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Examples of this include thinking a dog is smiling simply because it is showing his teeth, [50] or a cat mourns for a dead owner. [51] Anthropomorphism may be beneficial to the welfare of animals. A 2012 study by Butterfield et al. found that utilizing anthropomorphic language when describing dogs created a greater willingness to help them in ...
A common example of synecdoche: using the term boots to mean "soldiers", as in the phrase "boots on the ground". Synecdoche (/ s ɪ ˈ n ɛ k d ə k i / sin-EK-də-kee) [1] is a type of metonymy; it is a figure of speech that uses a term for a part of something to refer to the whole (pars pro toto), or vice versa (totum pro parte).
Metalepsis uses a familiar word or a phrase in a new context. [13] For example, "lead foot" may describe a fast driver; lead is proverbially heavy, and a foot exerting more pressure on the accelerator causes a vehicle to go faster (in this context unduly so). [14] The figure of speech is a "metonymy of a metonymy". [13]
Dispositional attribution is a tendency to attribute people's behaviors to their dispositions; that is, to their personality, character, and ability. [38] For example, when a normally pleasant waiter is being rude to his/her customer, the customer may assume he/she has a bad character.
Attributes in S.C.O.U.R.G.E.: Heroes of Lesser Renown. There is no standard amongst role-playing games as to which attributes are important for the game, though there is a school of design which says you pick the attributes after you decide what the game is about.
An example of a verbal adjective with verb-like features is the word wearing in the sentence The man wearing a hat is my father (it behaves as a verb in taking an object, a hat, although the resulting phrase wearing a hat functions like an attributive adjective in modifying man).
Psychological projection is a defence mechanism of alterity concerning "inside" content mistaken to be coming from the "outside" Other. [1] It forms the basis of empathy by the projection of personal experiences to understand someone else's subjective world. [1]
Attributes are closely related to variables. A variable is a logical set of attributes. [1] Variables can "vary" – for example, be high or low. [1] How high, or how low, is determined by the value of the attribute (and in fact, an attribute could be just the word "low" or "high"). [1] (For example see: Binary option)