COSMO ontology, Version 0.52-727.
Last edit 20080924 by Patrick Cassidy
Has 21 top-level classes under 'Thing'
Uses elements of the OpenCyc OWL version 0.78, SUMO,
BFO and DOLCE ontologies, as well as elements created specifically for COSMO.
Parts of COSMO are adopted or closely aligned with elements of
other public ontologies such as OpenCyc, SUMO, and BFO. From the
documentation of those ontologies, they are freely usable by the
public, though they remain copyrighted by their originators
(more detail below). No copyright restrictions are attached to
materials added in the COSMO project, therefore the only copyright
restrictions for use of this ontology are those placed by
the developers of the OpenCyc, SUMO, and BFO on elements derived
directly from those works.
Relation of COSMO to other ontologies:
The COSMO ontology has a structure and basic viewpoint that
differs in some significant parts from that of the ontologies from which it
has adopted materials, and the main parts of the hierarchical
structure and relations are not significantly derived from any of
the referenced ontologies. Most basically, the representations
were intended to adhere as closely as popssible to linguistic intuitions
about the meaning and usage of English terms, while specifying
the meanings in a logically precise manner. Every element added to COSMO
is individually evaluated for its utility and validity within the conceptual
structure of the COSMO ontology, and is not derived or adopted solely or
mainly on the basis of the appearance of a similar concept in another ontology.
Certain individual subtype relations are similar to those in OpenCyc or SUMO;
but because the basic hierarchical structure of COSMO differs from the
other ontologies, logical inference using these relations will arrive at
conclusions that cannot be aligned directly with either OpenCyc
or SUMO. No mapping between COSMO and these other ontologies is likely to
enable accurate inference. The documentation derived from OpenCyc and SUMO
is provided as a means to reference similar concepts in
those other ontologies, and to explain similarities and differences, for
the convenience of those who are familiar with those ontologies.
Contents derived from OpenCyc and SUMO are copyrighted and
made freely available for public use under the terms found
in the documentation for those works (see below). Materials
added specifically for the COSMO project are not copyrighted.
The contents derived from SUMO are copyrighted by the IEEE and
made freely available for public use. For more detail see:
see http://www.ontologyportal.org
A description of the SUMO project can be found in:
Niles, I., and Pease, A. 2001. Towards a Standard Upper Ontology. In
Proceedings of the 2nd International Conference on Formal Ontology in
Information Systems (FOIS-2001), Chris Welty and Barry Smith, eds,
Ogunquit, Maine, October 17-19, 2001.
The Contents of the OpenCyc OWL version used in this project are found at:
http://www.cyc.com/2004/06/04/cyc
OpenCyc materials are copyrighted and licensed for free public use
under the GNU 'LGPL' license. The Opencyc documentation reads:
************ OpenCyc copyright notice ******************
Copyright Information OpenCyc Knowledge
Base Copyright 2001-2004 Cycorp, Inc., Austin, TX, USA. All
rights reserved. OpenCyc Knowledge Server Copyright
2001-2004 Cycorp, Inc., Austin, TX, USA. All rights
reserved. Other copyrights may be found in various files.
The OpenCyc Knowledge Base The OpenCyc Knowledge Base
consists of code, written in the declarative language CycL,
that represents or supports the representation of facts and
rules pertaining to consensus reality. OpenCyc is licensed
using the GNU Lesser General Public License, whose text can
also be found on this volume. The OpenCyc CycL code base is
the "library" referred to in the LGPL license. The
terms of this license equally apply to renamings and other
logically equivalent reformulations of the Knowledge Base
(or portions thereof) in any natural or formal language.
See http://www.opencyc.org for more information.
************ OpenCyc copyright notice ******************
Definitions described as coming from the 'Random House Webster' (RHW)
refer to the Electronic Dictionary 'Random House Webster's
Unabridged Dictionary' on CD (2002) from Random House, Inc.
and Multimedia 2000 Inc.(a paperback version is still available
at: http://www.randomhouse.com/category/reference/)
Some of the entries have annotation references to WordNet
('wordnet' and 'wnsense' relations). The WordNet version referenced
is WordNet 2.1 (see http://wordnet.princeton.edu/).
Because the WordNet hierarchy differs from that of COSMO, these
pointers are only informative, and may not be useful for accurate
automatic conversion of WordNet sense tags to
the corresponding senses in COSMO, but the utility of this mapping
needs to be investigated.
InheritableType is a specialization of the Protege owl:Class which
is used to identify those metatypes which, when specified as the
parent Type for some class (Type) in the ontology, will also
by implication be the parent Type for all subtypes of any Type
explicitly designated as an instance of any subtype of 'InheritableType'.
This is a primitive mechanism to permit translation of this ontology
among various formats, while permitting the use of reasoning engines
which require that arguments to relations, if restricted
as to Type, be instances of some specified Type.
There are some ontologies, such as SUMO, using first-order
logic, which permit one to specify that an argument to a relation
must be a *subtype* of some Type in the ontology, rather than an
*instance* of some Type. OWL and some other reasoning engines do
not permit that kind of restriction. For convenience, to allow
this ontology to be used in multiple reasoning engines and to
be automatically translated into multiple formats, this metatype is provided
and so that one can avoid having to specify the metatype instance of
every Type that is to be used as an argument to a relation.
When using this ontology in an inference engine that requires
explicit types, it will be necessary to add the InheritableType
as a Type of each subtype of any Type that is specified
to be an instance of such an inheritable type. That addition
will have to be one in a preprocessing stage before using that
inference engine.
An axiom may be added to an ontology using FOL to specify that
all subtypes of a Type ?T that is an instance of an InheritableType ?MT
will also be instances of that InheritableType:
(=>
(and
(isanInstanceOf ?T ?MT)
(isaSubclassOf ?MT InheritableType))
(forall (?ST)
(=>
(isaSubclassOf ?ST ?T)
(isanInstanceOf ?ST ?MT))))
This axiom will permit the ontologist to avoid specifying the
metatype for every subtype of the root type of that Type tree,
in those ontology implementations that can use FOL.
RoleType is a metaclass used as the Type restriction on certain relations
that take subclasses of Role as their argument.
'QuantifierType' is a metaclass used as the Type restriction on certain relations
that take subclasses of Quantifier as their argument.
AttributeValueType is a metaclass used as the Type restriction on certain relations
that take subclasses of AttributeValue as their argument.
QualitativeAttributeType is a metatype which is a specialization
of the Protege owl:Class that
can serve as type for taste attributes and an argument restriction for some relations
on QualitativeAttributes.
This is a primitive mechanism to accommodate OWL limitations.
IntensiveAttributeValueType is a metaclass used as the Type
restriction on certain relations that take subclasses of IntensiveAttributeValue
as their argument.
a metatype that can be used
as an argument restriction for relations that take a subtype
of Event as one of their arguments..
ObjectType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for objects, whether abstract or physical,
and an argument restriction for various relations on Object types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
PhysicalObjectType is a metatype which is a specialization
of the Protege owl:Class that
can serve as type for physical objects and an argument restriction for
various relations on Physical Object types. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
'PropositionType' is a metatype which is a specialization
of the Protege owl:Class that
can serve as type for Propositions and an argument restriction for
various relations on Propositions types. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
BiologicalOrgan is a metaclass used
as the Type restriction on certain relations that
pertain to named parts of organisms at particular stages
of their life cycle. It is not necessarily an animal
body part type - it may be part of a plant.
a metatype that can be used
as an argument restriction for relations that take an instance
of Location as one of their arguments..
a metatype that can be used
as an argument restriction for relations that take an instance
of Feature as one of their arguments..
A collection of specializations of
#$AnimalBodyRegion. Each instance of #$AnimalBodyPartType
is a collection of body parts, where the parts in question
are differentiated from other body parts according to
structure or function. Instances of #$AnimalBodyPartType
include #$SpinalColumn, #$Eyelash, #$NervousSystem,
#$Urethra, #$Wing-AnimalBodyPart, and #$HeelOfPalm.
bd58e7da-9c29-11b19dad-c379636f7270
'ProductType' is a metatype that can be used
as an argument restriction for relations that take an instance
of Product (i.e. something for sale) as one of their arguments..
GroupType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical objects and an argument restriction for
various relations on types of Groups (not just People, but any type
of Group). This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
SubstanceType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical substances and an argument restriction for
the hasComponentSubstance relation.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
The restriction on hasGrainDiameter for SubstanceTypes should require subclasses
rather than instances of LengthMeasure - instances may have to be created
as a workaround.
FoodType is a metatype which is a specialization of the
Protege owl:Class that can serve as type for different kinds of Food
(a Substance). This is a primitive mechanism to accommodate OWL limitations on
relation arguments.
FoodType is a metatype which is a specialization of the
Protege owl:Class that can serve as type for different kinds of FoodObject
(a PhysicalObject). This is a primitive mechanism to accommodate OWL limitations on
relation arguments.
COSMO note: used for both substances and Objects.
@ToDo (v0.50) Probably should be distinguished.
Cyc: A collection of collections, and a specialization
of #$ManufacturedGoodsType. Instances of this collection are
types of pharmaceutical products that may be prescribed by a
medical professional. Note that this includes drugs --
specializations of #$DrugSubstance -- as well as
pharmaceutical devices such as #$TestStrip or
#$HearingAid-Prescription. #$PrescriptionDrugType and
#$OverTheCounterDrugType are among the specializations of
this collection.
c0fdf171-9c29-11b1-9dad-c379636f7270
A pointer to the word in the LDOCE (Longman
Dictionary of Contemporary English) defining vocabulary which
the given element represents. Since the LDOCE words can be
polysemous, and the nominalized forms of verbs in the COSMO
will not be identical to verb meanings, this is not intended
as a one-to one mapping, but in many cases the occurrence of
a word in a text will be related to the COSMO concept representation
by a more or less complex transformation.
