Virtual Computer Project
*
Assemblaggio PC
**
Delivering Content in a VRML World
NIR-IT'99 : "Internet: IL media del
2000"
Milano, 29-30-31 Marzo 1999
Carlo Zinzani
carlo@marcat.comPaolo Caracciolo
paolo@tn.village.it
VRML Dreamers members
http://www.lucia.it/vrml
| Abstract
The main aim of this project is to deliver information within a Virtual Reality Modeling Language environment system. The content of Virtual Computer project is: Showing and teaching how to build a computer to an end user.
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| Introduction
The subject we are dealing with could be very complicated.
It covers a wide range of levels of complexity. It is possible to single
out several levels of approach.
At present the project covers the Medium level of information. Here the competence to convey to the user are provided by assembling the internal components of the computer. |
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| General
Overview
Symbolic codes "Virtual" is a highly used word today,
in particular when it refers to the so-called neo-technologic representations.
However, since the earliest symbolic activities, the human being has always
made virtual constructs, starting from the use of indicative signs, oral,
writen, iconic representation, etc.. In some (more simple) ways, this evolution
could be seen also in the baby communication evolution. One of the first
baby steps in language acquisition is the symbolic code of the indicative
signs (pointing toward an object), then he learns a more complex symbolic
code (using different channels), oral language, and then, growing, he learns
to use another symbolic code, writing, as well the use of images. In this
developing process we acquire more and different competence in communicating
using different channels and different tools.
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| indicative
signs = gestual sign
they are organized in gestual language speaking = verbal sign
writing = 2D visual sign
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images
=
visual-pictorial sign
they are organized in pictorial language sounds = auditory signal
VR = tactile visual auditory signal
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Assuming that Virtual Reality is a kind of Reality, we can say, that also the languages organized by them are quite similar between them selves. |
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| Language
structure
A language is a system that uses some physical signals
(a gesture, a sound..) to express meaning. Its main use is to communicate.
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Plans: |
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denotation
=
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E
--(R)-- C |
| Denotation
is the relation (R) between the plan of expression and the plan of content.
E = phonetic signifier /tree/, C = item signified "arbor" |
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Axes: |
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/ signs /
" acoustic images " |
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| Communicate
and Learning: The VR way
Studies of modern cognitive psychology
tell us that the human cognitive apparatus does not work only in one way,
but it can work in two different ways.
From Reality to Virtuality What we mean to do with the Virtual Computer project,
is to analyze the real experience of assembling a Personal Computer, as
it happens in real life, then to translate this with the instruments of
Virtual Reality. Here we are required to use the appropriate linguistic
system for the VR. Otherwise we will be speaking in a language, without
using a pertinent linguistic system experiencing a loss of information.
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Components | Tools | Human
"technician" operator
technical competence |
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Geometry | Interface interaction | Animations
time / data ~ memo |
| VRML objects | Sensors + Routing | Advanced VRML and JavaScript | |
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| Power
of VRML
VRML seems to be the only reliable way to build a
low cost VR environment.
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VRML:
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- Virtual Reality
- Interactive - Immersive - WWW - Language system |
| Communication
Theory
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| It is now time to deal with the Communication issue. Our intention in the end is to communicate as we are interested in providing information. Furthermore, languages are used to communicate. | |||||
| Communication Studies tell us that a piece of information is a linguistic act. Here (V. C. Project), we have plenty of linguistic acts, the only difference is that, in this new media communication, we are using (we can use) interactive animations of a 3D Virtual Object to represent the language, instead of language of real life, or 2d graphical signs (for example, the English language writing system in this text, or in an Instruction Manual). | |||||
| information >> linguistic act >> linguistic signs | |||||
| deepen..
Every linguistic act
is nothing but a Linguistic Sign, just like a word (like "roses" for example).
It is the result of the reciprocal interaction (relation) between the layer
of Expression and the layer of Contents.
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------------------- Building PC |
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In terms of speech,
"roses" is the sound that we perceive when listening to the word /roses/.
(In writing, the Expression of /roses/ is the graphical shape of the alphabetical
sequence /R/ /O/ /S/ /E/ /S/, so writing this text we express "roses").
