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A three-dimensional analysis software for languages

Franz Dotter, Johann Leitner. A three-dimensional analysis software for languages. Budapest 8. 12. 2012. Basic assumptions. (Body and) brain can be modeled as a 3D-network (containing some specialisations)

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A three-dimensional analysis software for languages

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  1. Franz Dotter, Johann Leitner A three-dimensional analysis software for languages Budapest 8. 12. 2012

  2. Basic assumptions • (Body and) brain can be modeled as a 3D-network (containing some specialisations) • As a result of evolution (including socio-cultural evolution), humans perceive and process the environment as "scenes" and "scripts" (structured gestalts) • These "scenes" and "scripts" directly influence(d) the categories of language, e.g. the quality of perception relates to word categories:

  3. Basic assumptions 2 and roles/functions of participants in the scene or other cognitive elements relate to different clauses/constituents, e.g.:

  4. Basic structure of the software • A cognitive and a language specific level of representation, both conceived as networks (i.e. having "nodes" = elements and "links" = relations) in direct connection (i.e. no intermediate further module or system). • The cognitive level is three-dimensional, related to the hypothesis that the brain (not only the visual cortex?) "constructs" a 3D-image of reality. • The language specific level is two-dimensional, related to the hypothesis that this level can be described from the perspective of the ordering of signs using only two dimensions. • The cognitive and the language specific level networks are linked together in order to represent language production/reception/processing. • The format of both levels is that of a construction kit which - by differentiation of form, colour and texture - represents cognitive or language categories and subcategories. • Two main functions: • Practical instrument for visualising cognitive linguistic analysis; • Search and statistical analysis function concerning any element or combination of elements on both levels.

  5. Descriptional inventory • Language specific level: categories detected by standard linguistic analysis of the codings in different languages • Cognitive level: "(re)constructed" by using "cognitive" interpretations of possible elements or features working "behind" the actual codings

  6. Format of descriptional elements • Entities are nodes, relations are links. • Nodes and links can be differentated by form, colour and texture. • Every "attentional element" is given as an entity. • Cognitive entities are aggregated to units of "higher level" (= hypothesized evolutionary and language-induced developments from early single-element-constructions reflected by language use)

  7. Original requirements • Generalized 3D editor for modelling scenes • Scenes consist of: • Nodes/elements • Links/relations • Layers • Huge repository of node types (shape, colour, texture, ...) • Pattern matching feature: • Build up repository • Look up matching models or sub-models • Proof of concept prototype

  8. The architecture

  9. A sample model (scene)

  10. Pros • XML is here to stay forever • Enough attributes for creating categories and sub-categories • Code is fully in our hands • Requirements are stable • Runs on most machines

  11. ...the live demo And finally...

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