Longman vocabulary word
A pointer to the synset in WordNet 2.1 which
the given element represents. The pointer will in fact be
to one of the words in the synset, and the sense number of
that word in that synset will be found with the 'wnsense'
relation. This pointer does not include
the offset number. This can be used with a SPARQL query to
find all of the ontology elements that correspond to
senses for a given word.
Wordnet vocabulary word
A pointer to the sense number (and POS, if needed)
in WordNet 2.1 which the given element represents.
This is only needed if there is more than one WordNet
sense for the word labeled by the 'wordnet' relation.
The sense number should include the word whose sense number
is referenced, since more than one Wordnet word may be used
to label a particular concept. The usage is exemplified by
these relations on 'Ordering':
wordnet - order - /wordnet
wordnet - command - /wordnet
wnsense - order1v /wnsense
wnsense - command2v - /wnsense
WordNet sense.
A pointer to the word in Anna Wierzbicka's
'natural semantic metalanguage' of 60 conceptual primitives
that corresponds to the ontology element.
NSM word
Objects can be Physical or Abstract or Mental only
PhysicalObjects have mass, and that is the defining characteristic
of a PhysicalObject in COSMO.
All Objects have at least one relation other than the type (isa)
relation to some other entity that is not an Object. Almost all objects
have an Attribute or AttributeValue. But the relation may be some other
relation (e.g. to have a location, a composition, or to have proper parts).
Thus a point can have Dimensionality (zero-dimensional),
and will have a location, though the location may be in a
poorly defined abstract space. For example, a character in an alphabet
is an abstract object, which has at least one representation as a
shaped physical object, and is an element of an Alphabet.
This requirement for an Object to have some relation is not
presently (v0.48) formalized in COSMO, as it is not needed
for performance, only to clarify the meaning for the human users.
'Object' is a very primitive concept that cannot be defined, but can be
comprehended only by the way this concept interacts with other concepts,
and by its subclasses and instances. This Type is useful as an
umbrella Type for various purposes,including relations on Events.
NOTE that in COSMO an 'Object' is not necessarily 3D (as in an endurantist
perspective) nor 4D (as in a perdurantist perspective. It can be
use in syntactic constructions that appear to be 3D (such as when
they are explicitly time-indexed), but when an
object is also an instance of TimeSlice,it can be used in syntactic
constructions that are typical of the 4D perspective, in which the
time of a relation is not explicitly indexed.
SetOrCollection[Cyc]%SetOrClass[SUMO]
COSMO: SetOrType is the union of theTypes Set and Type.
'Type' in COSMO is used to refer to those intensionally-defined groupings called:
Class in Ontolingua and Protege;
Class in RDF and OWL;
Class in SUMO;
Collection in OpenCyc;
Universal in DOLCE;
Property in Ontology Works' IODE system
* The Class 'Type' in COSMO is intended to be equivalent to the classes by
those names in those other ontologies.
* (isaSubtypeOf A B) means that Type A is a subtype of Type B and
that all instance of Type A are also instances of Type B.
COSMO:
Each PhysicalSubstance is an abstraction representing the properties
of aggregates composed of multiple small objects of a common type;
the notion of a PhysicalSubstance includes any of the common 'substances' we encounter
every day: water, air, sugar, salt, coffee (ground or as a drink), beer, meat, steel,
plastic, etc., as well as less common substanes such as ion plasma and groups
of elementary particles. Every PhysicalSubstance has some basic unit which is the
smallest object that can be considered as composed of that substance. For chemical elements
the basic unit is an atom; for chemical compounds, the molecule; for sand, one grain
of sand, etc. For PhysicalSubstances that are composed of
mixtures (e.g. concrete), the formal notion of a 'grain' is used, the 'grain' being the
size of the smallest object composed of a substance, that can be subdivided so
that the pieces are still objects composed of the same substance.
The 'grain' will in general be eight times the size of the 'unit' (allowing division
in any of three planes) , but for mixtures the 'unit' may be difficult to identify,
and the 'grain' will be the only
object identifed as characterizing the PhysicalSubstance. For mixtures,
the size of the grain will depend on the sizes and proportions of the constituent objects.
Thus in concrete, the grain will have to be at least several times as large as the largest
pebble of gravel used in the mixture.
The commonly understood properties of substances such as water are characteristic
only of aggregates of the basic units (atoms, molecules, grains). To approximate the
commonly measured properties (boiling point, melting point, density, etc.) the
number of basic units may need to be fairly large; this will also vary with the
substance. As of v0.52 this issue is not addressed.
This concept must not be construed as a physical object made of some substance
(which is the way substances are represented in Cyc - see CycNote below)..
PhysicalObjects which are relatively homogeneous (the atmosphere, the ocean) can be
construed as consisting of one or more PhysicalSubstances, but they are not
substances per se, but specific quantities of a substance, which is one
way to view a PhysicalObject. For generality in COSMO, a 'PhysicalSubstance' is the
material of which anything with mass is composed, including quantities of subatomic particles
that are contained in a certain region of space (such as a plasma in a Tokomak,
or a group of electrons in a particle accelerator). However, the term is usually applied
only to 'ordinary matter' (solid, liquid, gas); in those cases
the unit is an atom or molecule, and the 'grain size' of any
PhysicalSubstance that is 'ordinary matter' must contain at least 8 atoms or 8 molecules
(so that it can be divided in two in any axis and still have multiple units
in the resulting parts).
IMPORTANT NOTE: PhysicalSubstances are categorized by the main consitutent.
Therefore 'SeaWater' is considered as a subtype of 'Water'. The pure chemical substances
can be represented when desirable by creating a 'Pure' category under the general heading
(or, if functions are used, by using a '(Pure X)' function.)
Thus we have a Type called 'PureWater'. Steel with iron as the majority
constituent might be considered as a subtype of 'Iron'.
COSMO note: Because substances are represented in COSMO as Types (classes) rather than
instances, the specification of properties of substances gets involved,
and the intended meanings cannot be specified fully without the use of FOL.
As placeholders, some relations between substances are specified, and in OWL these
will be interprted as applying only to those specific Substances (Type that are
instances of SubstanceType), while the intended meaning is that the relation
applies not only to the particular Type but to all subtypes as well.
The translation of the OWL ontology to FOL should carefully handle these
placeholder relations to be sure they are translated properly.
.
The restriction on hasGrainDiameter for SubstanceTypes (which see) should require
subclasses rather than instances of LengthMeasure - instances may have to be created
as a workaround. (still not decided, v0.43).
NOTE that a substance at some particular concentration is a subtype of that
substance. To expresss that an object contains a particular concentration of
a substance, one can create a subclass of that substance having the
appropriate concentration attribute, and relate the object to that
concentration of substance by the relation 'hasConstituentSubstance'.
This representation solves some logical problems, but creates implementation
problems in restricted logics such as OWL.
COSMO uses relations such as 'hasComponentSubstance', which takes PhysicalSubstance
types (instances of the metatype 'SubtanceType') as the 'range' restriction.
There are also relations which have subtypes of 'PhysicalSubstance' (instances
of 'SubstanceType') as the domain restriction. This can be accommodated in OWL.
However, in order to have restrictions apply to subtypes of types, the OWL restriction
mechanism interprets the restriction as applying to instances of the type (OWL class).
There are no instances of PhysicalSubstance types in COSMO, and the restriction is
intended to apply to the subtypes, not to instances. Such restrictions on PhysicalSubstances
will have to be interpreted by applications as meaning that the substance represented by the
class has those properties. One way to solve the problem might be to create
a metatype for each substance Type (i.e. for each of millions of substances),
and have the restriction apply to the metatype - but this duplicates Types
as metatypes, and is unworkable. COSMO leavee the proper implementation to the application,
atl least until it is converted in to an FOL version, where the proper interpretations
can be specified by rules.
CycNote: In Cyc, PhysicalSubstance's are not represented by a tree in the hierarchy, but
are represented by types that are physical objects ('Partiallytangible')
and also instances of 'ExistingStufType'. In effect, Cyc considers a 'substance'
as the type consisting of all PhysicalObjects that are homogeneous (down
to a certain granularity) and having a certain composition. This can
be translated into the COSMO representation at the type and instance
level, but the Cyc metatypes are not represented in COSMO. See
'HomogeneousObject'
Cyc: 'ExistingStuffType'
A collection of collections, and a specialization
of #$TemporalStuffType. Each instance of
#$ExistingStuffType is a collection of things (including
portions of things) which are both temporally and spatially
stufflike. Division in time or space does not destroy the
stufflike quality of the object (down to a certain
granularity). (#$isa STUFFTYPE #$ExistingStuffType)
implies both (i) for most instances STUFF of STUFFTYPE, for
any proper physical part (see #$physicalParts) PART of
STUFF, PART is also an instance of STUFFTYPE and (ii) for
all instances STUFF of STUFFTYPE, for most proper physical
parts PART of STUFF, PART is also an instance of STUFFTYPE.
For example, every piece of wood is temporally stufflike: if
W-168 is a piece of wood during 1996, then it's also a
piece of wood for the one-minute time-slice 9:05am 7/7/96.
It's also spatially stufflike: if we take that piece of
wood W-168 and cut it in half, we have two things which are
both pieces of wood. Since every piece of wood is both
temporally and spatially stufflike, #$Wood is an instance of
#$ExistingStuffType. Other instances of #$ExistingStuffType
include the collections #$AppleJuice, #$IceCream, #$Diamond,
#$WaxedPaper, and #$StriatedMuscle. See the comment for
#$StuffType to learn more about the distinctions between,
and the need for, these four collections: #$StuffType,
#$ObjectType, #$ExistingStuffType, and #$ExistingObjectType.