The Content of roses is the mental concept that you reach in the manifestation of it. |
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| Of Course every language system is made of a wide range of signs and a different relation (arrangement) of this can generate a different meaning for the same word. | |||||
| So our roses are full of passion if they are "red roses" or are a good situation if they are a "bed of roses". | |||||
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In the same way within a Virtual Reality environment system (or more generically a visual language), we can use a proper sign and give different meanings to it, this is done by using other elements of the related language system. Let us now go back to the Virtual Computer Project.
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| Applying
the theory to our project
The main information in the Virtual Computer Project is: showing how to build a computer. And our first step of course is the segmentation of the message in many events. See communication diagram below: |
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ev 1. emitter ------> message 1 ------> receiver ev 2. emitter ------> message 2 -------> receiver ev n.n. emitter ------> message n.n. -------> receiver } |
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| Event
1 = Fix the Motherboard to the mbrd holder and put it in
the Case-frame.
Event 2 = Fix the CPU in the proper slot of the motherboard. Event 2 = Fix the Graphic Card in the proper slot. Event 4 = Fix the Audio Card in the PCI slot. Event 5 = Fix the Modem Card in the PCI slot. Event 6 = Fix the CD-ROM drive in the Case-frame. Message = Showing and teaching how to build a computer. |
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| Plans of the VR (vrml) language | |||||
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______________________ plan of the VRML Content
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| As in every language here we have a plan of the Expression and a related plan of the Content. | |||||
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______________________________ = Mental concepts
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---------------------------------------------------
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| It is evident from the above table that translation is more visible in the plan of expression. Real life >> VRML environment. | |||||
| Axes of the VR (vrml) Language | |||||
| axis
of the VRML process
axis of the VRML system |
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ev1
| ev2 | ev n.n. | ------------------------->(process) | | | (system) |
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| The VRML environment in Virtual Computer results from the union of the objects System Personal Computer, plus the Process of building them as a PC. | |||||
| System
PC: Personal Computer
as a System of Objects
By analyzing our object Personal Computer
we can visualize two groups of elements: a COMPUTER CASE and EXTERNAL DEVICES.
External Devices are all the other
separated pieces, Monitor, Keyboard, Mouse.
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| A)
COMPUTER
CASE
1) Chassie 2) Main Electronic Circuit 3) Micro Processors 4) Cards pci, agp.. 5) Drives 6) Glue objects |
B)
EXTERNAL
DEVICES
1) Monitor 2) Keyboard 3) Mouse |
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| Computer
Case
Inside of those global classes there are other subclasses
that we can identify as hardware components.
So next we are going to describe all the sub-objects of the CASE and at the end we'll show how to install all the components which the case holds inside. We cannot treat this last here because it is not a matter of the system PC.
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| 1)
CHASSIE
a) Bonnet b) Frame + Power S. c) Motherbrd Holder |
2)
ELEC.
CIRCUIT
a) Motherboard |
3)
MICRO
PROC.
a) CPU b) RAM |
4)
CARDS
a) Graphic b) Audio c) Modem |
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| 5)
DRIVES
a) Hard Disk b) Floppy Disk c) CD drive |
6)
GLUE
OBJECTS
a) Screws b) Supports c) Power Sup. Cables d) IDE Cables |
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| The system
PC resembles a set of information presented as a state of being
(we'll see about this matter in the next chapter), it describes a still
object. In this case it is like Technical data, that describes the shape
of the object, its dimension, colours, etc...
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| Technical
data (as instructions)
1) Show me the Motherboard, give me info about
slots, plugs, technical features.
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| Process
of building a PC: Personal
Computer in its building process
The building process is a linear sequence of various operations (set of instructions), mainly describing a state of doing. So, to describe these we used a set of animations, sensors, scripts, timers, and data.
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| Operations
- Instructions
Building operations 1) Fix the Motherboard to the mbrd holder
and put it in the Case-frame.
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| The process could be represented
in a Tower of Hanoi problem, of course we are look at it using a problem-reducion
approach; see figure below.
Building process problem will be solved as here.
