Humor Sota
Humor Sota
Humor Sota
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Abstract
Humour is a multi-disciplinary field of research. People have been
working on humour in many fields of research like psychology,
philosophy and linguistics, sociology and literature. Especially in
the context of computer science (or Artificial Intelligence) humour
research aims at modeling humour in a computationally tractable
way. Having computational models of humour allows interface
designers to have the computer generate and interpret humour when
interacting with users. There are many situations in human-human
interaction where humour plays an important role in keeping the
conversation going. Making use of the so-called CASA paradigm
(Computers Are Social Actors) we may expect that a similar role
can be played in human-computer interaction. In this report we
survey current humour research with the aim to identify useful
theories that can be applied in the human-computer interaction
context. We focus on the following subjects: humour theories,
related humour research, linguistic aspects of humour,
computational aspects of humour, applications and resources.
Table of Contents
1 Introduction 3
1.1 Conventional Humour Theories 3
1.2 Superiority Theory 3
1.3 Relief Theory 4
1.4 Incongruity Theory 4
1.5 Minsky's Theory on Humour 5
1.6 Violation Theory 5
1.7 Sociology Theories 6
2 Humour and Related Research 7
2.1 Introduction 7
2.2 Laughter Research 7
2.3 Contextualisation of Humour 8
2.4 Humour and Health 8
2.5 Sense of Humour 9
3 Humour Research in the Linguistic Field 10
3.1 Introduction 10
3.2 Humour and Syntax 10
3.3 Humour and Pragmatics 10
3.4 Semantic Script Theory of Humor 11
3.5 The Five -Level Model of Joke representation 11
3.6 The General Theory of Verbal Humor 12
4 Humour Research in the Computational Field 13
4.1 International Workshop on Computational Humor 13
4.2 Building on the Surprise Disambiguation and Two-Stage Model 13
4.3 A Formal Model for Punning Riddles 15
4.4 Using Humour in User Interfaces 15
5 Applications 17
5.1 Introduction 17
5.2 Joke Analysis and Production Engine 17
5.3 Elmo, the Natural Language Robot 18
5.4 The Light Bulb Joke Generator 18
5.5 The Mnemonic Sentence Generator 18
5.6 Acronym Applications 19
6 Resources 19
6.1 Introduction 19
6.2 Princeton WordNet 20
6.3 Global WordNet Association 20
6.4 EuroWordNet 20
6.5 MultiWordNet 20
6.6 WordNet++ 21
6.7 Lexical FreeNet 21
7 References 21
2
1 Introduction
Humour is a multi-disciplinary field of research. People have been working on humour in many
fields of research like psychology, philosophy and linguistics, sociology and literature. Especially
in the context of computer science (or Artificial Intelligence) humour research aims at modeling
humour in a computationally tractable way. Having computational mode ls of humour allows
interface designers to have the computer generate and interpret humour when interacting with
users. There are many situations in human-human interaction where humour plays an important
role in keeping the conversation going. Making use of the so-called CASA paradigm (Computers
Are Social Actors) we may expect that a similar role can be played in human-computer
interaction. In this report we survey current humour research with the aim to identify useful
theories that can be applied in the human-computer interaction context. We focus on the
following subjects: humour theories, related humour research, linguistic aspects of humour,
computational aspects of humour, applications and resources.
3
This theory can explain the fun of some humorous television programs, like sitcoms and talk
shows, and successful Hollywood movies like ‘There’s Something About Mary’. Nathaniel Grow
[GRO00] uses the Superiority Theory of Humour in his analysis of the success of MTV’s show
“The Tom Green Show”.
4
1.5 Minsky’s Theory on Humour
Minsky bases his Theory on Humour on Freud’s notion of humour [MIN81]. Freud claims that
our brain creates so-called “censors” in order to create barriers that prevent us from thinking
“naughty” or “forbidden” thoughts. When we are able to elude these barriers by means of a joke,
we experience a sudden release of “psychic energy” and this energy is discharged in the form of
laughter. This theory could explain why we laugh about childish jokes with double meanings and
why we laugh about sexual and aggressive jokes in general.
However, this theory doesn’t explain why we experience other types of jokes as funny, for
example why we laugh about humorous nonsense. Freud wrote that this maybe had to do with
our perception of what humour exactly is. Minsky assumes, however, that the fun of humorous
nonsense can also be explained with the “censor” theory.