The senses 1 and 2 of 'matter' in Random House Webster are conceptually
the same as this type, where COSMO interprets sense 2 is the most generic 'matter' of which
the instances of sense 1 are subtypes:
1. the substance or substances of which any physical object consists or is composed:
the matter of which the earth is made.
2. physical or corporeal substance in general, whether solid, liquid, or gaseous,
esp. as distinguished from incorporeal substance, as spirit or mind,
or from qualities, actions, and the like.
Corresponds to noun sense 2 of 'substance' and sense 1 of 'stuff' and
sense 1 of 'matter' and sense 1 of 'material' in WordNet;
however, 'substance' is not related to 'stuff' and 'stuff' is not
related to 'matter' in WordNet, and 'matter' is not used typically
as a synonym of 'substance' in ordinary speech.
This difference in usage reflects a difference in the way 'substances' are
conceived - as either some abstract stuff of which objects consist, or
of the collections of all objects of that composition, as in Cyc. COSMO
chooses the notion of an abstract 'stuff'. A noun like 'matter' which,
if it were taken to have a collective reading as 'all physical objects, collectively'
would thereby conform to the Cyc method of representing PhysicalSubstance,
and would then consistently be reinterpreted in COSMO as the same concept
as 'PhysicalSubstance'.
WN 'substance':
2. (4) substance - (the stuff of which an object consists)
WN 'stuff':
1. (6) material, stuff - (the tangible substance that goes into
the makeup of a physical object; 'coal is a hard black material';
'wheat is the stuff they use to make bread')
WN material:
1. (448) material, stuff - (the tangible substance that goes into the makeup
of a physical object; 'coal is a hard black material'; 'wheat is the stuff
they use to make bread')
WN 'matter':
1. (41) substance, matter - (that which has mass and occupies space;
an atom is the smallest indivisible unit of matter')
matter
substance
substance2n
stuff
stuff1n
material
material1n
matter
matter1n
hasUnitObject relates a PhysicalSubstance to the PhysicalObjects
that are the characteristic objects that constitute the substance. For example,
a ChemicalElement hasUnitObject Atom.
consistsOfMany relates a granular material consisting of multiple
individual objects of the same type (e.g. sand), considered as
a Substance, to the individual objects. This is similar to and a subproperty of
'hasUnitObject', but is restricted to granular materials, whereas the
parent 'hasUnitObject' can be used to treat large quantities of any object
as a substance.
ConceptualWork[Cyc]
In COSMO a 'ConceptualWork' (a MentalObject) is
classified as an AbstractSymbolicObject, since such works are always
created in symbols, though the symbols may have information
content - the 'meaning'. COSMO differs somewhat from the
Cyc description in that we consider Codes to be included, but
have a different usage of the term 'Code'.
Cyc: OPENCYC 1: MAY 23, 2002
The collection of abstract works which are the deliberate creations
of one or more individuals working in concert, have instantiations
[#$instantiationOfCW] which are #$InformationBearingThings, and
associated #$AbstractInformationStructures. This is a specialization
of #$DevisedPracticeOrWork [q.v.]. For works with propositional content
see the more specific collection, #$PropositionalConceptualWork (PCW).
Positive examples include: #$MobyDickNovel (as opposed to any instances
of #$BookCopy such that (#$instantiationOfCW #$MobyDickNovel BOOK_COPY)),
Beethoven's 9th Symphony (as opposed to any performance of this symphony
or any copy of its score). Negative examples include:
games (performances are not IBTs), awards (they do not have associated
#$AbstractInformationStructures), paintings (not abstract), customs
(not deliberate creations), natural languages (not a deliberate creation),
and codes (their uses, not instantiations, are IBTs).
A AbstractSymbol is a unit mental object which is created
to serve as a Symbol, and cannot be broken in parts without
destroying much of the meaning of the symbol.
Examples are single characters in some language or graphical icons
representing ideas or objects. The more interesting Symbols are texts
and images.
An AbstractCharacter is an AbstractSymbol that is one of the
symbols contained in some linguistic alphabet, or any
other symbol used in typography or in the control of
format during electronic transmission of information.
In information processing systems, any sequence of
bits having the proper length for use in strings (e.g.,
seven bits or eight bits or sixteen bits) can
count as an AbstractCharacter, the length
depending on the computational context.
An AbstractCharacter will have a graphical representation (may have multiple
different representations in different fonts), and the graphical representations
can be distinguished from each other by their shape, but as an AbstractCharacter
per se, it can have properties that are independent of the shape, such as
the fact that a certain sequence of characters form a certain word. Therefore
it is necessary to maintain the distinciton between an AbstracgtCharacgter and its
graphical representation. For example, a pdf document may have page images that consist
wholly of representations of text - yet it is stored as an image.
The distinction has to be made between such images of text and the AbstractText
that is represented by that image, and the distinction must be in the way the
image is composed - of lines, pixels, or other graphical elements,
whereas the text is a linear arrangement of abstract characters, requiring
no specification of graphical form for the characters. Specifying the
graphical representation of an AbstractCharacter is not essential to
distinguish one AbstractCharacter from another, at the abstract level.
hasShape relates abstrct figures, substances, substance types, or individual objects to
one or more shapes that describe the spatial form of that entity.
When applied to substances, the shape description (e.g. 'lumpy')
will be interpreted as a description of objects (quantities of substance)
that are composed predominantly of that substance.
For abstract geometric figures, the shape may be precise, with
infinitely precise edges. For real-world objects, the shape will
be only approximate, and in some cases very approximate.
isInList relates some symbol to a List that contains
that symbol as an element.
SUMO (named 'inList' in SUMO): The analog of 'element' and 'instance'
for Lists. (inList ?OBJ ?LIST) means that ?OBJ is in the List ?LIST.
For example, (inList Tuesday (ListFn Monday Tuesday Wednesday)) would
be true.
An AbstractText is the abstract representation of some linguistic expressions.
The text may have formatting, such as columns and rows, beyond simple linear text.
An AbstractString is a linear array (A List) of basic characters
in some character set (not necessarily just an alphabet).
It is the abstract representation of the characters, and the base string
will not have any formatting, either of font or size or capitalization.
Formatting can be represented as attributes of a String.
Every defined instance of AbstractString should be represented by a datatype
String using the relation 'hasStringRepresentation', unless it is
a binary string, or has a number of bits that is not evenly
divisible by 8 (in which case, a BinaryString should be used).
The name of the AbstractString in the ontology can be very much shorter than
the actual String represented; e.g. the string representation of AbstractString
'WarAndPeace' might be the full text of a long book..
description (from DOLCE-D_S)
From DOLCE (Descriptions and Specifications): A description is a social object
which represents a conceptualization (e.g. a mental object or state), hence it
is generically dependent on some agent and communicable. Descriptions define
or use concepts or figures, are expressed by an information object and can be
satisfied by situations. The typology of descriptions is still preliminary.
In COSMO, a Description is somewhat more specific: it is two or more assertions
that all include the same entity as one of the arguments, and it is a MentalObject
created to enable an Intelli"gentAgent to understand the nature of that entity.
wasCreatedBy relates an Artifact (concrete or abstract) to the
Agent or Agents who created it. Knowing the identity of one creator
(e.g. of an artifact) does not guarantee that one knows the identity of all creators.
@ToDo: NOTE: as of v0.52, ArtificialSubstance is included in the domain as a subtype of
'Artifact-generic', but this should be restricted to objects, since it
is quantities of ArtificialSubstance that are actually created by
agents, not the abstract substance. Change the range to some subtype of
'Artifact-generic'??
NOTE that the range includes an AbstractString, which is semantically
nonsense, but is included as a pragmatic tactic to allow
subrelations of this relation to be used in mapping database
records to their creators. The creators will sometimes be
represented in the database only as a string, and in such cases
an implementing system, at its option, can avoid creating
a new Person object (instead creating an AbstractString object),
when the system cannot identify the 'creator' of the record.
This tactic may change as the ontology is further developed,
and experience with mapping databases increases..
Specification[COSMO-suggested]
COSMO: A Specification is a broad category of intentionally created abstract
informational artifacts whose purpose is to describe the structure of a thing or
a series of steps that may be taken to construct a thing or to accomplish a goal.
It is a mental object having ordered components,the order of which
is designed to accomplish a purpose. The steps may be abstract
things like computational events or game rules, or physical things such
as in industrial processes. The format of a formatted document is a
specification,i.e. it specifies how a document
of that type is to be constructed. Likewise a grammar or computer
program is a specification.
A specification does not necessarily require that the steps be in sequence.
If they must be in sequence, it is a procedure.
This differs somewhat from the Cyc 'Specification':
Cyc comment: A specialization of #$ConceptualWork. Each
instance of #$Specification is an abstract work that
constitutes a description of the properties of a #$Situation
or a #$SomethingExisting, and sometimes even entire
collections of such things. Things are made, bought, and
searched for according to specifications, which can be
instantiated as printed instructions or as diagrams. This
collection is modally neutral with regard to the descriptive
character of its instances. Thus, it includes descriptions
of how things are, were, should be, must be, etc.
This is the most general Type in which to collect
patterns of different kinds - visual, sound patterns, numerical patterns,
behavioral patterns, etc.
In COSMO, a Pattern is a Specification, which means that it
is a kind of MentalObject. That means that Patterns do not
have existence unless created by IntelligentAgents. This will
probably seem odd to some people, who would prefer to think that
patterns have an independent existence - especially when geometric
figures are subtypes of 'Pattern'. At this point, there
is no reason to classify Patterns in any way other than as
specifications that people create to classify some types
of relations that obejcts within groups of things may have to
each other. If some reason is presented to consider patterns
as independent of the way people use them, that may be a different
concept, or may warrant reclassification.
