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Cause_impact [agentive]

โ€น Back Next โ€บ
An Agent causes an Impactor to make sudden, forcible contact with an Impactee, or manipulates two (or more) Impactors so that they make mutual forcible contact.

He slammed his fist down on the table and bellowed something unintelligible.

Properties

ID
#395
Entry
frm_cause_impact
Namespace
Eventive.Agentive
FrameNet version
Cause_impact (fn_1.7_2023)
Domains
โ€”
Types
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Ontological type
โ€”
English name
Cause_impact

Core Frame Elements (5)

Core Frame Elements
Frame element Definition Semantic type Constraint
Agent
The Agent causes an impact.

One juggler was hitting the ceiling with every other ball.
category
sentient
โ€”
Cause
The Cause marks expressions that indicate some non-intentional,
typically non-human, force that causes an Impactor to make sudden,
forcible contact with an Impactee.

A violent explosionrattled the windows.

โ€” โ€”
Impactee
The Impactee is the entity which is hit by the Impactor.

What I want to know is who smacked my head|Imp2 with a 10-ton truck?
He slammed the lid down on the top of the jar|Imp2 so hard that it broke.
โ€” โ€”
Impactor
The Impactor is the entity that hits the Impactee because of the Agent's efforts.

Those hoodlums strike my car with water balloons|Imp1 every day!
Well, then he just ran the car|Imp1 right into the wall.
โ€” โ€”
Impactors
The Impactors are the multiple entities that collide.

Mr. Addams likes to collide toy trains|Imps at high speed.
โ€” โ€”

FE Core Set(s) and Excludes

CoreSet
Impactee Impactor Impactors
Excludes
Agent Cause

Peripheral Frame Elements (7)

Peripheral Frame Elements
Frame element Definition Semantic type Constraint
Force
The Force is the amount of force in the course of the impact.

He smacked the bat hard|Frc against the wall.
โ€” โ€”
Instrument
This FE identifies the Instrument with which an Agent intentionally affects an Impactee.
category
physical_entity
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Manner
The FE Manner identifies the manner in which an Agent intentionally affects a Impactee.

They ` hot-wired " a prison van and repeatedly|Manr rammed it into a security gate.
category
manner
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Means
The FE Means identifies the means by which an Agent intentionally affects a Impactee.
category
state_of_affairs
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Place
Where the event takes place.

Father Shanahan , of Rushey Mead , Leicester , rammed his Datsun into another car on the way to the city 's Gilroes cemetery.
category
locative_relation
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Speed
This FE indicates the Speed of the Impactor (or Impactors at impact.

The statue was rammed into the wall at 30 mph--a bit faster than John could have hurled it.
category
speed
โ€”
Time
This FE identifies the Time when the impact occurs.

A postman rammed his Fiat Panda into a getaway car after spotting the burglars .
category
time
โ€”

Extra-thematic Frame Elements (4)

Extra-thematic Frame Elements
Frame element Definition Semantic type Constraint
Period_of_iterations
This FE identifies the Period_of_iterations during which the Agent repeatedly causes impacts.
โ€” โ€”
Purpose
The FE Purpose identifies the purpose for which an Agent intentionally affects the Impactee.

category
state_of_affairs
โ€”
Result
This FE identifies the Result of the impact.

I slammed the door shut.
โ€” โ€”
Subregion
Subregion identifies the part of the larger whole which was hit.

The gunman grazed him on his left temple|Sub_l.
She struck him hard across the left cheek|Sub_l with the flat of her hand.
category
locative_relation
โ€”

Frame-Frame Relations (4)

Causative

Causative relations
Is causative of
Impact
FE-FE

Inheritance

Inheritance relations
Inherits from
Transitive_action
FE-FE

See_also

See_also relations
Has as see_also
Make_noise
FE-FE

Using

Using relations
Is used by
Hit_target
FE-FE

Lexical Units (23)

Lexical units of this frame
LU Type Definition
bang.v โ€” COD: strike or put down forcefully and noisily.
clang.v โ€” FN: to hit something forcefully, somethimes against something else
clash.v โ€” FN: to cause an object to forcefully strike another object
clatter.v โ€” FN: to cause an object to hit another object
click.v โ€” FN: to cause two objects to briefly come into contact
clink.v โ€” FN: to cause one object to briefly touch another object
collide.v โ€” FN: cause to come into forceful contact.
crash.v โ€” FN: direct an object (esp. a motor vehicle) so that it collides noisily with something, generally resulting in damage.
graze.v โ€” FN: cause something (esp. a projectile) to hit someone or something tangentially.
hit.v โ€” COD: direct a blow at with one's hand or a tool or weapon.
jab.v โ€” FN: poke something sharp or pointed into something or somebody roughly or quickly
plow.v โ€” FN: direct a vehicle so that it crashes destructively into something.
ram.v โ€” FN: violently force an object to collide with something else, often resulting in the object being embedded.
rap.v โ€” FN: to cause an object to strike a hard surface with a series of rapid audible blows.
rattle.v โ€” FN: to cause an entity to strike another entity, making a rapid succession of short, sharp knocking or clinking sounds
run.v โ€” FN: cause an object to collide with something.
rustle.v โ€” FN: to cause two or more entities to touch, making a muffled crackling sound like that caused by the movement of dry leaves or paper.
slam.v โ€” COD: push or put somewhere with great force.
slap.v โ€” COD: hit or strike with the palm of one's hand or a flat object.
smack.v โ€” FN: to cause an entity to strike another entity with a sharp slap
strike.v โ€” FN: to hit something hard against something else
thud.v โ€” COD: move an object so that it strikes something with a loud, deep noise.
thump.v โ€” COD: hit heavily, especially with the fist or a blunt implement.
Frame Chain TQR Visual Units

None.

None.

No visual units

This frame has no visual-unit images.