One of Freud’s examples of a nonsense joke where logic fails is the following:
A gentleman entered a pastry-cook's shop and ordered a cake; but he soon brought it back and
asked for a glass of liqueur instead. He drank it and began to leave without having paid. The
proprietor detained him. "You've not paid for the liqueur." "But I gave you the cake in
exchange for it." "You didn't pay for that either." "But I hadn't eaten it".
The result of such a joke is that we find ourselves puzzled, next troubled; after that we experience
laughter and find the logical absurdity humorous. Minsky suggests that our subconscious builds a
collection of “cognitive censors” in order to suppress this kind of faulty logic with which we can
do ourselves some kind of cognitive harm. When we are therefore able to elude these censors, or
where no specific censors exist, we experience laughter. These censors are able to “learn” and
“improve” and that explains why we experience a joke we already heard several times less funny.
Minsky further proposes that we are thinking in what he calls “frames”. A frame is a way to
define a certain stereotyped situation. We are able to make shifts between these frames, from the
very simple to very powerful once-in-a-lifetime insights we obtain by finding less obvious
connections between two situations. A lot of jokes, especially ‘puns’, make use of words that
have more than one meaning. In order to make the good assumption, we have to make a sense-
shift of the word, causing a frame -replacement in our way of reasoning (the less obvious frame
for the ‘default’ frame). We can experience this as humorous, although it can also be dangerous
for, for example, schizophrenic persons. One example is the schizophrenic patient who sees a
penny in the street, says "copper, that's a conductor," and then runs to a streetcar to speak to the
conductor.
5
• Simultaneity - These two understandings V and N have to be present in the mind of the
perceiver at the same time.
In other words, a certain situation is humorous when it seems that the situation is normal, but at
the same time it seems like something is wrong. To cite Veatch:
“Humor is (emotional) pain (V) that doesn't hurt (N).”
Veatch describes condition V as a “subjective moral violation'', the violation of that what the
perceiver cares about. It can be described best this way, because it depends on the perceiver what
it is he experiences as a violation. It depends on one’s commitment or attachment to a certain
situation.
Veatch goes on to explain that the grade of attachment of the perceiver is important as to if he
will experience a situation as humour, offensive or unremarkable. He describes this phenomenon
with a three-level scale of commitment and its consequences. The relation of commitment and
humour perception becomes clear in Table 1.
Perceiver
level logic commitment gets it is offended sees humour
level 1 not-V none no no no
level 2 V and N weak yes no yes
level 3 V and not-N strong yes yes no
6
Maintenance Theories suggest that jokes maintain the established social roles and divisions
within a society. They can strengthen roles within the family, within a working environment and
everywhere there exists an in-group and out-group. When ethnical jokes are concerned, jokers
choose groups very similar to theirs as the target of the joke only to focus on the mutual
differences and in that way strengthen the established divisions between the two groups.
Negotiation Theories look at humour and laughter from a specifically sociological perspective.
They focus on the role of humour as a means of interaction, pastime and an event where more
than one person is involved. The hearer defines if a joke is funny or not, depending on the social
and cultural context of the joke and its environment. A study of humour and jokes can offer
insight in a culture and reveal aspects of this culture that would otherwise not be observed.
Frame Theories tend to see joking as a break from the everyday serious life. The joker makes a
shift from the serious frame to the humorous frame and is allowed to present criticism without
fear for retribution. The jokes are founded on the society and culture, but are standing outside the
normal discourse. From the humorous frame people can give comments and breach taboos
without causing offence. Of course, a joke is only accepted as humorous when all involved
parties agree that it is a joke. By switching to the humorous frame when introducing a potentially
volatile subject, one can always make the “only joking” excuse.
7
Elizabeth Muehlchen [MUE00] refers to [PRO96] and adds that laughter brings people together
as a group, it signals “bonding, affirmation, belonging, listening”, it can be disarming and by
means of laughter people can show more about themselves than that they are aware of.
In [DAV96] Jessica Davis digs deeper in the social, physiological and psychological effects of
laughter in specific.
8
Others generally appreciate self-deprecating humour or humour aimed at situations, but humour
is aimed at a group or at individuals used to degrade or insult is generally not appreciated. When
a person is involved in a crisis situation, it is likely that such a person will integrate the crisis into
their internal emotional being. These persons will experience humour aimed at the crisis situation
as aimed at them and therefore experience the humour as hurtful or insensitive. In order for crisis
humour to be beneficial an individual has to take distance from the crisis. This distance may be
proximal, emotional or temporal; when the distance is large enough, crisis humour may be
healthful.