This is the most general Type in which to collect
visual patterns - geometric designs, fingerprint patterns,
artifact structural patterns, appearances, shapes, outlines, etc..
NOTE that an abstract image itself (e.g. an image of a fingerprint)
can be a pattern.
An instance of #$GeometricShapeType and a
specialization of #$GeometricallyDescribableThing-Intangible
and #$HomogeneousExtendedSpaceRegion (qq.v.). This is the
collection of geometrical figures, conceived of as bounded
(one- or higher-dimensional) regions of space. Neither a
single point (see #$GeometricalPoint), nor a sum of
scattered points, is an instance of #$Figure-Geometrical.
Note that this collection includes line segments, but not
unbounded lines. An important specialization of this
collection is #$PlaneFigure-Geometrical.
The class of all geometric figures, i.e. the class of all abstract,
spatial representations. Instance of GeometricFigure are abstract
mathematical objects which can be considered as independent of
anything in our material universe. They are therefore not MentalObjects,
which must be created by people.
The instances of this class are GeometricPoints, TwoDimensionalFigures or
ThreeDimensionalFigures or any other Object that can be represented as being a
distribution of points, lines, planes, volumes, or hypervolumes in some
abstract space.
be91f0ad-9c29-11b1-9dad-c379636f7270
A CollectiveAgent is a human group or organization, acting as
a unit or having some other agent acting in its behalf.
OPENCYC 1: MAY 23, 2002 (termed MultiIndividualAgent in Cyc)
The collection of all #$Agent-Generics that each consist of other
#$Agent-Generics operating together. Usually the constituent agents
form some kind of #$Group that itself acts as an #$Agent-Generic.
Examples: a #$LegalCorporation, a #$GeographicalAgent, a #$Neighborhood
or an #$Industry-Localized. Although it would be a positive exemplar of
(#$GroupFn #$Agent), the 'group of people whose first names all start
with the letter 'B'' is a negative exemplar of #$MultiIndividualAgent.
In almost all contexts, such a group will not act as an #$Agent in any way.
It is less cohesive than some of the least cohesive kinds of
#$MultiIndividualAgents such as #$CrowdOfPeople.
OPENCYC 1: MAY 23, 2002
This collection may be thought of as consisting of all the entities which
are localizable within the context of a geography, in the sense that they
might plausibly be represented on a map. This includes both #$PartiallyTangible
entities like #$GeographicalRegions, and also entities that may be
wholly #$Intangible, like territorial borders and boundaries, #$LatitudeLines
and #$LongitudeLines, trajectories of missiles and courses of ships, and
the #$Equator.
A specialization of both #$MultiIndividualAgent
and #$GeographicalThing. Each instance of
#$GeographicalAgent is a group of people and/or
organizations cohesive enough to be treated as an agent (see
the collection #$Agent, of which #$GeographicalAgent is a
specialization), and which occupies a particular instance of
#$GeographicalRegion. Important specializations of
#$GeographicalAgent include #$GeopoliticalEntity,
#$University, and #$Neighborhood. Note that instances of
#$GeographicalAgent are viewed in two significantly
different ways with respect to two different types of
geography-related microtheories. In a 'physical'
geography microtheory (i.e. #$PhysicalGeographyMt and its
submicrotheories), geographical agents are clearly
distinguished from the regions they occupy. (#$TerritoryFn
GEO-AGENT) is used in these contexts to denote the land mass
(an instance of #$GeographicalRegion) occupied by a given
geographical agent GEO-AGENT. In a 'dualist' geography
microtheory (i.e. #$DualistGeopoliticalMt and its
submicrotheories), on the other hand, geographical agents
are viewed as being _both_ agents _and_ land masses
(instances of #$GeographicalRegion). Thus, there is little
need for #$TerritoryFn in the latter sort of context.
(Despite their somewhat paradoxical flavor, dualist
microtheories arguably allow Cyc to mimic commonsense
reasoning about geographical agents and regions more closely
than do the stricter physical microtheories.) There are also
some 'generic' geography microtheories (e.g.
#$WorldGeographyMt and #$UnitedStatesGeographyMt) which are
neutral with respect to the physical and dualist views. Also
see the shared-note for this constant.
c1371c02-9c29-11b1-9dad-c379636f7270
QuantitativeAttributeType is a metatype which is a specialization
of the Protege owl:Class that can serve as type for QuantitativeAttributes
(length, mass), and an argument restriction for various relations on
AttributeType types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
A PhysicalQuantity is a measurable quantity that
has a numerical value qualifying a UnitOfMeasure. In one
notation, a mass of 25 grams could be expressed as
'{25 grams}' where 'grams' is a function that returns a
MassMeasure. PhysicalQuantities are measures of attributes of
objects in our real world, and as such are subject to
uncertainty, also called 'measurement error'. PhysicalQuantity
has an attribute of 'MeasurementUncertainty', which is an
optional attribute. When a MeasurementUncertainty is not
explicitly provided with an instance of PhysicalQuantity, each
implementing system has the option to designate default
uncertainties, which may be general or specific to
particular categories of measurement.
COSMO note: PhysicalQuantities in COSMO are categorized both as
quantities, and as AttributeValues. Conceptually, to be viewed as an
attribute, some combination of AttributeType and AttributeValue would
both be involved (e.g. 'a length of 30 cm'). But at this point
(v0.3) it does not appear necessary to represent such quantitative
attributes in that explicit manner. This issue remains open for
possible future elaboration.
SUMO: A PhysicalQuantity is a measure of some quantifiable aspect
of the modeled world, such as 'the earth's diameter' (a constant length)
and 'the stress in a loaded deformable solid' (a measure of stress,
which is a function of three spatial coordinates). All PhysicalQuantities
are either ConstantQuantities or FunctionQuantities. Instances
of ConstantQuantity are dependent on a UnitOfMeasure, while
instances of FunctionQuantity are Functions that map
instances of ConstantQuantity to other instances of ConstantQuantity
(e.g., TimeDependentQuantities are FunctionQuantities).
Although the name and definition of PhysicalQuantity is borrowed
from physics, PhysicalQuantities need not be material.
Aside from the dimensions of length, time, velocity, etc., nonphysical
dimensions such as currency are also possible. Accordingly, amounts of
money would be instances of PhysicalQuantity. PhysicalQuantities
are distinguished from Numbers by the fact that the former are associated
with a dimension of measurement.
A 'QuantityOfMoney' is any amount of money in any currency.
Every PluralThing is a Group consisting of at least two or more entities,
considered as one entity, and is related to the component entities by the
relation 'hasComponentElement'
The name of subtypes of 'PluralThing' in COSMO may take the form of
a plural of a count noun. But plurals of count nouns are also
used to name 'CommodityProducts', so that usage is not a reliable
indicator that a term represents a PluralThing. A 'PluralThing'
is an Object, and a 'CommodityProduct' is a substance, so the
two are disjoint concepts, in spite of the close relation. The 'CommodityProduct
should only be used in the substance sense, and PluralThing for those
things who individual members are the focus of representation.
NOTE: in COSMO, Group is restricted to groupings of at least
one entity, as in OpenCyc. In this manner PluralThing stays closer to the
linguistic intuition of a plural. A more generic Group that is not a
TemporalThing could be defined, but is left out at this point.
NOTE: BFO has the notion of an 'ObjectAggregate' which is similar
to a 'PluralThing'; but in BFO the requirements are more stringent
than for COSMO 'Group', since a COSMO 'Group' can be composed of arbitarily
defined components, whereas in BFO each 'Object' of the aggregate
must be an object with perceptible boundaries. Since BFO 'Object'
is disjoint from 'fiat object part' and from ObjectAggregate,
we need to make 'ObjectAggregate' a subtype of 'PluralThing',
and to specify that each component of an 'ObjectAggregate' is a
'WholeObject'.
LegalAgent is a Role played in the legal system by some
entity - a Person, GroupOfPeople, Organization, or any legal entity
recognized as an Agent by some legal system. Each instance of LegalEntity
persists only so long as it is involved in some kind of legal transaction;
in the case of a contract (e.g. employment) the legal role may persist
for some time.
Linguistically, the role names and fillers of roles may be used interchangeably,
in describing actions, though it is the filler of the role that actually
performs the action. The optimal way to represent these intimante relations
is not yet decide, but for the present (v0.52), the relation 'hasRoleFiller'
must be specified when describing every LegalAgent, so that the actual
entity doing the action will be recognized.
OPENCYC 1: MAY 23, 2002
A specialization of #$Agent. Each instance of #$LegalAgent is an agent
who has some status in a particular legal system. At the very least,
such an agent is recognized by some legal authority as having some kinds
of rights and/or responsibilities as an agent (e.g., #$citizens of Germany),
or as being subject to certain restrictions and penalties (e.g., a company
that has been blacklisted by Iraq). Thus, instances of #$LegalAgent include
agents that may have property rights, may be taxed, may have a government
identification number, may be sued, may have an address, or may buy or sell.
Note that membership in this collection is very much dependent upon context.
In some societies, only adult males and various kinds of state-run organizations
would be included in #$LegalAgent.
PhysicalSPaceRegion is a portion of the there-dimensional space of our
real world space-time universe. This is considered equialent to\the BFO
'Volume'
COSMO Note: SpaceRegion in OpenCyc is not an Object, but pure space. Objects may
be located in space. This region is part our our Space-Time
This concepts is roughly equivalent to the OpenCyc 'ChunkOfSpace-Empirical', but
we allow space regions to be defined by their relation to physical objects -
therefore they may not be 'immobile' as the Cyc documentation suggests for
'ChunkOfSpace-Empirical'.
For simplicity, the Cyc concept 'SpaceRegion-Empirical' has been
merged with this concept, as the distinctions did not seem to
have sufficient importance to justify the complexity.