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| Process and System
Now we are going to make a distribution of all the components analysed in the PC System, considering the role played by them in the Building Process. Obviously, as a process, we can represent it as a horizontal line oriented toward the right (indicating the time-flow). The system will be represented by a vertical line. In order to see the PC System and the Process of building the PC in a single shot, we drew the table shown below. |
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| | | / fix the motherboard ... / | --------------------------------------->(process) | ¦ fix the motherboard ... ¦ | | (system) |
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/ signs - objects /
¦ acoustic images - semantic - sememe - ¦ |
| CASE{ | |||||
| Bonnet | . | . | . | . | Screws |
| Frame + Power Sup. | . | . | . | . | . |
| . | . | . | . | Hard drive | Screws + Cables |
| Floppy drive | Screws + Cables | ||||
| CD drive | Screws + Cables | ||||
| Motherboard holder | . | . | . | . | Screws |
| . | motherboard | CPU | . | . | Screws + Cables |
| RAM | . | ||||
| . | . | . | Graphic card | . | Screws |
| Audio card | Screws + Cables | ||||
| Modem card | Screws | ||||
| Chassie | Main electronic circuit | Micro Processors | Cards pci agp.. | drives | glue objects |
| } | |||||
| Process: Fix Main electronic
circuit in the Chassie; Fix the Micro processors in the Main electr. circuit;
Fix the Cards in the Main electr. circuit; Fix the drives in the Chassie.
System: Bonnet; Frame+Power Supply; Motherboard holder; Motherboard; Cpu; Ram; Graphic card; Audio card; Modem card; Hard drive; Floppy drive; CD-ROM drive. |
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| Semionarrative
analysis
Every instruction of the building process is a narrative event. The whole series of the narrative events make up the story. A narrative event is manifested by language signs expressing enunciations. An enunciate could be: an enunciate of state, or an enunciate of "doer". State is related to the being of a thing. Doer or doing is related to the action of doing something. The doing, usually causes a change in the related state of being. In the most common instruction manuals the narrative events are generated by writing-textual communication (through the English language, for example). Words are the sub-unit of the textual communication. |
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| Words |
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Textual communication | |
| word --> be |
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Sentences | |
| word --> doing |
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| . | . | . | |
| . | |||
| . | . | . | |
| 3d environ. --> doing |
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VRML environment | |
| 3d environ. --> be |
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| 3D Representation |
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Tridimensional communication | |
| We can do the same with a VRML environment, where the 3D representation is the sub-unit of the "tridimensional communication". | |||
| "be" is referring
to an enunciate of permanence.
"doing" is refering to an enunciate of change. |
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| Be
In a VRML environment a state of being is described by nodes elected to the physical description: Shape,
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Doing
In a VRML environment "doing" is described by nodes elected to the introduction of changes: TimeSensor,
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| The
Narrative Program
On a semiotic perspective we can look at the main
information to deliver as a Narrative Program (something similar,
but in a communication perspective, to what we did in the "Applying the
theory to our project - Comm Theory" chapter).
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| Information | message 1 (ev.1) | message 2 (ev.2) | message n.n. (ev.nn) |
| Narrative Program | N.P. 1 | N.P. 2 | N.P. n.n. |
| N.P.
from a language system to another
The above-explained structure of languages must be respected in translating a meaning from a language system (system of signs) to another.
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| The English
Language
An example from the English language system: sentence: |
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| John loves Mary | |||
| N.B. Mary loves John is a completely different expression. | |||
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/ John / | / loves / | / Mary / |
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" john " | " loves " | " mary " |
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This table shows us how to share out the sentence in the Axes of the Process and the System, and in the Plans of the Expression and the Content. |
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| The VRML
Language
Let's try to give a translation of this English language sentence to a VRML (3D) language system. manifestation: |
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# Box # | # Cylinder + Sph. + Pos.Interpolator + TimeSensor + X # | # Sphere # |
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" john " | " love " | " mary " |
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Also in this table, the vrml manifestation is described as shared out in the Axes and Plans, however in this case, of the VRML language system. Of course, on these examples the wide range of opportunity offered by the VR are not exploited, we have translated from a textual source, not from a reality. At first look it seems something is missing, but
trying to dig behind the Expression of the Content
" love" you will notice that, the word love in the English language system
is different from the two others in the sentence. Love is a verb, it implies
an activity, a doing something.
