Frame Element Taxonomy

Frame Element Description

Frame Element Description
Frame ElementDuration
Identifier0000000129
ParentLength
Number of Definitions229
Number of Children7
Path to TopDuration -> Length -> Distance -> Cause -> Top

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Definitions of Duration
FrameTypeDefinition
AbandonmentPFor what expanse of time the Agent has given up the Theme .
Absorb_heatPThe length of time that the Entity is exposed to heat.
AbusingPThe amount of time that abuse occurs.
AccomplishmentPThe length of time that it takes for Goal to be accomplished.
ActivityPThis FE identifies the amount of Time an Activity takes.
Activity_abandoned_statePThe length of time that the Activity remains unfinished.
Activity_ongoingPThis FE identifies the amount of Time for which an Activity is ongoing.
Activity_pausePThe length of time of the pause in the Activity .
Activity_paused_statePThe length of time that the Activity does not resume.
Activity_preparePThis FE identifes the length of Time during which an Agent prepares for an Activity .
Activity_ready_statePThe length of time that the Protagonist remains capable of the Activity without beginning it.
Activity_resumePThe amount of Time for which the Activity is resumed
Activity_stopPThis FE identifies the length of Time during which the Activity is stopped.
Adopt_selectionEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
AgePDuration denotes the length of time from the beginning of a continuous situation to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
AgriculturePFor what length of time the Agriculturist attempted to obtain Food .
AimingEThe time peiod over which the adjustment of the Instrument takes place.
AmassingPThis FE describes the length of time over which amassing occurs.
Apply_heatPDuration is the amount of Time heat is applied to the Food .
ArraignmentPThe length of time that the arraignment takes.
ArsonPThis FE identifies the Duration of time that a state holds or a process is ongoing.
AssessingEThis FE denotes the length of time during which a continuous event occurs.
AssistancePThe time period during which the Helper gives assistence to the Benefited_party .
AttachingEThe time when the Attaching occurs.
AttemptEThe time peiod over which the attempts take place.
Attempt_distant_interaction_scenarioEThe time peiod over which the attempt or attempts take place.
Attempt_meansEThe time peiod over which the attempts take place.
Attempt_obtain_food_scenarioPFor what length of time the Seeker attempted to obtain Food .
Attempt_obtain_mineral_scenarioEThe time period over which the attempts take place.
Attempting_scenarioEThe time period over which the attempts take place.
AttendingPDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end.
Be_in_agreement_on_actionEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Being_activePThis FE identifies the amount of Time for which an Activity is ongoing.
Being_at_riskEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Being_awakePThis FE identifies the Duration of time for which the Protagonist is awake.
Being_employedPThis FE identifies the amount of Time for which the Employee continues being employed.
Being_in_effectPThe length of time for which the Binding_principle is or is not in effect.
Being_in_operationPDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end.
BesiegingPThe length of time that the Victim is under attack from the Assailant
Biological_urgePDuration identifies the amount of time for which the Experiencer feels the urge.
Body_movementPThe period of time during which the movement of a Body_part occurs.
BreathingPThis FE idenitfies the Duration of time that an Agent breathes.
BringingEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
BuildingEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Carry_goodsPThis FE indicates the length of time that the Distributor carries the Goods .
Cause_bodily_experienceEDuration denotes the length of time from the beginning of the Cause_bodily_experience event to its end.
Cause_changeEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Cause_change_of_phasePThe length of time for which the Agent changes the phase of the Undergoer .
Cause_harmEDuration denotes the length of time from the beginning of the Cause_harm event to its end.
Cause_temperature_changePThe length of time for which the Agent changes the temperature of the Item .
Cause_to_be_dryPThis FE identifies the length of Time that the drying takes.
Cause_to_continuePThe length of time for which the Agent maintain the State or Process .
Cause_to_make_progressPThe period over which the Agent develops the Project .
Cause_to_move_in_placePThe amount of time for which a state holds or a process is ongoing.
Change_position_on_a_scalePThe length of time over which the change takes place.
ChattingPThe length of time that the chatting goes on.
CollaborationPThis FE identifies the amount of time the Partners collaborate.
Communicate_categorizationEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
CommunicationEDuration is the length of time during which the communication takes place.