BFO: the BFO Type 'SpatialRegion' appears to have the same intent as this
Type. The BFo subtypes of Line and Surface appear to be
isentical to the subtypes of this Type: SpaceLine-Empirical,
SpaceSurface-Empirical,
BFO Definition ('SpatialRegion'): A continuant at or in which other continuants can be located.
BFO Examples ('SpatialRegion'): the space occupied by an appendix, the space that was occupied
by an appendix prior to its removal
Cyc comment for 'ChunkOfSpace-Empirical':
A specialization of #$SpaceRegion-Empirical, #$ChunkOfSpace, and
#$SpatialThing-Localized (qq.v.).
Instances of #$ChunkOfSpace-Empirical are three-dimensional portions
of the intangible space of the empirically-observable universe.
This is the kind of space that physical objects occupy.
Cyc comment for 'SpaceRegion-Empirical': A specialization
of #$SpaceRegion, #$SpatialThing-Localized, and #$IntangibleExistingThing
(qq.v.). Instances of #$SpaceRegion-Empirical are
intangible regions of space located in the empirically
observable universe. A space region might or might not be
connected (see #$SpatiallyContinuousThing). It might be
partially or completely filled with (occupied by)
#$PartiallyTangibles, or it might be completely empty (but
cf. #$EmptySpaceRegion). In any case, the space region
itself is not to be confused with a physical object or other
spatially localized (non-space-region) thing that might
happen to be #$cospatial with it. A given space region can
be characterized fully merely by specifying its location and
dimensions. Thus (although this is not the case with
spatial things in general), space regions are identical
(#$equals) if and only if they are #$cospatial.
#$SpaceRegion-Empirical is in a way the spatial analogue of
#$TimeInterval, whose own instances can be fully
characterized by specifying their temporal properties; these
two collections can be used, respectively, to talk about
space and time as dimensions . Specializations of
#$SpaceRegion-Empirical include #$SpacePoint-Empirical,
#$SpaceLine-Empirical, #$SpaceSurface-Empirical,
and #$ChunkOfSpace-Empirical.
OPENCYC 1: MAY 23, 2002
A specialization of #$SpatialThing whose instances are regions of space that exclusively act
as locations for other spatial objects, and thus are immobile. Instances of #$SpatialThing are
said to occupy some region of space. Three dimensional regions of space [#$ChunkOfSpace] can be
occupied by solid objects, see the specialization #$ChunkOfSpace-Empirical for the regions of
space occupied by physical objects. Purely two-dimensional objects occupy a #$SpaceSurface, see
also #$SpaceLine and #$SpacePoint-Empirical for objects of lower dimension. Note that an object
of a given dimension cannot truly be located [#$exactlyLocatedAt-Spatial] at a region of space
of lower dimension, but only partially or incidentally. For more information on location and
occupancy, see #$AbsoluteLocationalPredicate and its instances that relate objects in space
and their regions. An important specialization of #$SpaceRegion is
#$SpaceRegion-Empirical, whose instances are pieces of the embedding space
where spatio-temporal objects are empirically localizable [#$SpatialThing-Localized].
Note that SpaceRegion in SUMO is an object viewed as a location.
Cyc: A specialization of
#$PartiallyIntangibleIndividual. Each instance of
#$InformationStore is a tangible or intangible, concrete or
abstract repository of information. The information stored
in an information store is stored there as a consequence of
the actions of one or more agents. Wholly intangible
instances of #$InformationStore include instances of
#$AspatialInformationStore and
#$PropositionalInformationThing. Some instances of
#$InformationStore - namely, instances of
#$InformationBearingObject, such as copies of a newspaper at
a newsstand - are only partially intangible.
beefff28-9c29-11b1-9dad-c379636f7270
GenericSubstance[COSMO-added:_not_an_object,_includes_chemicals]
List name: GenericSubstance_COSMO-added__not_an_object__includes_chemicals_
COSMO: GenericSubstance is an abstract notion of Substance as the stuff of
which objects are composed. It is not an object, even though 'Substance'
in OpenCyc and SUMO are actually objects of some particular (homogeneous)
composition. In COSMO, we make this provision, among other reasons,
to allow abstract 'substances' to compose abstract objects.
In COSMO 'Subtance' is a concept that is analogous to the derivative
of an object with respect to volume, i.e. it acts like an abstract density
(of some substance type). For COSMO version 0.01 (COSMOtopOWL03: 2006-01-01)
the required axioms for a proper definition have not been added.
For more discussion see:
http://colab.cim3.net/file/work/SICoP/ontac/reference/DimensionsOfProcessAndEvent.doc
An OrderedGroup is a Group that has some ordering relation between
component elements. It usually has more than one component element,
but to allow generalization of certain concepts such as an
ActionSeries, an OrderedGroup is allowed to have as few as one
component element. The ordering may be of any kind: a simple linear order,
or a complex multi-dimensional pattern. The most common kind of OrderedGroup
is one that is linearly ordered, and each such Group is an
instance of the subtype 'LinearlyOrderedGroup'.
An OrderedGroup may be physical, whereas a List is an AbstractInformationStore.
Therefore not all OrderedGroups are Lists. One may define an OrderedGroup
that is a List, if one is careful that the OrderedGroup is also an
AbstractInformationStore.
Some AttributeValue specific to Organisms. This is very
general.
Each 'IntensiveAttributeValue' is an AttributeValue
that may be qualitative or quantitative, and expresses
an intensity of some AttributeType. This is very
general.
Certain IntensiveAttributeValues may take both
verbal intensive values (high'. 'medium', 'low'.
and numerical values 'the drug is only 25% effective at
preventing cancer'.
A QualitativeAttributeValue is the value of
some AttributeType which is not expressed in quantitative measures.
It can be an attribute of an abstract thing or of a
concrete physical object.
NOTE that adjectives expressing qualities in English often have
a nominalized form: 'Red-Redness' or 'Beautiful-Beauty'.
When linguistically to 'have @Att-nom' (@Att-nom is the nominalized form of
an attribute) is the same as 'to be @Att' where @Att is the adjectival form,
the concept will be represented only once, usually in the adjectival form,
and nominalized form needs to be referenced to the adjectival
by the linguistic processor.
'Ordered' is an AttributeValue of Groups that
have some kind of ordering. More specific orderings
will be subtypes of this AttributeValue, such as
'LinearlyOrdered'
A transitive relation that allows the ordering of
IntensiveAttributeValues, such as 'good' 'so-do' and 'Poor'.
Any AttributeType specific to Organisms.
'DegreeOfIntensity' is an AttributeType whose
values express some 'IntensiveAttributeValue'.
'Ordered' is an AttributeValue of Groups that
have some kind of ordering. More specific orderings
will be subtypes of this Attributealue, such as
'LinearlyOrdered'
COSMO: A GeopoliticalEntity in COSMO differs from its representation
in other ontologies, to stay closer to the linguistic intuitions.
Specifically, we say 'government of France', implying that the entity
'France' is not identical to its government. To conform to those intuitions,
'France' and other countries will be GeopoliticalEntities. Therefore a
GeopoliticalEntity is something distinct from the organization which forms
the government. In COSMO, it is an unusual hybrid, being both a MentalObject
and a GenericLocation. Itis neither a PhysicalObject nor an Organization.
The Governmen of a GeopoliticalEntity is an Organization.
A GeopoliticalEntity in COSMO is a composite Entity which
(1) is an agent
(2) claims control over some land area of the earth
(3) has a government or other ruling organization, which is also an agent
(4) is a MentalObject, meaning that it does not have mass and was created by
an IntelligentAgent
NOTE1: As a GenericLocation, one can say that something isLocatedAt a GeopoliticalEntity
even though one means that an object isLocatedAt the region controlled by the
GeopoliticalEntity. When an instance of a GeopoliticalEntity is used as an
argument that should logically take a region, the implementation should,
for consistency, coerce the argument into the corresponding GeopoliticalArea.
At present (v0.48) there is no 'disjoint' relation that will cause a logical
contradiction, but elaboration of the ontology might cause problems at some
point for the use of an Agent as a Location. Alternatives may be worth
exploring.
NOTE2: if the government performs an action, it is unclear whether it is alway proper
to say that a country (or city) performed that action. Therefore the
GeopoliticalEntity and its government are treated as distinct agents, though
it will probably be true in almost all cases that when one acts, the other
can be said to act.
NOTE3 that countries have four aspects:
(1) the country itself, the GeopoliticalEntity
(2) the government of the country
(3) the spatial region controlled by the counry
(4) the physical objects within the spatial region controlled by the country.
(4.1) among the physical objects are those that are part of the land, including the
vegetation, and those that are animals or artifactual structures.
In normal speech, the distinctions among these are not made because the referents
are clear from the context. For this ontology, the distinctions appear necessary.
A GeopoliticalEntity usually has an Organization that claims control over the
geographical region identified as the area of the GeopoliticalEntity. Usually this
will be a government, but occasionally other Organizations such as occupying
armies will claim control without claiming to be a
formal government. This concept differs from the OpenCyc #$GeopoliticalEntity in that
it is strictly an organization, whereas the Cyc concept includes some element of
the geographical region itself. The Cyc documentation is reproduced here to clarify
the difference:
Cyc: A specialization of #$Organization and of
#$LegalAgent and of #$GeographicalAgent; instances of this
collection control #$GeographicalRegions. Each instance of
#$GeopoliticalEntity includes a governing body, but is more
than just that governing body. Important subcollections
include #$Country, #$IndependentCountry,
#$State-Geopolitical, #$City, and #$Province. Instances
include #$CityOfTokyoJapan, #$BronxNY-Borough,
#$Alaska-State, #$Rwanda, #$Singapore, #$InnerMongolia,
#$Somerset-CountyEngland, and #$Taiwan-RepublicOfChina. A
central feature of this collection is that
geopolitical-entities (indeed, all #$GeographicalAgents)
are viewed in two significantly different ways with respect
to two different types of geography-related microtheories.