Ellie Marek and Judith Tingley discuss in [MAR00] the appreciation of gender jokes by men and
women. Their conclusions were than men find this type of humour funny much more often than
women do and that women were more frequently offended and saw more hostility in this type of
jokes than men do.
9
3 Humour Research in the Linguistic Field
3.1 Introduction
Within the linguistic field humour can be treated from syntactic, pragmatic and semantic points
of view.
Attardo and Raskin have done a lot of work on semantic aspects of verbal humour. Their work,
based on the incongruity-resolution theory has resulted in the General Theory of Verbal Humour
and this theory will be discussed in section 3.6.
10
told. The humorous effect is held the listeners’ realisation that he or she has been led
down the garden path. Another way to use the unsaid in the speech act is to mix standard
scripts or ‘frames’ in a way that they result in a humorous situation.
3. The rule breaking character of humour.
Every society ha s its rules that are governing the behaviour of its members. These rules
are part of the common knowledge of the community and they regulate the things a
member can and cannot do. Humour can bee seen as a carnival of language. During
carnival all rules are abolished; likewise humour is based on the bending and breaking of
rules. These rules are always unsaid and are therefore a third aspect one has to study in
order to understand the funniness of the unsaid in humour.
Ephratt [EPH96] is relying on the notion of speech acts in his pragmatic account of humour.
11
discussed in [ATT91]. A revision of this model in combination with the SSTH led to the
formulation of the General Theory of Verbal Humor.
12
4 Humour Research in the Computational Field
4.1 International Workshop on Computational Humor
The state of the art in computational humour is not very developed. The IWCH proceedings
[HUL96] give a good overview of the state of the art in 1996. Ritchie summarises these
proceedings in [RIT01], where he discusses the following research done in the field of
computational humour.
• The logical analysis of irony by Utsumi;
• The research on syntactic ambiguity in jokes by Ephratt;
• The pun detecting program for Japanese by Takizawa et al.;
• The JAPE riddle-generator created by Binsted and Ritchie;
• The neural account of what happens when a humorous stimulus is processed by a hearer
or reader proposed by Katz.
13
Another factor that is discussed in the context of SD jokes is the violation of expectations.
Instead of a conflict between the interpretation of the obvious set-up and the punchline, a
punchline can be in conflict with some prediction. Therefore it may be necessary to consider two
possible subtypes of the ‘conflict’ relation: one that sets the punchline against the more obvious
interpretation of the set-up and one that sets the punchline against a predicted interpretation.
Ritchie gives a sketch of a processing model for the interpretation of jokes in the manner of the
SD model and draws the conclusion that the SD account relates to the delivery of humorous
content. It reduces the existing problems of the understanding of humour to a set of sub-
problems. The model does not explain what makes certain incongruity funny and other just a
misunderstanding. It offers a solution to how incongruity can be brought to the audience’s
attention.
Suls’ two-stage model could be summarised as follows [RIT99]:
• a text is read, make predictions
• while no conflict with predictions, keep going
• if input conflicts with predictions:
• if not ending – PUZZLEMENT
• if it is the ending, try to res olve:
• no rule found – PUZZLEMENT
• cognitive rule found – HUMOUR
The difference between this model and the SD model is that the two-stage model does not need
any ambiguity to be present in the set -up. The model does not say how surprising a part of a text
must be in order to count as a punchline. It is also not clear what a ‘cognitive rule’ is and why
there exist different ‘cognitive rules’.
The following differences between the two models are mentioned:
“
(a) The two models cover, or attempt to cover, different subclasses of joke. The SD model
requires an ambiguous setup, whereas the two-stage model makes no mention of
ambiguity.
(b) The SD model decomposes the humorous effect into slightly simpler concepts
(particularly COMPARISON, ABSURDITY, and TABOO), and so at least starts to
address the issue of “incongruity”.
(c) The two-stage model relies on some (undefined) form of “humorous logic”, and so leaves
the difficult problem of ‘incongruity’ relatively untouched.”
Building on these two models in [RIT00] Ritchie describes jokes using objects, properties and
relations in a sorted version of first order predicate logic, in this way describing descriptive and
narrative jokes. It is suggested that developing detailed descriptions of subclasses of jokes in this
way will give more insight in the concept of incongruity and can lead to a broader theory of
humour.
14
4.3 A Formal Model for Punning Riddles
Kim Binsted and Graeme Ritchie have devised a formal model of the semantic and syntactic
regularities underlying some of the simpler types of punning riddles [BIN97]. A punning riddle is
a question-answer riddle that uses phonological ambiguity. The three main strategies used to
create phonological ambiguity are syllable substitution, word substitution and metathesis.