Communication_mannerPThe amount of time that the communicative event lasts.
Communication_responsePThe Duration of the communication response.
CompetitionPThis FE is used to describe the length of time over which competition occurs.
CorrodingPThis FE identifes the Duration of time for which the Undergoer corrodes.
Corroding_causedPThis FE identifies the Duration of time for which the Cause corrodes the Undergoer .
CothemePThe amount of time for which motion occurs.
Court_examinationPHow long the examination takes place.
Criminal_investigationEThe length of the investigation.
CureEThe period of time that the Patient recieves the Treatment .
Delimited_state_scenarioCA quantity or other characterization of the State 's absolute duration.
DesiringPThe amount of time for which the Experiencer has desired something.
DetainingPThis FE identifies the length of time that the Suspect spends in confinement.
DiscussionPThe Duration of the conversation.
DistinctivenessEDuration denotes the length of time from the beginning of a continuous situation to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Dominate_competitorPThe period of time over which the domination occurs.
Dominate_situationPThe period of time over which the domination occurs.
DominationPThe length of time over which the domination takes place.
DressingEThis FE identifies the Duration of the Wearing that results from putting on the Clothing .
Drop_in_onPThe length of time that the Visitor remains with the Host .
DuplicationEThe amount of time for which a state holds or a process is ongoing.
Duration_relationCThe amount of time that the Eventuality , Period , or Entity lasts.
Duration_scenarioCA quantity or other characterization of the Period 's absolute duration.
DyingEHow long the Protagonist is dying.
Education_teachingPThe amount of time for which a state holds or a process is ongoing.
Elusive_goalPThe length of time during which the Experiencer does not acheive the Desired_goal .
EmanatingPThe amount of time for which emanation occurs.
EmittingPThe amount of time for which the Source_emitter emits the Emission .
Employee's_scenarioPThis FE identifies the amount of time for which the Employee continues in employ.
Employer's_scenarioPThis FE identifies the amount of time for which the Employee continues in employ.
EmployingPThe FE Duration identifies the amount of time for which the Employee continues in employ.
Employment_continuePThis FE identifies the amount of time for which the Employee continues in employ.
Employment_scenarioPThis FE identifies the amount of time for which the Employee continues in employ.
EnforcingPThe length of time for which the Rule is or is not in effect.
EventEHow long the Event takes place.
EvokingPThe Duration is the amount of time for which the Stimulus continues to remind the Cognizer of the Phenomenon .
Execute_planPThe length of time for which the Plan is or is not in effect.
ExistenceEThe period during which the Entity exists.
ExpansionPThis FE identifies the Duration of time that the expansion takes.
Expected_location_of_personEThe length of the time interval during which the Person occupies the Location .
Experience_bodily_harmPThe period of time during which the Experiencer repeatedly receives bodily injuries.
Facial_expressionPThe period of time for which the facial Expression is held.
FamePThe length of time during which the Entity is famous.
FeigningEThe amount of time that the Agent feigns something.
Fighting_activityPThe amount of time for which the Fight takes place.
FleeingPThe amount of time for which the Self_mover moves.
Fluidic_motionPThe amount of time for which the Fluid moves.
Food_gatheringPFor what length of time the Gatherer was gathering the Crop .
FullnessPDuration denotes the length of time from the beginning of the Container 's fullness to the end.
Go_into_shapeEHow long the event takes place.
GrindingPThe length of time for which the Grinder grinds the Undergoer .
GroomingEHow long the grooming takes place.
Growing_foodPFor what length of time the Grower is growing Food .
Guest_and_hostPThe length of the relationship.
HaltPThis FE identifies the length of Time during which the motion is stopped.
Have_associatedEThe period during which the Entity exists in association with the Topical_entity .
HinderingEThe length of time over which the hindering takes place.
HistoryPThe Duration , often expressed in calendric units, of the history of the Topic .
Holding_off_onPDuration denotes the length of time from the beginning of the Agent 's decision to forgo a Desirable_action to the point in time when the Agent engages in the action.
Hostile_encounterPThe amount of time for which a state holds or a process is ongoing.
HuntingPFor what length of time the Hunter attempted to obtain Food .
Hunting_scenarioPFor what length of time the Hunter attempted to obtain Food .
ImitatingEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end.