In a physical geography microtheory (i.e.
#$PhysicalGeographyMt and its submicrotheories),
geopolitical-entities are clearly distinguished from the
regions they control. (#$TerritoryFn GEO-POL) is used in
these contexts to denote the land mass (a
#$GeopoliticalRegion) of a given geopolitical-entity
GEO-POL. In a dualist geography microtheory (i.e.
#$DualistGeopoliticalMt and its submicrotheories), on the
other hand, geopolitical-entities are viewed as being _both_
agents _and_ land masses (i.e. #$GeographicalRegions).
Thus, there is little need for #$TerritoryFn in the latter
sort of context. (Despite their somewhat paradoxical
flavor, dualist microtheories arguably allow Cyc to mimic
commonsense reasoning about geopolitical entities and
regions more closely than do the stricter physicalist
microtheories.) There are also some generic geography
microtheories (e.g. #$WorldGeographyMt and
#$UnitedStatesGeographyMt) which are neutral with respect to
the physical and dualist views. Also see the shared-note
for this constant.
bd58e5da-9c29-11b1-9dad-c379636f7270
A Quantitifier is some numerical or verbal value that
specifies or restricts the numerical prefix for a QuantitativeAttributeValue.
The simples arre numbers, suc as 3 in the distance measure {3 feet}.
A quantifier can also be a range {2 to 4}, such has in{{2 to 4} feet}.
A quantifier can also be a number with a variance {3 +- 1}, such has
{{3 +- 1} feet}.
A quantifier can be verbal, such as 'High', 'Medium' or 'Low'
such as {High Intensity}.
Quantifiers may have default variances. See:
'hasDefaultVariance' and 'ConfidenceInterval'.
A GenericAgent is an aggregate concept representing things that
can be linguistically categorized as agents, that is they are the
causative subject of an action. One difficulty comes when including
Organizations as Agents; Organizations are not actual physical Objects,
therefore cannot literally do things to change the physical world. Rather,
people who belong to Organizations, or their 'agents' do the actual moving
and lifting that are the causes of actions in the real world. Nevertheless
we talk of organizations as though they were somehow objects that did the
actions themselves. A second problem arises when inanimate objects
take the linguistic form of agents: 'The rock broke the window' or 'The knife cut
a deep gash in his arm'. By themseles, those sentences would have the
rock or the knife as agents, and the window or arm as patients. If more
detail were given: "Tom broke the window with a rock'; 'Tom cut a deep gash in
Mike's arm with a knife', the agent now shows up as Tom, and the rock and
knife are instruments. For that reason, an instrument (a Role) is categorized
in COSMO as a subtype of GenericAgent, to accommodate the linguistic
structures where instruments take on the synactic/semantic role
of an agent.
This category is here to provide a place for the
linguistic notion of 'Agent' that can include 'social agents' such as organizations.
In this classification we adopt a broad view of agents, allowing inanimate
things like hurricanes and tornadoes to be classified as AgentiveObjects.
An Artifact-Generic was anything created by an Agent. More useful
categories will be the more specific Types.
Original COSMO Indented List name:
Artifact-Generic_includes_conceptual_works__laws__information_objects_
OPENCYC 1: MAY 23, 2002
A collection of things created by #$Agents. These creations may be either
tangible (like a hammer, a bowl, or a bridge) or intangible (like a
set of laws, a #$KnowledgeBase, or Beethoven's Ninth Symphony). Thus,
the collection of #$Artifact-Generics is partitioned into #$Artifact
and #$Artifact-Intangible (q.v.).
A MentalObject is an Object that does not have mass and was created
by an IntelligentAgent (usually a Person.or Organization). This is a very
broad and primitive category comprehensible mostly by inspection of
a list of subtypes. Since this is not physical, instances of this
Type are not observable, but physical representations of instances
of this Type (such as a specific copy of 'Gone With the Wind') can
be weighed and felt.
Abstract texts, musical compositions, propositions, theories, plays, poems,
speeches, rights - all are MentalObjects. They will invariably have a physical
representation in some PhysicalObject (including brains, light waves and sound waves).
But the MentalObject itself has no physical (material) component. This corresponds
closely to what in some systems (e.g. the Ontology Works top ontology) is called an
'AbstractArtifact' - something created by a Person that is not a PhysicalObject.
We adopt the convention that an individual MentalObject exists only so long as there
is some PhysicalObject that represents it. That PhysicalObject could be the brain
of a Person, some sound or electromagnetic waves encoding that MentalObject, or
some piece of paper with markings on it. When the last physical object representing
that MentalObject ceases to exist, that MentalObject also ceases to exist. A new
MentalObject indistinguishable from a previously existing one can always be created
(even by the original creator), but it would be a different individual with a
different identity.
NOTE that a MentalObject is a subtype of 'AbstractEntity', but we adopt the convention that
it can hava a location in space-time, being the collection of locations where its physical
representations are located. Thus a Belief or a Proposition may be located in the brain of
one or more IntelligentAgents, or in physical documents describing the belief symbolically.
This 'location' differs from the location of any individual physical object, because
the location is the collection of all physical objects containing representations of
the Mental Object. This notion of 'abstract' is not the same as the traditional
'abstract' which cannot be located in space-time. Other subtypes of 'AbstractEntity'
such as MathematicalObjects will be more traditionally abstract in that way.
An idiosyncratic 'location' for a MentalObject is the location of a GeopoliticalEntity,
which is located in the region controlled by the GeopoliticalEntity.
Equivalent to the Cyc #$Artifact-Intangible
OPENCYC 1: MAY 23, 2002: A specialization of both #$IntangibleIndividual
and #$Artifact-Generic. Each instance of #$Artifact-Intangible is
an intangible thing intentionally created by an agent or agents.
Important specializations of #$Artifact-Intangible include #$ComputerLanguage,
#$ConceptualWork, and #$Agreement.
COSMO: An InformationObject is a MentalObject created by an IntelligentAgent
that contains Information in some form. The name 'Information-object'
is from DOLCE. Comparable to the OpenCyc '#$AbstractInformationalThing'.
This subsumes both the symbolic objects that people may create as well as
the yet more abstract informational content ('propositional content') which
may be viewed as existing independent of the symbols used to encode it.
'Information' has not been well defined yet, so this category does not have
clear defining conditions of its own, but subsumes things like
AbstractSymbolicObjects, Propositions, and Languages. Every Communication
transfers some InformationObject.
DOLCE; Information objects are social objects. They are realized by
some entity. They are ordered (expressed according to) by some system
for information encoding. Consequently, they are dependent from an encoding
as well as from a concrete realization.They can express a description
(the ontological equivalent of a meaning/conceptualization), can be about
any entity, and can be interpreted by an agent.From a communication perspective,
an information object can play the role of 'message'. From a semiotic perspective,
it plays the role of 'expression'.
OPENCYC 1: MAY 23, 2002\nA heterogeneous collection of abstract objects that pertain
to information. Subsumes not only #$Proposition, but also the collections #$Sentence,
#$CharacterString, #$AtomicSymbol-Abstract, #$Microtheory, #$PropositionalInformationThing,
and #$ConceptualWork. Note that while all #$AbstractInformationalThings are abstract objects
(this collection is disjoint with #$SpatialThing-Localized), most instances of this collection
can have multiple concrete 'embodiments';. A single instance of #$Sentence can be written
on several peices of paper (see #$instantiationOfAIS); a #$PropositionalInformationThing may
be the content of several concrete documents, such as instances of #$BookCopy
(see #$containsInfoPropositional-IBT); and several events, such as spoken utterances,
may have a certain #$Proposition as their content (see #$containsInformation). Note
that some instances of #$AbstractInformationalThing have temporal extent. Examples include
all instances of #$Novel-CW and #$Movie-CW. Others specs are disjoint with #$TemporalThing.
Examples include all instances of #$Character-Abstract and #$Proposition.
A AbstractSymbolicObject is a mental object which is created to serve
as a Symbol, i.e. to represent something other than itself.
This is not a physical object, but more abstract, such as the letter 'a',
which may have representations in billions of different physical objects,
but retains its identity as the unique (Roman alphabet) letter 'a'.
Every SymbolicObject is represented in at least one PhysicalObject,
even if only the brain of the person who created it. The more
interesting SymbolicObjects are texts and documents.
This Type is approximately equal to,and merged with,
the Cyc 'AbstractInformationStructure'
From Cyc:
OPENCYC 1: MAY 23, 2002\ A subcollection of #$AbstractInformationalThing whose
instances involve symbols standing in certain relations to one another.
Important specializations include #$CharacterString and #$Sentence.
#$AbstractInformationStructure also includes abstract diagrams, graphs,
and bit strings. The collection can be more precisely defined as follows:
Each #$AbstractInformationStructure is such that each of its physical
instantiations (see #$instantiationOfAIS) consists of instantiations of
instances of #$AtomicSymbol-Abstract, arranged in a certain way.
For example, the abstract sentence 'The pig flies' is an #$AbstractInformationStructure.
Each written instantiation of it consists of an instantiation of
the words (symbols) 'The', 'pig' and 'flies', written in that order.
(If the #$AbstractInformationStructure 'The pig flies' were spoken, the same
words would appear in the same order, i.e. 'The' first, etc., but the sequence
would be determined by the arrangement of the words in time, rather than space.)