Syllable subs titution is the strategy to confuse a syllable (or syllables) in a word with a similar- or
identical-sounding word. The following joke is an example of syllable substitution.
What do shortsighted ghosts wear? Spooktacles. [WEB78]
Word substitution is the strategy to confuse an entire word with another similar - or identical-
sounding word. An example of a joke with word substitution is:
How do you make gold soup? Put fourteen carrots in it. [WEB78]
Metathesis is a strategy very different to syllable or word substitution. It uses reversal of sounds
and words to suggest a similarity in meaning between two semantically distinct phrases.
What is the difference between a torn flag and a postage stamp? One’s a tattered banner
and the other’s a battered tanner. [BIN97]
Punning riddles based on these three strategies are all suitable for computer generation. Ritchie
and Binsted chose to focus on the word substitution based punning riddles, because lists of
homophones (= phonetically identical words) are already available.
The assumptions about the contents and the structure of the lexicon are as follows. The lexicon
consists of a finite set of lexemes and of lexical relations. A lexeme is an abstract entity
corresponding to the meaning of a word. If a word has two meanings, it has two corresponding
lexemes. Every lexeme has a set of properties about the representation and the type of word. A
lexical relation can be an explicit relation between two lexemes, like synonym or homophone, or
a general inter-lexeme relation, applicable to more than one pair of lexemes.
In order to describe a punning riddle, two sorts of symbolic description have to be used: schema
and template. A schema stipulates a set of relations witch must be hold between the lexemes used
to build a joke. A template indicates the information necessary to turn a schema and lexemes into
a piece of text. It contains fixed segments of text that are to be used and syntactic details of how
lexemes have to be expressed.
This model is implemented as a computer program named JAPE-1. This program will be further
discussed in chapter six.
15
rated the system as more likable and competent, smiled and laughed more, responded in a more
sociable manner and reported greater cooperation. The study provides strong evidence that
humour should be incorporated in CMC and HCI systems.
In [BIN95] Kim Binsted discusses how humour can make user interfaces friendlier. Humans use
humour to ease communication problems. In a same way humour can be used to solve
communication problems that arise with human-computer interaction using Natural La nguage
(NL) interfaces.
Binsted explains that the kinds of humour to be used do not have to be very sophisticated.
Suitable humour that can be used is self-deprecating humour. In some cases deprecating the user
of a third party can be appropriate, but this type of humour is very risky.
Humour can make a computer more human when it fails and can ease the interaction.
Inappropriate humour, however, is irritating and humour should be tailored to the user. When a
certain user regularly works with a system, the system can adapt the types of jokes to the user’s
taste. The user should always have the option to turn the humorous input off.
Therefore she concludes that humour that is sparingly and carefully used can make NL interfaces
much friendlier.
Oliviero Stock claims in [STO96] that, as far as the natural language understanding area is
concerned, we have to address two main objectives in order to process humour: being capable of
producing efficiently all different interpretations of linguistic expressions, and being capable of
choosing efficiently the appropriate one in the given context. There do exist systems for yielding
all possible interpretations of a joke at various levels of analysis (morphological, lexical,
syntactic, semantic, pragmatic, discourse, intentional).
Stock claims that techniques as speech recognition can open the way to greater possibilities for
the interface, it can for example analyse an expression at a phonetic level. At the semantic and
pragmatic level a system should have some knowledge about world, stereotypes and user.
Maes [MAE95] claims that the interface should be separated from the underlying system in order
that the user will not perceive the interface as responsible for the functioning of the whole
system. Stock believes that the future prospect is that a user will interact with more agents, each
with its social role. The user can decide whether to pay attention to what each one of them has to
say and can enjoy the interaction.
Recently, embodied conversational agents (ECA’s) have become a well-established research
area. Embodied agents are agents that are visible in the interface as animated cartoon characters
or resembling human beings. Sometimes they just consist of an animated talking face, displaying
facial expressions and, when using speech synthesis, having lip synchronization. These agents are
used to inform and explain or even to demonstrate products or sequences of activities in
educational, e-commerce or recreational settings. Experiments have shown that ECA’s can
increase the motivation of a student or a user interacting with the system. Current research deals
with improving intelligent behaviour of these ECA’s, but also with adding emotional behaviour
and personality in order to make them more believable [Nij01] to the user and to induce trust. It
seems to be quite natural to make a step from event appraisal theories for emotion to appraisal
theories for humourous events, in order to try to realize that ECA’s smile or even laugh at the
right moment, making them even more believable.