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| Tests
A check test could be useful to better explain the characteristics of the language system. I will make a change at the level of the axis of the system, substituting the Expression / love / with the Expression / hate /. The axis of the process will be unchanged. |
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| We have two different versions of the test; n. 1.1 the content of the expression is not really / hate / as it is in the n. 1, it is more non-love or something like love expressed with a sarcastic intonation, anyway different. | |||
| Here another check test, but this time the exchange will affect only the axis of the process and I will leave the axis of the system unchanged. | |||
| test 2 | |||
| What has happened? A simple syntagmatic and a / or a paradimatic change has affected the whole meaning of the representation. | |||
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VRML environment |
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E
---------- C |
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| | / John loves Mary / | -------------------------->(process) | " John loves Mary " | | (system) |
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test 1 and 1.1 |
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E
---------- C |
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| | / John hates Mary / | -------------------------->(process) | " John hates Mary " | | (system) |
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test 2 |
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E
---------- C |
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| | / Mary loves John / | -------------------------->(process) | " Mary loves John " | | (system) |
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| Narrative program (only for deepen) | |||
| NP basic : | |||
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S2 be<>O1 ] | ||
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NPuse 1
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S S<>O2 | ||
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NPuse 2
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S S<>O3 | ||
| O1=descriptive
O2=modal O3=modal Subject of doing S1 has to become rich
of the competence of the Subject of state S2. To do that, he has to perform
two programs of use (NPuse1, NPuse2) to gain the competence to shift (do)
the action, turning himself into a realized S of doing and being actor
of the performance.
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| Other translation | |||
| All we did in
translating some information from an English language system to a VRML
language system could also be done with other languages systems.
Here, the image below is an example of how information could be translated in an iconic representation. The blue and red arrows are describing the changes, the action -"doing". The geometrical shapes, colors and the text are describing the state of being of the referred objects. |
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![]() |
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| VRML
Translation (3D
translation)
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| For every set
of instructions in the building phases, we have a related VRML code to
describe the operation.
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-------------------------------------------------------- vrml animation + vrml sensor + vrml script |
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| We simply turn
the set of instructions into another symbolic code which is the 3D representation
created with the VRML.
The optimal circumstance should be translate directly from the real experience. |
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| VRML Features
as linguistic system
We can classify* the VRML's nodes in relation to their use in the signification activity, at list in tree groups. |
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of a state of being |
modals
Nodes
of doing |
supporting Nodes |
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| Appearance
Background Billboard Box Color Cone Coordinate Cylinder DirectionalLight ElevationGrid Extrusion Fog FontStyle ImageTexture IndexedFaceSet IndexedLineSet LOD Material Normal PixelTexture PointLight Shape Sphere SpotLight Text TextureCoordinate TextureTransform |
Anchor
Collision ColorInterpolator CoordinateInterpolator CylinderSensor NormalInterpolator OrientationInterpolator PlaneSensor PositionInterpolator ProximitySensor ScalarInterpolator Script SphereSensor Switch TouchSensor TimeSensor VisibilitySensor |
AudioClip
Group Inline MovieTexture NavigationInfo PointSet Sound Transform Viewpoint WorldInfo |
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*N.B. This is a temporary
classification.It may change.
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| Our Case
To create an interactive animation using VRML we need just few things. The object to be animated (Shape node), a TimeSensor to make change the values of the motion, Interpolator nodes (Position, Orientation, Color, etc) to give the coordinates of the motion path. As we would like to give the user a set of buttons to command the operations of the building process, we are required some object "buttons" (Shape nodes), a TimeSensor to control the activity of the buttons, a TouchSensor to trigger the actions, and to coordinate all the events and create some signal to drive the user, we need a Script. With few VRML nodes we have setted up a 3D Virtual Environment. What is left? Just do it in the respect of the grammar of the VR language. |
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| Building Instruction Translation | |||
| number) = descriptive
of a state of being
letter ) = descriptive of a state of doing |
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| Instruction
(Building operations) 1) Fix the Motherboard to the mbrd holder and put it in the Case-frame. |
VRML
environment
1) button MB , MB and Holder
MB, button CPU.