Likewise with abstract diagrams, graphs, etc. Each of these is such that their
physical instantiations consist of arrangements of instantiations of instances
of #$AtomicSymbol-Abstract. A hard copy of a wiring diagram consists of a
group of concrete symbols representing various circuit components, in which
these symbols are spatially arranged in a certain in way. The arrangement of
the concrete symbols in an instantiation of an #$AbstractInformationStructure
is not always a simple matter of arrangement in space or time. The sequence of
symbols '0010010111011001' can be instantiated in written, spoken,
or electronic forms. In the last case, the order of the symbols is determined
by conventions concerning the electronic medium in which it is stored,
rather than by any common criterion for precedence or subsequence
in space or time.
Cyc term: 'AspatialInformationStore'
Cyc: A specialization of #$AspatialThing,
#$IntangibleIndividual, and #$InformationStore.
#$AspatialInformationStore is the collection of all
information stores that have no spatial location.
Specializations of #$AspatialInformationStore include
#$ConceptualWork, #$Microtheory,
#$AbstractInformationStructure, and #$FieldOfStudy.
Although no instance of #$AspatialInformationStore has a
spatial location, some instances can have multiple
spatio-temporal embodiments . For example, an instance of
#$PropositionalInformationThing may be the content of
several concrete documents, such as several instances of
#$BookCopy (see #$containsInfoPropositional-IBT); and
several distinct events, such as spoken utterances, may have
a certain unique #$Proposition as their content (see #$containsInformation).
bdff6c64-9c29-11b1-9dad-c379636f7270
COSMO note: in COSMO this type is abstract and
does not include physical objects.
Cyc: A specialization of both #$InformationStore and
#$PartiallyIntangibleIndividual. Each instance of
#$StructuredInformationSource is an #$InformationStore in
which bits of information are represented as related in a
systematic way that is easily characterized by some type of
formal structure, including spatial or architectural terms
(used metaphorically). Examples include: a database
organized in fields and values; a spreadsheet organized in
rows and columns with entries; an organizational tree
diagram with nodes and branches; a topographical map; a
document written in HTML (hyper-text markup language).
Negative examples include computer programs, poems, and novels.
AttributeTypeType is a metatype which is a specialization
of the Protege owl:Class that can serve as type for AttributeTypes
(length, mass), and an argument restriction for various relations on
AttributeType types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
a metatype that can be used
as an argument restriction for relations that take a subtype
of Agent as one of their arguments. All Organisms,
plant, animal, microorganism, are of AgentType.
MeasurableQuantityType is a metatype which is a specialization
of the Protege owl:Class that
can serve as type for MeasurableQuantities, whether abstract or physical,
and an argument restriction for various relations on MeasurableQuantity types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
ShapeType is a metatype which is a specialization of
the Protege owl:Class that can serve as type for shape attributes and an
argument restriction for the hasShape relation.
This is a primitive mechanism to accommodate OWL limitations.
NOTE: as of v0.50, both shape attributes and specifically
shaped objects can be instances of ShapeType. @ToDo - this
should probably be differentiated.
a metatype that can be used
as an argument restriction for relations that take an instance
of Pattern as one of their arguments.
A subcollection of #$SpatialThing. Each instance
of #$GeometricallyDescribableThing is a spatially-connected
spatial thing (of 0, 1, 2, or 3 dimensions) that either (i)
has or approximates a simple geometric shape (e.g. it is a
#$Line or a #$Hemisphere) or (ii) consists of a number of
(connected) parts in a relatively stable geometric
configuration, where each such part has or approximates a
simple geometric shape (e.g. a table consisting of a
3-D-disc-shaped top and four cylindrical legs). A
#$GeometricallyDescribableThing might be tangible (see
#$PhysicalObject) or intangible (see
#$GeometricallyDescribableThing-Intangible). Note that what
counts as approximating a given simple geometric shape --
and thus what spatial things count as
#$GeometricallyDescribableThings - varies with context. In
a context that was so fine-grained shape-wise that even the
shapes of the individual molecules on the surface of an
object were considered relevant to the object's shape,
perhaps nearly every (connected, solid) tangible object
would be geometrically-describable. In more everyday
contexts, on the other hand, an unopened can of soup would
be geometrically-describable (as a cylinder), while a
telephone or an animal's body would probably not.
bd58c42e-9c29-11b1-9dad-c379636f7270
A specialization of both
#$GeometricallyDescribableThing and #$IntangibleIndividual
(qq.v.). This is the collection of all intangible,
geometrically-describable things, whether spatially
localized or not.
#$GeometricallyDescribableThing-Intangible is the
intersection (see #$collectionIntersection) of
#$GeometricallyDescribableThing and #$Intangible. Examples
include any spatially-connected, intangible thing that has
or approximates (or which consists entirely of parts that
all have or approximate) a simple geometric shape, such as
the intangible space determined by a particular Egyptian
pyramid, an abstract Platonic sphere, or the center of
mass of the solar system (a point) at the first instant of
the Twentieth Century in Greenwich, England. Important
specializations of this collection are
#$GeometricThing-Localized (which includes all spatially
localized instances) and #$GeometricThing-Abstract (which
includes all instances not spatially located in the
empirically-observable universe).
c12c73ef-9c29-11b1-9dad-c379636f7270
A specialization of #$TwoOrHigherDimensionalThing
and #$SpaceRegionLimit. This is the collection of all
surfaces, tangible or intangible (see #$Surface-Physical and
#$Surface-Intangible), of spatial things. Each instance of
#$Surface-Generic is a spatial thing that has extent in at
least two dimensions, and either has no thickness (i.e. is a
purely two-dimensional object) or has an insignificant
thickness compared to its length and width. (If it is a
closed surface, e.g. an apple skin, then any significant
subregion of it must have insignificant thickness compared
to that subregion's length and width.) Thus a surface
might be two- or three-dimensional; tangible or intangible;
spatially connected or not; it might be flat, curved,
folded, or crumpled. Other examples of surfaces are the
skin of a basketball, the face-up side of a table top, and a
particular face of an abstract cube. Other specializations
of #$Surface-Generic are #$FlatSurface, #$Surface-Closed,
and #$Surface-Open.
A specialization of #$Surface-Generic (q.v.).This
is the collection of open surfaces of (tangible or
intangible) spatial objects. Each instance of
#$Surface-Open has some boundary, such as an edge,
perimeter, or hole. Examples include the top surface of a
tabletop, the surface of a whiffle ball, a slightly cracked
eggshell, and the skin of an apple with a bite taken from
it. Non-examples are a basketball skin and an intact
eggshell; cf. #$Surface-Closed. Note that 'hole'
here is intended in its colloquial, human-scale sense,
according to which (e.g.) a wiffle ball has holes but a
baseball does not (even though at some fine-grained level
the latter does have tiny holes).
bd8cb302-9c29-11b1-9dad-c379636f7270
GeographicalRegion_Cyc-includes_other_planets
In COSMO, this type includes any region on or near the surface of a planet,
including the region that contains its atmosphere. But the usage here
differs from that in Cyc, and this category is not a physical object.
For physical objects at the surface of a planet, see
'PlanetarySurfaceObject'.
Cyc comment: A specialization of #$GeographicalThing and
#$Surface-Physical. Each instance of #$GeographicalRegion
is a tangible spatial region that includes some piece of the
surface of a planet (usually #$PlanetEarth), and may be
represented on a map of the planet. This includes purely
topographical regions like mountains and underwater spaces,
places defined by demographics (e.g., language areas) and
territory otherwise demarcated (e.g. #$TimeZones). In
dualist geopolitical contexts [see
#$DualistGeopoliticalMt], instances of #$GeopoliticalEntity
are also considered to be instances of #$GeographicalRegion.
In all cases the region in question must contain some
tangible component with which it is possible to make
physical contact. The instances of #$GeographicalRegion
contrast in this respect with the instances of
#$GeographicalThing-Intangible, which are wholly intangible.
Examples of #$GeographicalRegion include
#$RockyMountainStates-USRegion, the #$ContinentOfAustralia,
#$SinaiPeninsula, and - in dualist geopolitical contexts
- #$YaleUniversity and #$CityOfPittsburghPA. Some
important types of regions are represented by the
sub-collections #$LanguageArea, #$TimeZone,
#$PostalCodeRegion, #$EcologicalRegion, #$ConstructionSite,
and - in dualist geopolitical contexts --
#$GeopoliticalEntity. No instances of #$GeographicalRegion
are wholly indoor locations.
GeographicalRegion[Cyc-includes_other_planets]
'Individual' is a Cyc concept used to distinguish abstract sets
and collections (classes) from things that are individuals. Interestingly,
groups of things can be individuals - if they are defined as distinct
from sets (see 'Group'). This class may be superfluous, but in COSMO
is a convenient catch-all for some aggregate Types that would merely
serve to clutter the top level and obscure the structure of the ontology
if exposed at the top level directly under 'Thing'.
Conversely, Some of the subtypes of the Cyc 'individual' have also been
subclassed directly to 'owl:Thing' to expose those common concepts at the highest level,
to make the structure of the ontology easier to see.
NOTE that some of the concepts mentioned in the Cyc documnentation differ
significantly in COSMO from related concepts in Cyc. But the Cyc documentation is
given here to describe how the similar Cyc notion of Group is described in
that ontology.
From OpenCyc: OPENCYC 1: MAY 23, 2002
#$Individual is the collection of all individuals: things that are _not_ sets
or collections. Individuals might be concrete or abstract, and include
(among other things) physical objects, events, numbers, relations, and groups.
An instance of #$Individual might have parts or structure (including discontinuous parts);
but _no_ individual has elements or subsets (see #$elementOf and #$subsetOf).
Thus, an individual that has parts (e.g. #$physicalParts or #$groupMembers)
is _not_ the same thing as either the set or the collection containing those
same parts. For example, your car is an individual, but the collection of all
the parts of your car is not an individual but an instance of #$Collection.
This collection (unlike the car itself) is abstract: it doesn't have a location,
mass, or a top speed; but it does have instances, subcollections, and supercollections.
