<def-root>Some entity (<fen>Theme</fen>) starts out in one place (<fen>Source</fen>) and ends up in some other place (<fen>Goal</fen>), having covered some space between the two (<fen>Path</fen>). Alternatively, the <fen>Area</fen> or <fen>Direction</fen>in which the <fen>Theme</fen> moves or the <fen>Distance</fen> of the movement may be mentioned.
<ex><fex name="Theme">That kite you see just to the right of his head</fex> was <t>moving</t> <fex name="Area">around</fex> <fex name="Speed">pretty fast</fex> but the camera seemed to catch it ok.</ex>
<ex>There are several accounts of <fex name="Theme">the stench</fex> <t>drifting</t> <fex name="Goal">to shore</fex> <fex name="Source">from the ships in the middle of the river</fex></ex>
<ex><fex name="Theme">Dust particles</fex> <t>floating</t> <fex name="Area">about</fex> made him sneeze uncontrollably.</ex>
<ex><fex name="Theme">The grill</fex>, unsecured, <t>rolled</t> <fex name="Distance">a few feet</fex> <fex name="Path">across the yard</fex>.</ex>
<ex><fex name="Theme">The swarm</fex> <t>went</t> <fex name="Direction">away</fex> <fex name="Goal">to the end of the hall</fex>.</ex>
The frames that inherit the general Motion frame add some elaboration to this simple idea. Inheriting frames can add Goal-profiling (<ment>arrive, reach</ment>), Source-profiling (<ment>leave, depart</ment>), or Path-profiling (<ment>traverse, cross</ment>), or aspects of the manner of motion (<ment>run, jog</ment>) or assumptions about the shape-properties, etc., of any of the places involved (<ment>insert, extract</ment>).
A particularly complex area in the vocabulary of Motion is the depiction of the relation of Vehicles to the Theme. In some cases, no separate Theme is expressed:
<ex>The plane <t>flew</t> over the city.</ex>
In this case, the sentence is annotated in Self_motion. When the Vehicle is profiled as being operated by a Driver, the sentence is annotated in the Operate_vehicle frame:
<ex>Don't try to <t>fly</t> an F-16 without training!</ex>
This is very similar to the Bringing frame which covers cases where the Vehicle is necessarily involved, but the movement of the <fen>Theme</fen> (something carried by the Vehicle) is profiled:
<ex>It's scary <t>flying</t> hundreds of people over thousands of miles of ocean every day.</ex>
Some of the same vocabulary is also used to describe the situation where Passengers Ride_vehicle or Operate_vehicle (each of these a perspective on Use_vehicle):
<ex>I <t>flew</t> to Chicago on the red-eye.</ex>
<ex>I <t>flew</t> my plane across the Canadian border</ex>
Finally, there are cases where, despite the use of similar vocabulary, there is no self-propelled Vehicle involved at all:
<ex>The ball <t>flew</t> over the fence.</ex>
This last type is annotated in the simple Motion frame.</def-root>
<def-root>The <fen>Theme</fen> is the entity that changes location. Note that it is not necessarily a self-mover.
<ex>The explosion made <fex name="Thm">me</fex> <t>move</t> in a hurry.</ex> </def-root>
<def-root>The <fen>Source</fen> is the location the <fen>Theme</fen> occupies initially before its change of location.
<ex>The policeman <t>moved</t> <fex name="Src">away from the door</fex>.</ex> </def-root>
<def-root>The <fen>Path</fen> refers to (a part of) the ground over which the <fen>Theme</fen> travels or to a landmark by which the <fen>Theme</fen> travels.
<ex>Jo <t>moved</t> <fex name="Path">past Dad</fex> into the hall.</ex></def-root>
<def-root>The <fen>Goal</fen> is the location the <fen>Theme</fen> ends up in.
<ex>The car <t>moved</t> <fex name="Goal">into the slow lane</fex>.</ex></def-root>
<def-root><fen>Area</fen> identifies the setting in which the <fen>Theme</fen>'s movement takes place without a specified <fen>Path</fen>.
<ex>Emily <t>moved</t> restlessly <fex name="Area">around the room</fex>.</ex></def-root>
<def-root><fen>Distance</fen> is any expression which characterizes the extent of the Motion.
<ex>The twig <t>floated</t> atop the water <fex name="Dist">for about 100 yards</fex>.</ex></def-root>
<def-root>This FE is used for the <fen>Speed</fen> at which the <fen>Theme</fen> moves.