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DEF BUTTONMB Transform {
DEF ButtonScriptMB Script {
DEF MB-TXT Transform {...cut...} DEF TS-MB-Trig TouchSensor { enabled TRUE } DEF ClockBlink_67 TimeSensor {
DEF BlinkInterp_68 ColorInterpolator
{
DEF MB-Button Transform {
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| In VRML terms E/C | |||
| A)Espression level | Shape
{Mbrd holder}
Shape {Mbrd} Shape {button 1} |
TimeSensor
TouchSensor TimeSensor Script |
PositionInterpolator
OrientationInterpolator PositionInterpolator OrientationInterpolator |
| 1)Content level | Fix the Motherboard to the mbrd holder and put it in the Case-frame. | ||
| Instruction | |||
| 2) Fix the CPU on the proper slot in the motherboard. | 2)button
CPU, CPU, button G200(graphic card).
B) Script >> TouchSensor >> TimeSensor>> ColorInt. TimeSensor>> ColorInt. TimerSensor>> PositionInter. OrientationInt. for cpu. Script agp |
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DEF PULSCPU Transform {
// Handler for event fractionChanged
of type SFFloat.
DEF CPU-TXT Transform{......} DEF TS-CPU-Trig
TouchSensor { enabled FALSE
}
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| 3) Fix the Graphic Card on the proper slot. | 3)
button G200, G200, button AWE(audio card).
C) Script>> TouchSensor >> TimeSensor>> ColorInt. TimeSensor>> ColorInt. TimerSensor>> PositionInter. OrientationInt. for mb. PositionInter. OrientationInt. for holder. Script cpu |
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DEF PULSG2 Transform {
// Handler for event fractionChanged
of type SFFloat.
// Handler for event instTocc of type
SFTime.
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| 4) Fix the Audio Card on the PCI slot. | 4)button
AWE, AWE, button USR(modem card).
D) Script>> TouchSensor>> TimeSensor>> ColorInt. TimeSensor>> ColorInt. TimerSensor>> PositionInter. OrientationInt. for mb. Script modem |
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DEF PULSAWE Transform {
// Handler for event instTocc of type
SFTime.
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| 5) Fix the Modem Card on the PCI slot. | 5)button
USR, USR, button CD-ROM.
E) Script>> TouchSensor>> TimeSensor>> ColorInt. TimeSensor>> ColorInt. TimerSensor>> PositionInter. OrientationInt. for modem. Script cdrom |
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DEF PULSUSR Transform {
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| 6) Fix the CD-ROM drive on the Case-frame. | 6)button
CD-ROM, CD-ROM, button Transparency, Bonnet.
F) Script>> TouchSensor>> TimeSensor>> ColorInt. TimeSensor>> ColorInt. TimerSensor>> PositionInter. OrientationInt. for cd. Script transp |
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DEF PULSCDROM Transform {
// Handler for event fractionChanged
of type SFFloat.
// Handler for event instTocc of type
SFTime.
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| 7) Show what is inside the Case. | 7)button
Transparency, bonnet Case, frame Case.