16
5 Applications
5.1 Introduction
This chapter is not meant to give a survey of possible applications of humour research. Rather we
illustrate some of the results of humour research with some implemented software systems or
algorithms. Nevertheless, we should mention here that humans use humour in speech, texts and
dialogue. This means that any algorithm, tool or system that is meant to manipulate speech,
language, dialogue or text in such a way that knowledge of contents plays somekind of role can
profit from achievements of humour research. Again, we confine ourselves to showing some
existing systems.
17
‘obscure’ to make meaningful puns. Therefore additional filtering has to be done and all this
makes JAPE-2 much slower than JAPE-1.
18
The sentence template consists of two clauses of each four words. The te mplate, taken from
[DON01] is as follows:
Sentence template
(W1 = Person Name) + (W2 = Positive-Verb) + (W3 = Person Name + “’s”) + (W4 =
Common Noun) + “, while” + (W5 = Person Name) + (W6 = Negative-Verb) + (W7 = Person
Name + “’s”) + (W8 = Common Noun)
The goal is to combine two opposite scripts in one sentence, using a ‘positive’ verb in the first
clause and a ‘negative’ verb in the second clause. Furthermore they choose from their lexicon
personal names from one particular topic domain (in their first implementation politics), because
this will make the sentence more cohesive, more meaningful and memorable.
One example of an MSG generated sentence is:
“Arafat joined Quayle's Ant, while TARAR Jeopardized thurmond's vase.” [DON01]
(password: AjQA3Jtv)
In his conclusion McDonough suggests as an improvement to create new sentence templates, to
make a wider use of natural language processing techniques in order to choose more suitable
words in a sentence and to set the mnemonic sentence to music, like a nursery rhyme.
6 Resources
6.1 Introduction
Algorithms and tools to analyse or generate verbal humour as part of a text or of a dialogue
require the results of humour research to be built in. It means that traditional part-of-speech
taggers, parsers, annotation tools, knowledge representation formalisms, languages and systems
are among the resources for humour research. Corpora, as being made available by, for example,
the Linguistic Data Consortium (http://www.ldc.upenn.edu/) are of course important as well. In
such collections we can find speech and text databases and lexicons that can be used for research
19
and development purposes. In the context of such initiatives we also find the development of
tools and standards that can be used by verbal humour research. Well known is also Douglas B.
Lenat’s CYC system and in particular its open source version (OpenCyc), a large general
knowledge database and associated reasoning engines.
6.4 EuroWordNet
EuroWordNet is a multilingual database with wordnets for several European languages. The
wordnets have the same structure with synsets and basic semantic relations between them as the
Princeton WordNet. The wordnet are linked to an Inter -Lingual-Index and via this index it is
possible to go from a word in one language to similar words in other languages. The index also
gives access to a shared top-ontology that provides a common semantic framework for all
languages. If a wordnet is compatible it can be added to the EuroWordNet database and be
connected to any other wordnet.
The EuroWordNet website gives more information about the background and research
(http://www.hum.uva.nl/~ewn/). In [FAR98] there is a description of the methodology for
converting the Princeton WordNet to a Spanish WordNet.
6.5 MultiWordNet
“MultiWordNet is a project currently under development at ITC/IRST aiming at the realisation of
a large scale generic lexicon for Italian based on the English version of WORDNET. The project
implements a multilingual lexical hierarchy, which is able to deal with a number of lexical
idiosyncrasies, including lexical gaps between the two languages. The acquisition methodology
includes two steps. Using a bilingual on line dictionary, first the system automatically builds a set
of candidate mappings from an Italian lemma to English synsets. In the second step a
lexicographer either confirms or discards the proposed synsets. A graphical interface has been
implemented which combines the access to the bilingual dictionary with the English WordNet
and allows the user to insert language specific synsets.”
– taken from the MultiWordNet website (http://ecate.itc.it:1024/projects/wordnet/).
20
6.6 WordNet++
Steuten et al. [STE00] have developed WordNet++ at the University of Amsterdam. WordNet++
is an extension to WordNet that makes the lexical database suitable for the support of the Color-
X (Conceptual Linguistically based Object-oriented Representation Language for Information
and Communication Systems) method. This is a method based on object-oriented and linguistic
modelling concepts. The wordnet uses a static object model and an event model. WordNet++
contains special relationships of domain-specific knowledge that do not exist in WordNet.
7 References
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