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首页> 外文期刊>Literary & linguistic computing >In the Garden and in the Ark: The belles lettres, aetiological tales, and narrative explanatory trajectories-The concept of an architecture combining phono-semantic matching, and NLP story-generation
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In the Garden and in the Ark: The belles lettres, aetiological tales, and narrative explanatory trajectories-The concept of an architecture combining phono-semantic matching, and NLP story-generation

机译:在花园和方舟中:美好的回忆,病因故事和叙述性的解释轨迹-结合语音-语义匹配和NLP故事生成的体系结构概念

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This article describes an ambitious concept of architecture that puts phonology, morphology, and story-generation in the service of the literary genre of aetiological tales (e. g. Kipling's Just So Stories). Aetiological tales are a particular kind of narratives consisting of a fictional exploration of a name. We propose a computational model of the process involved in the creation of the aetiological tale. The model (unimplemented as yet) combines notions and techniques from two different areas of computer science and Natural Language Processing (NLP): computational humour and computational storytelling. The focus in this study is on providing a linguistic study of a particular type of storytelling whose output is in the Hebrew language, using a computational model to show the regularities and the structure of this type of narrative composition. We show how this could be done in other languages as well. Our main example (from Midrash Kol _ H ay) also fits in the genre of filling in narrative gaps (e. g. supra-biblical tales). Having described the high-level architecture, as designed, of GALLURA, a system for generating aetiological tales that is to emulate a modern literary corpus that in turn mimics the lateantique and medieval corpus of rabbinic homiletics, the rest of this article is about: (1) how to get the first hunch about how to develop a tale on a theme, and (2) the workings of the wordplay-generating module (upstream in the architecture), whose output is a specification setting the task for the story-generator to devise narrative trajectories from the input word to a target being any of the pool of potential puns identified. Punning based on phonetic similarity is a well-known technique used in computational humour generators whose output is in English; but Semitic languages such as Hebrew and Arabic are a special challenge, because of their non-concatenative morphology. In the latter part of this article, we show in detail how to handle punning in such languages.
机译:本文描述了一个雄心勃勃的建筑概念,它将语音学,形态学和故事生成服务于病因学故事的文学体裁(例如,吉卜林的《正义的故事》)。病因故事是一种特殊的叙事,包括对名称的虚构探索。我们提出了一个病因学故事创建过程的计算模型。该模型(尚未实现)结合了计算机科学和自然语言处理(NLP)两个不同领域的概念和技术:计算幽默和计算讲故事。本研究的重点是使用一种计算模型来显示这种叙事结构的规律性和结构,从而对以希伯来语输出的一种特定类型的故事进行语言学研究。我们展示了如何用其他语言也可以做到这一点。我们的主要例子(来自Midrash Kol _ HAY)也适合填补叙事空白的类型(例如,超圣经的故事)。在描述了GALLURA的高层体系结构之后,该体系是生成病因故事的系统,该系统模仿现代文学语料库,而后者又模仿了阿拉伯人学的后现代语料库和中世纪语料库,本文的其余部分涉及:(( 1)如何获得关于如何以主题为主题的故事的第一种直觉,以及(2)文字游戏生成模块(体系结构的上游)的工作方式,其输出是为故事产生器设置任务的规范设计从输入单词到目标的叙述轨迹,该目标是所标识的任何潜在双关语。基于语音相似性的双关语是一种众所周知的技术,用于以英语输出的计算幽默生成器中。但是希伯来语和阿拉伯语等闪族语言由于其非连接形态而成为一个特殊的挑战。在本文的后半部分,我们将详细展示如何处理此类语言中的剪枝。

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