|Commenced in January 2007||Frequency: Monthly||Edition: International||Paper Count: 9|
Metaphorical creativity does not constitute a static property of discourse. It is an interactive dynamic process created online. There has been a lack of research concerning online produced metaphorical creativity. This paper intends to account for metaphorical creativity in online talk-in-interaction as a dynamic process that emerges as discourse unfolds. It brings together insights from the emergentist approach to the study of metaphor in verbal interactions and insights from conceptual blending approach as a model for analysing online metaphorical constructions to propose a model for studying metaphorical creativity in interactive talk. The model is based on three focal points. First, metaphorical creativity is a dynamic emergent and open-to-change process that evolves in real time as interlocutors constantly blend and re-blend previous metaphorical contributions. Second, it is not a product of isolated individual minds but a joint achievement that is co-constructed and co-elaborated by interlocutors. The third and most important point is that the emergent process of metaphorical creativity is tightly shaped by contextual variables surrounding talk-in-interaction. It is grounded in the framework of interpretation of interlocutors. It is constrained by preceding contributions in a way that creates textual cohesion of the verbal exchange and it is also a goal-oriented process predefined by the communicative intention of each participant in a way that reveals the ideological coherence/incoherence of the entire conversation.
The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.
An analysis of word semantics focusing on the invariance of advanced imagery in several pressing problems. Interest in the language of imagery is caused by the introduction, in the linguistics sphere, of a new paradigm, the center of which is the personality of the speaker (the subject of the language). Particularly noteworthy is the question of the place of the image when discussing the lexical, phraseological values and the relationship of imagery and metaphors. In part, the formation of a metaphor, as an interaction between two intellective entities, occurs at a cognitive level, and it is the category of the image, having cognitive roots, which aides in the correct interpretation of the results of this process on the lexical-semantic level.
This paper attempts to explore the phenomenon of metaphorization in English newspaper headlines from the perspective of pragmatic investigation. With relevance theory as the guideline, this paper makes an explanation of the processing of metaphor with a pragmatic approach and points that metaphor is the stimulus adopted by journalists to achieve optimal relevance in this ostensive communication, as well as the strategy to fulfill their writing purpose.
Metaphor has recently gained extensive interest most probably due to developments in cognitive sciences and the study of language as the reflection of humans- world perception. Metaphor is no longer reckoned as solely literary expressive means. Nowadays it is studied in a whole number of discourses, such as politics, law, medicine, sports, etc. with the purpose of the analysis and determining its role. The scientific language is not an exception. It might seem that metaphor cannot suit it; we would dare to draw a hypothesis that metaphor has indeed found its stable place in terminology. In comprehension of metaphorically represented terms the stage of visualization plays a significant role. We proceeded on the assumption that this stage is the main in provision of better term comprehension and would try to exemplify it with metaphoricallyoriented terms.
Nowadays viruses use polymorphic techniques to mutate their code on each replication, thus evading detection by antiviruses. However detection by emulation can defeat simple polymorphism: thus metamorphic techniques are used which thoroughly change the viral code, even after decryption. We briefly detail this evolution of virus protection techniques against detection and then study the METAPHOR virus, today's most advanced metamorphic virus.