ImprisonmentPThis FE identifies the Duration of time for which the Authorities maintains the confinement of the Prisoner .
Inchoative_change_of_temperaturePThe span of time in which the Item is changing temperature.
IndicatingEDuration is the length of time during which the indicating takes place.
Individual_historyPThe Duration , often expressed in calendric units, of the history of the Participant .
Ingest_substancePThe Duration is the length of time for which the Ingestor ingests.
IngestionPThe length of time spent on the ingestion activity.
Inhibit_movementPThis FE identifies the Duration of time for which the Agent maintains the confinement of the Theme .
Intentional_traversingPThe length of time that the Self_mover spends in motion.
IntoxicationPThis FE identifies the Duration of time for which the intoxication holds.
InvadingPFor how long the Land is invaded by the Invader .
Jury_deliberationPThe amount of time for which the deliberation is ongoing.
KidnappingPThe period of time for which the Victim is held by the Perpetrator
LeadershipPLeadership by any particular individual is frequently limited in time, which is noted here as Duration . Duration usually occurs in a PP Complement.
Lively_placePDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Location_of_lightPThe period for which the Figure shows up against the Ground due to Light falling on it.
ManipulationPThis FE identifies the Duration of the manipulation.
Mass_motionPThe amount of time for which a state holds or a process is ongoing.
MemoryPThe Duration is the amount of time for which the mental Content is remembered or forgotten.
Mental_stimulus_exp_focusPThe Duration is the amount of time for which the Experiencer is affected by the Stimulus , Topic , or State .
MentionEDuration is the length of time during which the communication takes place.
MotionPThis FE identifies the Duration of time for which the Motion takes place.
Motion_directionalPDuration is used for the length of time for which the Motion takes place.
Motion_noisePThe period of time for which the Theme moves under accompaniment of noise.
Motion_scenarioCThe amount of time for the movement is ongoing.
ObscurityPThe length of time during which the Entity is not famous.
Operate_vehiclePThe length of the time interval during which the Driver operates the Vehicle .
Operating_a_systemPDuration denotes the length of the time interval in which the Operator runs the System .
Operational_testingPThe length of the time period during which the Tester continuously or repeatedly operates the Product to determine its operational characteristics.
Out_of_existencePThis FE identifies the length of time before the Entity comes into existence again.
ParticipationPThis FE describes the length of time for which participation occurs (usually appears as a for-PP)
Perception_activePThis FE identifies the Duration of time for which the Perception takes place.
Perception_experienceEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end.
Performers_and_rolesPHow long the Performer is in the Performance .
Personal_relationshipPThe length of the relationship.
PiracyPThe amount of time for which a state holds or a process is ongoing.
PlacingEThe Duration is the amount of time for which the Theme is to stay in the Goal location.
PlantingPFor what length of time the Agent plants the Theme .
PossessionEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
PosturePThe length of time for which the Agent holds the posture.
PracticeEThe period of time during which an Action is repeatedly practiced.
PrecipitationPThe amount of time for which the precipitation event lasts.
PreferencePThe amount of time for which the Experiencer has desired something.
PresencePThe time period during which the Entity is present. In this frame, Duration may be expressed with for preceding an event which stands for the duration of the event. In cases where the Entity is sentient, there may be an inference that the Entity 's intent is to be present so as to participate in the event.
PreservingPThe amount of Time for which the process of Preserving is ongoing.
Prevent_from_havingPThe length of time for which the Protagonist is denied the State_of_affairs .
ProcessPThe amount of time for which a state holds or a process is ongoing.
Process_continuePThis FE identifies the Duration of time over which the Event is ongoing.
Process_endEThe amount of time it takes for the Process to end.
Process_initial_statePThe length of time that the Process remains ready to begin.
Process_pauseEThe amount of time that a Process remains stopped.
Process_resumePThe amount of Time for which a state holds or a process is ongoing.
Process_startEThe period of time for which the Process is ongoing after it has started.
Process_stopEThe amount of time that a process remains stopped.
Process_stopped_statePThe length of time that the Process does not resume.
Processing_materialsEThe length of time during which the application of the Alterant is applied to the Material
ProgressPThe period over which the progress occurs.
ProjectPThe length of time over which the project is lasts or is slated to last.
Proliferating_in_numberPThe length of time over which the change takes place.
