Nyt - antologi om metaforer, metaforteori, kognitiv semantik og fagsprog |
The Fourth International Conference on Researching and Applying Metaphor April 2001, Tunis
Metaphors in cultural surface and knowledge
Carlo Grevy Center for Lexicography, The Aarhus School of Business Phone (home): +45 7572 7255, e-mail: olr@c.dk Literature etc. Can be found on my homepage: http://grevy.adr.dk/litterat.htm.Transparanties used in this talk can be found at: http://grevy.adr.dk/metaphor/m4417.htm
The system
The scenarios
1. The non-human area 1.1. Reification 1.2. Botany 1.3. Animals
2. Human activities and rooms 2.1. Human activities 2.2. Various human social rooms. 2.2.1. Basic rooms for survival (production) 2.2.2. Social rooms outside the production 2.2.3. Art & culture 2.2.4. Social rooms without control 2.2.5. Social rooms diachronic
3. Orientation / movement 3.1. Physical rooms 3.2. Psychological rooms 1. The non-human area
1.1. Reification / Inanimate things "Radio Data Packet Transmission" "Note - if you have problems unpacking any of the following files " "Maps and Data Store" "Integrated Data Communications Services Homepage" "Check the order of text flows" "Hot Page System updates for Information Technology" (Physical, bodily attributes) "Cold facts - the quarterly publication of CSA" "Golden Networks Computer Help" (Metal inner qualities)
1.2. Botany Activities (be in flower, to grow, to mature) Results (to ennoble) Objects (apples, fruits, trees)
"The writer plucks some of the fruits of authorship"
1.3. Animals Animals (predators, reptiles etc.) Other indications (living or dead "The Dead Pizza Files") Clones Sensitivity ("Note that most web servers are case-sensitive")
2. Human activities and rooms (including personification) 2.1. Human activities Activities and conditions (make ones contribution to be well mannered, fall between two stools rule, manage, be generous) Mental activities (to be intelligent, be awake, be grown up) Communication (talk, use language, to communicate, to read, to write) Perceive (see, hear, feel, watch, look after) Solving problems Intentionally Glory and honor (respectable) Responsibility Proper names (Einstein, Mona Lisa) Related to the human body
2.2. Various human social rooms 2.2.1. Basic rooms for survival / Production Societies bases on hunting and fishing (hunting, fishing) Agriculture Trade (tools) Trade (arranging, organizing, being concerned about the architecture, testing, constructing, and strike while the iron is hot) Industry (machinery, engines, gears, overdrives, mechanics, workers) Sale and service (to offer, to introduce, to deliver)
2.2.2. Social rooms outside the production 1 Parties (dance with the program) Entertainment (acrobat) Warnings, accidents (alarm bell, funeral) Ceremonies Intimacy Policy (anarchy, machine breaker) Law, jurisprudence
2.2.2. Social rooms outside the production 2 the meal The meal (appetite, samples, spam, menu, beans, wafers, Visual Cafe)
2.2.2. Social rooms outside the production 3 relations between people The family - biological (generations, sisters, brothers, babies, children, cousins, parents) 2.2.2. Social rooms outside the production 4 social arrangements The family - cultural (marriage (seek in marriage, engagement, adoption) Friendship and related relations (companion, darling, neighbor) According to employment (serve, guard, agent, client, assistant, master, slave, inceptor) Other relations (fan, nobility)
2.2.3. Art & culture Art of painting (exhibitions, brush stroke, Picassos blue period) Music (sweet music, give the keynote) Textile engineering (tailored system, designed, collect under one hat) Theatre (the scene, actor, the play, masquerade, soap opera, win an Oscar) Sports, athletics (levels of power - the participants - the players - the competitors - the placing - the winner, the finalist) Activities, type of sports (soccer, football, baseball, cycle race, martial art, surfing) Games (gambling, chess, playing cards, game of dice)
2.2.4. Social rooms without control Crimes The persons (pirates, gangs, robbers) The activities (the fights, firing, the taking of hostages) The persons and activities handling the problems (cops, taking finger-prints)
War The event (the war, the battle, the attack, the intervention) The place (the front-line) The participants (the warriors) The tools (armament, pistols, guns) The result (lose ground)
Disease and illness The actors (virus, doctors) The subject (health) The indicators (infection) The activities (take the computers temperature, use medicine)
The irrational Religion (actors, subject, goal, activities Christianity/other) The fantastic, the fabulously and magic (actors, activities, accessories wizards, pixies, ghost prophesy, conjure, haunt - horn of plenty 2.2.5. Social rooms diachronic Experiences from childhood Knowledge on history 3. Orientation / movement 3.1. Physical rooms Up/down (down, low, fall, rise, lower) The surface (before, behind, area, background, breaking through, heavy, light, under, over, platform) The landscape (at nightfall, the weather, the perspective) The city (the office and the equipment the house the hotel the library the campus the post office) The journey (the vehicles, the places, the way to do it, the result ships, cars on roads, in the air fast, slow, short cuts, overtaking, accelerating get access, visit, leave etc. 3.2. Psychological rooms Feelings and perceptions through the sense |