areas, a more comprehensive approach coupling them with narratology, digital humanities and literary studies was still lacking. With the aim of covering this empty space, in the last years, a multidisciplinary effort has been made in order to create an international meeting open to computer scientist, psychologists, digital humanists, linguists, narratologists etc.. This event has been named CMN (for Computational Models of Narrative) and was launched in the 2009 by the MIT scholars Mark A. Finlayson and Patrick H. Winston1

    Desire Lines: Open Educational Collections, Memory and the Social Machine

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    This paper delineates the initial ideas around the development of the Co-Curate North East project. The idea of computerised machines which have a social use and impact was central to the development of the project. The project was designed with and for schools and communities as a digital platform which would collect and aggregate ‘memory’ resources and collections around local area studies and social identity. It was a co-curation process supported by museums and curators which was about the ‘meshwork’ between ‘official’ and ‘unofficial’ archives and collections and the ways in which materials generated from within the schools and community groups could themselves be re-narrated and exhibited online as part of self-organised learning experiences. This paper looks at initial ideas of social machines and the ways in machines can be used in identity and memory studies. It examines ideas of navigation and visualisation of data and concludes with some initial findings from the early stages of the project about the potential for machines and educational work

    Loci Memoriae Hungaricae

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    Miklós Takács: Preface - 7 ; 1. Theoretical reflections ; Zsófia O. Réti: Memory of Networks, Networks of Memory - 10 ; Gábor Palkó: The Phenomenon of “Linked Data” from a Media Archaeological Perspective - 23 ; 2. Digital Memory in Everyday Life ; Norbert Krek: Lieux de Mémoire and Video Games: Mnemonic Representations of the Second World War in First Person Shooter Games of the Early Twenty-first Century - 32 ; Antti Vallius: Landscapes of Belonging: Visual Memories in the Digital Age - 43 ; László Z. Karvalics: Defining Two Types of Cultural “Micro-heritage”: Objects, Knowledge Dimensions and a Quest for Novel Memory Institutions - 58 ; 3. New Media for Old Ideologies Tuija Saresma: Circulating the Origin Myth of Western Civilization – The Racial Imagery of the ‘Men of the North’ as an Imaginary Heritage in White Supremacist Blogs - 68 ; Klára Sándor: Versions of Folk History Representing Group Identities: The Battle for the Masternarrative - 82 ; 4. Rethinking Hungarian Collective Memory Katalin Bódi: Image and Imagination: The Changing Role of Art from the Nineteenth Century to the Present in Hungarian National Memory - 92 ; Zsófia Fellegi: Digital Philology on the Semantic Web: Publishing Hungarian Avant-garde Magazines - 105 ; Norbert Baranyai: Cult, Gossip, Memory—Aspects of Mediating Culture in Krisztián Nyáry’s Portraits of Writers in Facebook Posts - 117 ; Notes on Contributors - 127 ; Index - 13

    SPARQL Playground: A block programming tool to experiment with SPARQL

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    SPARQL is a powerful query language for SemanticWeb data sources but one which is quite complex to master. As the block programming paradigm has been succesfully used to teach programming skills, we propose a tool that allows users to build and run SPARQL queries on an endpoint without previous knowledge of the syntax of SPARQL and the model of the data in the endpoint (vocabularies and semantics). This user interface attempts to close the gap between tools for the lay user that do not allow to express complex queries and overtly complex technical tools
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