<ex>The ash cloud <t>drifted</t> <fex name="Spd">at twenty-five kilometres per hour</fex>.</ex></def-root>
<def-root>The <fen>Carrier</fen> is the means of conveyance of the <fen>Theme</fen>.
<ex>The nest <t>blew</t> from its tree <fex name="Car">in a gale</fex>.</ex></def-root>
<def-root>This FE identifies the <fen>Duration</fen> of time for which the Motion takes place.
<ex>The balloon <t>floated</t> <fex name="Dur">for hours</fex>.</ex>
</def-root>
<def-root>This FE identifies the <fen>Time</fen> when the Motion occurs.
<ex>A radioactive cloud <t>drifted</t> across Britain <fex name="Time">after the fire at the Windscale nuclear factory</fex>.</ex></def-root>
<def-root>This FE identifies the <fen>Manner</fen> in which the Motion takes place.
<ex>A naval airship <t>drifted</t> <fex name="Manr">wildy</fex> in the stormy sea.</ex>
</def-root>
<def-root><fen>Result</fen> identifies the ultimate effect of the Motion.
<ex>The feathers <t>floated</t> <fex name="Result">together</fex> on the water's surface.</ex></def-root>
<def-root>This FE is used for any <fen>Depictive</fen> phrase describing the state of the <fen>Theme</fen> while the motion is occuring.</def-root>
<def-root>The <fen>Place</fen> is the general area in which a specific motion (with <fen>Source</fen>, <fen>Path</fen>, or <fen>Goal</fen>) occurs.</def-root>
<def-root>The extent to which the <fen>Theme</fen> cross a boundary as it moves away from a <fen>Source</fen> region or into a <fen>Goal</fen> region.
<ex>Pluto has <t>moved</t> <fex name="Degree">fully</fex>into Sagittarius</ex></def-root>
<def-root>This FE is used for expressions that indicate motion along a line from the deitic center towards a reference point (which may be implicit) that is neither the <fen>Goal</fen> of the posture change nor a landmark along the way of the moving part of the body. Often <fen>Direction</fen> is defined with reference to the canonical orientation of the Protagonist, or the orientation imposed by an implicit observer.</def-root>
<def-root>In cases wherein the <fen>Theme</fen> is construed as a sentient entity, this FE denotes the state of affairs that the entity wishes to bring about by moving.
<ex>Johnny <t>went</t> to Langley <fex name="pur">to turn himself in</fex>.</ex></def-root>
<def-root>The shape of the overall <fen>Path</fen> travelled by the <fen>Theme</fen>.
<ex>They <t>drifted</t> <fex name="sha">in circles</fex> for weeks before rescue .</ex></def-root>
<def-root>An event that the described motion forms an integral part of.</def-root>
<def-root>This frame element is defined as the number of times an event occurs per some unit of time. A Frequency expression answers the question how often. </def-root>
<def-root>The frame element <fex name="Iterations">Iterations</fex> is used for expressions that indicate the number of times an event or state (of the kind denoted by the target in its clause) has taken place or held.</def-root>
Event
Mass_motion
Motion_directional
Self_motion
Motion_noise
Fluidic_motion
Motion_scenario
Operate_vehicle
Body_movement
Bringing
Cotheme
Departing
Evading
Excreting
Removing
Placing
Emanating
Light_movement
Redirecting
Path_traveled
Change_direction
Roadways
Getting_underway
Halt
Bringing
Operate_vehicle
Self_motion
Ride_vehicle
FN: go in a specified direction or manner
COD: move from one place to another; travel.
COD: be carried slowly by a current of air or water.
COD: move with a smooth, quiet, continuous motion.
COD: be carried or driven by the wind.
COD: move slowly or hover in a liquid or the air
COD: move easily without using power.
COD: move by turning over and over on an axis.
COD: glide high in the air.
COD: move or be hurled quickly through the air.
COD: move along a smooth surface, especially downwards, while maintaining continuous contact with it.
COD: abruptly diverge or from a straight course
FN: to move with a twisting motion like that of a snake
COD: follow a winding course, or wander aimlessly.
COD: move with a smooth wave-like motion
COD: move from side to side to progress around obstructions.
FN: to move in a twisting course
FN: to move in a back and forth manner while proceeding forward
FN: move in a circle
FN: go in a spiral course.
FN: move quickly changing direction
FN: move.
FN: move (towards the speaker).