ProtectingEFN: This FE denotes the length of time in which the Asset is protected.
Punctual_perceptionEThe length of time from the beginning of a continuous situation (the one denoted by the target) to its end.
QuarrelingPThe amount of time that the Arguers spend in the altercation.
RapePThe amount of time for which a state holds or a process is ongoing.
ReasoningPThe period of time for which the Arguer presents his or her reasoning to the Addressee .
RecordingEDuration denotes the length of time from the beginning of a continuous situation (the one denoted by the target) to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Reforming_a_systemPThe length of time over which reforming takes place
Remembering_experiencePThe amount of time for which the Cognizer remembers the experience.
Render_nonfunctionalEThe length of time that the Artifact is (or has been) rendered nonfunctional.
RentingPThe length of time that the Goods are (or have been) in the Lessee 's possession.
Renting_outPThe length of time that the Goods are (or have been) in the Lessee 's possession.
Resolve_problemPThis FE identifies the length of time taken to resolve a Problem . The government resolved the beach ball crisis in just 22 hours .
RevengePThe length of time that the Avenger seeks revenge for the Injury .
Ride_vehiclePThe Duration is the amount of time the motion takes.
RottingPThe Duration indicates the amount of time for which the Undergoer rots.
Ruling_legallyEThe amount of time that a Finding holds.
ScouringPThis FE specifies the length of the interval during which the scouring activtiy takes place.
Seeking_to_achieveEThe time period over which the attempts at achieving a State_of_affairs or acquiring the Sought_entity take place.
Self_motionPThe amount of time for which a state holds or a process is ongoing.
SleepPThis FE identifies the Duration of time for which a state holds or a process is ongoing.
Sleep_wake_cycleCThis FE identifies the Duration of time for which a state holds or a process is ongoing.
SmugglingPThe amount of time for which a state holds or a process is ongoing.
SoakingPThe amount of time for which the Theme is soaked.
Soaking_upPFor what length of time the Item is imbued with Substance .
Social_eventPThis FE identifies the Duration of time for which the Social_event is ongoing.
Social_event_collectivePThis FE identifies the Duration of time for which the social event is ongoing.
Social_event_individualsPThis FE identifies the Duration of time for which the social event is ongoing.
State_continueEThe time period over which the State continues to hold of the Entity .
StoringPThe Duration is the amount of time for which the Theme remains in the Location .
StudyingPThe amount of time for which the process of study is ongoing.
SummarizingPThe amount of time taken by the Communicator in creating and conveying the Summary .
SupportingPThe time period during which the Supporter supports the Supported .
Taking_timeEDuration is the length of time from the beginning of the Activity to its end.
Temporary_stayCThe length of time that the Guest remains at the Location .
ThrivingPDuration denotes the length of time from the beginning of a continuous situation to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Time_period_of_actionCA quantity or other characterization of the period of the time in which an Enabled_action is allowed. In this frame, the duration may be exact or inexact.
TimespanCA quantity or other characterization of the State 's duration. In this frame, the duration can be inexact.
TouringPThe amount of time the touring activity lasts.
Toxic_substanceETemporal period for which the substance or source remains toxic to the victim.
TravelPThis FE identifies the Duration of time during which the trip occurs.
TraversingPThe length of time that the Theme spends in motion.
Unattributed_informationEThe span of time for which the Reported_fact has been circulating.
Use_vehiclePThe Duration is the amount of time the motion takes.
UsingEDuration denotes the length of time from the beginning of a continuous situation to its end. In many cases, the continuous situation is a dynamic action which is ongoing, while in others it is simply an undifferentiated state.
Visit_host_stayPThe amount of time that the Visitor spends with the Host .
VisitingPThe amount of time that the Agent spends with the Entity .
Visiting_scenario_stayPThe amount of time that the Agent spends at the Entity .
WaitingPDuration denotes the length of time from the beginning of the waiting to its end.
Waver_between_optionsPIn the cases where the Cognizer does not act on their choice, the Duration denotes the length of time from the beginning of the Cognizer 's deliberations to the end. In situations where the Cognizer does act on the Options , the Duration denotes the length of the interval during which the Cognizer repeatly changes from one option to the other.
Working_onEThe time peiod over which the work takes place.