G) Script>> TouchSensor>> TimeSensor>> ColorInt. TimeSensor>> ColorInt. TimerSensor>> ColorInter. for Case. ColorInter. for frame. |
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| Component data translation | |||
| In VRML terms | |||
| A)Espression level | Shape
{Mbrd holder}
Shape {Mbrd} Shape {button 1} |
TimeSensor
TouchSensor TimeSensor Script |
PositionInterpolator
OrientationInterpolator PositionInterpolator OrientationInterpolator |
| 1)Content level | Fix the Motherboard to the mbrd holder and put it in the Case-frame. | ||
| Technical
data
1) Show me the Motherboard, give me info about slots, plugs, technical features. |
VRML
environment
1) MB + sub-componets, html
features document
Anchor & Script |
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DEF Motherboard Anchor {
The document monitor.htm has TAG HEAD : <script LANGUAGE="JavaScript">
function loadObjSel() {
frame 1 is called 'objvrml'
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| 2) Show me the CPU, give me info about it. | 2)CPU
+ sub-componets, html features document
A) Anchor & Script |
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DEF Cpu Anchor {
The document monitor.htm has TAG HEAD : <script LANGUAGE="JavaScript">
function loadObjSel() {
frame 1 is called 'objvrml'
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| 3) Show me the Graphic Card, give me info about it. | 3)G200
+ sub-componets, html features document
C) Anchor & Script |
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DEF Graphic Anchor {
The document monitor.htm has TAG HEAD : <script LANGUAGE="JavaScript">
function loadObjSel() {
frame 1 is called 'objvrml'
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| 4) Show me the Audio Card, give me info about it. | 4)AWE64
+ sub-componets, html features document
E) Anchor & Script |
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DEF Awe64 Anchor {
The document monitor.htm has TAG HEAD : <script LANGUAGE="JavaScript">
function loadObjSel() {
frame 1 is called 'objvrml'
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| 5) Show me the Modem Card, give me info about it. | 5)Modem
+ sub-componets, html features document
F) Anchor & Script |
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DEF Modem Anchor {
The document monitor.htm has TAG HEAD : <script LANGUAGE="JavaScript">
function loadObjSel() {
frame 1 is called 'objvrml'
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| 6) Show me the Monitor, give me info about it. | 6)Monitor
+ sub-componets, html features document
G) Anchor & Script |
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DEF Monitor Anchor {
The document monitor.htm has TAG HEAD : <script LANGUAGE="JavaScript">
function loadObjSel() {
frame 1 is called 'objvrml'
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| End
notes
What you have just seen, is a very clever and simple
use of the VRML code.
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| Appendix:
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| User
Interface
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| In the Virtual Computer project there are various formats of data, both 3D and textual. In order to enable the user to access this information quickly, we thought of setting up an HTML framed window that displays the different kinds of data on one screen. | |
| The browser
window is divided in three frames.
The top left end frame (frame1) shows the
component that is being used if you decide to scan the system PC.
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| 3D
interaction
The interaction with the VRML environment takes place
in two frames: frame 1 and frame 3 of the above image.
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Connecting the components
For most of these instructions we organized a set of buttons represented by a dashboard. |
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| Components features
For most of these instructions we organized sensors and scripts to allow the user to pop up more information (trigger of additional information) on the parts of the component. |
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![]() |
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| To be able to
interact with the scene and to assemble the PC, the user is provided with
the buttons in the Control Panel. To drive the user in the building operations we set up a flashing effect in the buttons (appeareance). |
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| Starting, only the first button is active | ![]() |
![]() |
When the first operation ends, the second button becomes active and starts flashing. |
| When the second operation ends, the third button becomes active and starts flashing. | ![]() |
| and so on for all the other buttons. | |
| There are three
different types of buttons:
A button for each component. The user will be given instructions through the various phases of the assembly by means of a flashing light that appears over the text. “Transparency” buttons. When the whole PC has
been assembled they become visible and active.
After this task is done another scene is loaded.
In this scene you can power on (button blinks) the computer.
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ApplicationsFields of applications:
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| Bibliographical References:
AAVV. Elementi di Semiotica Generativa, 1991 Esculapio, Bologna. AAVV. Il Corpo Tecnologico, 1994 Baskerville, Bologna. Capucci P. L. Realta' del Virtuale, 1993 Clueb, Bologna. Carey R, Bell G, Marrin C, Virtual Reality Modeling Language,(VRML97)
De Kerckhove D. Skin of Culture, 1997 Kogan Page. De Kerckhove D. Brainframes, 1991 Bosh & Keuning, Utrecht ECO U. Theory of Semiotics, 1977 Macmillian P. Floch J. Identites Visuelles, 1995 Presses Universitaires de France, Paris Hjelmslev L. Prolegomena to a Theory of Language, Univ. Wisconsin Press, Price S. Media Studies, 1998 Longman, London. Stillings N A & AAVV. Cognitive Science, An Inroduction MIT Press. Tobin Y. Semiotics and Linguistics, 1990 Longman, London.
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