Make_noise

https://w3id.org/framester/framenet/abox/frame/Make_noise entità di tipo: Class

A physical entity, construed as a point-Sound_source, emits a Sound. This includes animals and people making noise with their vocal tracts. Sometimes the sound itself is referred to with a nominal expression, in which case it is called the Sound. Manner expressions may also be relevant in this frame, if they describe properties of the sound as such. A path-schema can be overlaid on the simple noise-making scene, adding a Location_of_source and/or a Path. This frame does not cover scenarios where objects create sound by coming into forceful contact with one another or rubbing against each other. Such scenarios are covered by the Impact and Friction frames. The current frame also does not cover cases where an animate Agent or a natural Force or Cause causes a single Source or several Sources (moving or rubbing against each other) to make noise. Such scenarios are covered by the Cause_to_make_noise, Cause_impact and Cause_friction frames (the latter of which is not yet existent). Cases where the major emphasis of the portrayed scene is on the motion of a Theme, with sound emission only an accompaniment, are covered by the Motion_noise frame. Likewise, cases where the Sound itself is portrayed as moving through space are not covered in this frame but rather in Sound_movement. Finally, all nouns used to evoke Sounds have been placed in the Sounds frame. We have done this because these nouns do not denote sound emission/production events but only the Sound itself (*The siren's blare occurred right on time).
Make_noise 
xsd:string A physical entity, construed as a point-Sound_source, emits a Sound. This includes animals and people making noise with their vocal tracts. Sometimes the sound itself is referred to with a nominal expression, in which case it is called the Sound. Manner expressions may also be relevant in this frame, if they describe properties of the sound as such. A path-schema can be overlaid on the simple noise-making scene, adding a Location_of_source and/or a Path. This frame does not cover scenarios where objects create sound by coming into forceful contact with one another or rubbing against each other. Such scenarios are covered by the Impact and Friction frames. The current frame also does not cover cases where an animate Agent or a natural Force or Cause causes a single Source or several Sources (moving or rubbing against each other) to make noise. Such scenarios are covered by the Cause_to_make_noise, Cause_impact and Cause_friction frames (the latter of which is not yet existent). Cases where the major emphasis of the portrayed scene is on the motion of a Theme, with sound emission only an accompaniment, are covered by the Motion_noise frame. Likewise, cases where the Sound itself is portrayed as moving through space are not covered in this frame but rather in Sound_movement. Finally, all nouns used to evoke Sounds have been placed in the Sounds frame. We have done this because these nouns do not denote sound emission/production events but only the Sound itself (*The siren's blare occurred right on time). 
xsd:string A physical entity, construed as a point-Sound_source, emits a Sound. This includes animals and people making noise with their vocal tracts. Sometimes the sound itself is referred to with a nominal expression, in which case it is called the Sound. Manner expressions may also be relevant in this frame, if they describe properties of the sound as such. A path-schema can be overlaid on the simple noise-making scene, adding a Location_of_source and/or a Path. This frame does not cover scenarios where objects create sound by coming into forceful contact with one another or rubbing against each other. Such scenarios are covered by the Impact and Friction frames. The current frame also does not cover cases where an animate Agent or a natural Force or Cause causes a single Source or several Sources (moving or rubbing against each other) to make noise. Such scenarios are covered by the Cause_to_make_noise, Cause_impact and Cause_friction frames (the latter of which is not yet existent). Cases where the major emphasis of the portrayed scene is on the motion of a Theme, with sound emission only an accompaniment, are covered by the Motion_noise frame. Likewise, cases where the Sound itself is portrayed as moving through space are not covered in this frame but rather in Sound_movement. Finally, all nouns used to evoke Sounds have been placed in the Sounds frame. We have done this because these nouns do not denote sound emission/production events but only the Sound itself (*The siren's blare occurred right on time). 
A physical entity, construed as a point-Sound_source, emits a Sound. This includes animals and people making noise with their vocal tracts. Sometimes the sound itself is referred to with a nominal expression, in which case it is called the Sound. Manner expressions may also be relevant in this frame, if they describe properties of the sound as such. A path-schema can be overlaid on the simple noise-making scene, adding a Location_of_source and/or a Path. This frame does not cover scenarios where objects create sound by coming into forceful contact with one another or rubbing against each other. Such scenarios are covered by the Impact and Friction frames. The current frame also does not cover cases where an animate Agent or a natural Force or Cause causes a single Source or several Sources (moving or rubbing against each other) to make noise. Such scenarios are covered by the Cause_to_make_noise, Cause_impact and Cause_friction frames (the latter of which is not yet existent). Cases where the major emphasis of the portrayed scene is on the motion of a Theme, with sound emission only an accompaniment, are covered by the Motion_noise frame. Likewise, cases where the Sound itself is portrayed as moving through space are not covered in this frame but rather in Sound_movement. Finally, all nouns used to evoke Sounds have been placed in the Sounds frame. We have done this because these nouns do not denote sound emission/production events but only the Sound itself (*The siren's blare occurred right on time). 
xsd:string Make_noise 
Make_noise 
xsd:integer 69 
ChW 
xsd:dateTime 2001-02-07T13:12:22+01:00 

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