In partial contrast, the #$Group (q.v.) of parts of your car (while also not
the same thing as the car itself) _is_ an individual that has location and
mass. Another example: A given company, the group consisting of all the
company's employees, the collection of those employees, and the set of those
employees are four distinct things, and only the first two are individuals.
NOTE that OpenCyc spatialThing does not necessarily have to be in our Space-Time;
it can be in an abstract space. So this is not identical to
DOLCE 'spatio-temporal-particular', which is a subclass.
OPENCYC 1: MAY 23, 2002
The collection of all things that have a spatial extent or location relative
to some other #$SpatialThing or in some embedding space. Note that to say that
an entity is a member of this collection is to remain
agnostic about two issues. First, a #$SpatialThing may be #$PartiallyTangible
(e.g. #$Texas-State) or wholly #$Intangible (e.g. #$ArcticCircle or a line mentioned
in a geometric theorem). Second, although we do insist on location relative
to another spatial thing or in some embedding space, a #$SpatialThing might or might
not be located in the actual physical universe. It is far from clear that
all #$SpatialThings are so located: an ideal platonic circle or a trajectory
through the phase space of some physical system (e.g.) might not be. If the
intent is to imply location in the empirically observable cosmos, the user should
employ this collection's specialization, #$SpatialThing-Localized.
A #$SpatialThingTypeByDimensionality and a
specialization of #$SpatialThing, each instance of which is
either a one- or two- or three- (or higher-) dimensional
spatial object. Examples include tangible or intangible
spatially-localized dimensional objects, such as the edge of
a tabletop, the surface of the tabletop, and the table
itself, as well as abstract geometrical objects that are at
least one-dimensional, such as a Platonic circle or cube.
Specializations of this collection include
#$ExtendedSpaceRegion, #$ShapedThing, and #$TwoOrHigherDimensionalThing.
A #$SpatialThingTypeByDimensionality and a
specialization of #$SpatialThing, each instance of which is
either a two- or three- (or higher-) dimensional spatial
object. Examples include tangible or intangible
spatially-localized polydimensional objects, such as the
flat surface of a tabletop and the table itself, as well as
abstract geometrical objects that are at least
two-dimensional, such as a Platonic cube. Specializations
of this collection include #$PartiallyTangible,
#$BilateralObject, and #$TwoDimensionalGeometricThing.
COSMO Note: note that Cyc SpatialThing does not have to be in our space-time,
whereas DOLCE spatio-temporal-particular is. So the DOLCE class is a subclass
of the Cyc class.
OPENCYC 1: MAY 23, 2002
The collection of all things that have a spatial extent or location relative
to some other #$SpatialThing or in some embedding space. Note that to say
that an entity is a member of this collection is to remain agnostic about
two issues. First, a #$SpatialThing may be #$PartiallyTangible (e.g. #$Texas-State)
or wholly #$Intangible (e.g. #$ArcticCircle or a line mentioned in a geometric theorem).
Second, although we do insist on location relative to another spatial thing or in
some embedding space, a #$SpatialThing might or might not be located in the actual
physical universe. It is far from clear that all #$SpatialThings are so located:
an ideal platonic circle or a trajectory through the phase space of some physical
system (e.g.) might not be. If the intent is to imply location in the empirically
observable cosmos, the user should employ this collection's specialization,
#$SpatialThing-Localized.
Note that most of the Cyc 'SpatialThings' are in our universe (though not necessarily),
so most are also under DOLCE 'spatio-temporal-particular'.
DOLCE: Dummy class for optimizing some property universes. It includes
all entities that are not reifications of universals ('abstracts'),
i.e. those entities that are in space-time.
spatio-temporal-particular[DOLCE]%SpatialThing
Each GeographicalRegion is a connected one-,two- or
three-dimensional region of space located on or near
the surface of some astronomical body, not necessarily the Earth.
For 3-dimensonal regions specifically on the Earth, use 'GeographicalArea'.
It is understood that the regions defined are stationary with respect to
some coordinate system in which the astronomical object itself is
considered to be stationary. The astronomical object itself
(most commonly the Earth) will of course be rotating and
moving through space, and those motions are ignored when the relative
locations defined by 'GeographicalRegion' are used. A GeographicalRegion
will include some portion of the space above the solid material that
defines the region, and below the surface; at this point (v 0.44) we
have not precisely specified how much of the space above or below
the surface is included.
COSMO note: this Cyc category is reinterpreted as representing only
spatial regions - points, areas, or volumes, on or
near the surface of some planetary body (to clearly
specify the Earth, use the subtype 'GeographicalArea'), but this
does not represent any of the physical objects that might exist in that
region. The discussion of 'tangible' in the Cyc documentation below
suggests the inclusion of physical objects, but that is not the intent
of this COSMO cateegory. Though this category does not include any
physical objects, one may use 'GeographicalObject' to specify all of the
objects in any GeographicalRegion, if desired.
Cyc: A specialization of #$GeographicalThing and
#$Surface-Physical. Each instance of #$GeographicalRegion
is a tangible spatial region that includes some piece of the
surface of a planet (usually #$PlanetEarth), and may be
represented on a map of the planet. This includes purely
topographical regions like mountains and underwater spaces,
places defined by demographics (e.g., language areas) and
territory otherwise demarcated (e.g. #$TimeZones). In
dualist geopolitical contexts [see
#$DualistGeopoliticalMt], instances of #$GeopoliticalEntity
are also considered to be instances of #$GeographicalRegion.
In all cases the region in question must contain some
tangible component with which it is possible to make
physical contact. The instances of #$GeographicalRegion
contrast in this respect with the instances of
#$GeographicalThing-Intangible, which are wholly intangible.
Examples of #$GeographicalRegion include
#$RockyMountainStates-USRegion, the #$ContinentOfAustralia,
#$SinaiPeninsula, and - in dualist geopolitical contexts
- #$YaleUniversity and #$CityOfPittsburghPA. Some
important types of regions are represented by the
sub-collections #$LanguageArea, #$TimeZone,
#$PostalCodeRegion, #$EcologicalRegion, #$ConstructionSite,
and - in dualist geopolitical contexts --
#$GeopoliticalEntity. No instances of #$GeographicalRegion
are wholly indoor locations..
Role is a high-level concept that aggregates several primitive notions,
and is difficult to describe analytically, but has a necessary property that,
as a subtype of TemporalThing, every instance has a beginning time and an
ending time. For Roles that are created by an Event and last forever,
(The Father of PrinceWilliam), the ending time can be TheEndOfTime. For case roles
in a specific Event, the Role lasts no longer than the duration of the Event (but
may last for less than that time, for participants who participate only
for part of an Event). The most common
use of 'Role' is for concepts that exist in dependence on other concepts, such as
'Mother', which implies a child, or 'President' which implies some organization.
But grammatical roles such as the cases of verb case frames will also fit
under this broad category. When a phrase such as 'The ?X of ?Y' is encountered,
almost invariably the ?X is a Role of some kind, which also includes parts.
In COSMO 'Role' is broad enough to include Events; for example, 'Choice' is a Role,
and some Events may fill the Role of 'Choice' - those thing a Person chooses
to do.
NOTE importantly: that HumanRole is a subtype of this category, and also a subtype
of Person, so Person and Role are not disjoint. This allows HumanRoles
(janitor, President) to serve in the same relations that people themselves would serve,
but they are also recognizable as Roles because they will be subtypes of the Role
category. The mathematical and logical 'equals' can be used to
equate a unique Role with its filler, but only if the time interval during which
that relation hodls is specified. In that case, the Role and its
filler can be used interchangeably, but only in the base 'all-knowing'
context
NOTE that Roles may not be 'transparent' in referential contexts
asserting beliefs or possible worlds. A person who does not know the
filler of a Role may express opinions about the Role, which are
inconsistent with their opinions about the filler of the Role.
For example, a man who loves his wife may assert that he hates the
murderer of a friend, not knowing that his wife is the murderer
of his friend. If the Role and role filler were asserted to be
mathematically identical in all contexts, this would entail a contradiction,
assuming that love and hate are disjoint for this example. An individual
assertion by a Person needs to be treated as a part of a belief system.
NOTE also that when used as a pure OWL ontology, it will be necessary for
every subclass of Role should to be an instance of RoleType, so that it can be
used as an argument for the relation 'isServingInTheRoleOf'. If, in other formats,
this condition is not explicit, the translation should add the Type when
converting into OWL format.
For Roles that are merged with other Types, such as HumanRoles, each should
have its own explicit relation indicating when the role-filler started in that
role and when (it/he/she) ended. If it is possible to fill a Role for
multiple non-continguous periods of time, then the begin and end time of each
continuous segment of 'Role' will define individual instances of that
Role; as a reault, the relation 'isServingInTheRoleOf' cannot be functional.
NOTE also that the use of 'Role" in the COSMO is still being developed, and
is likely to be seen to be inconsistent in application (though not logically
inconsistent) as of v 0.49. The issue not yet resolved is whether the
subtypes of 'Role' as here used would be better categorized as 'playing a role'
rather than 'being a role'. Although this quasi-philosophical issue is not
yet clear, this vagueness does not appear to cause any logical inconsistencies
in usage.
COSMO: a three-dimensional region of some space
(not necessarily our real world space). This is the space itself,
and does not include or immply that ther are any objects in it.
However, each instance of this kind fo space will usually be
interpreted relative to some defined cooridinate system, which,
in the ral world, usually means that it is relative to some
physical object (which could be the collecion of all object
in the universe as a whole, to provide a universal frame
of revernce).
In Cyc called 'ChunkOfSpace'.
Cyc: A specialization of
both #$ExtendedSpaceRegion and
#$TwoOrHigherDimensionalThing (qq.v.). Instances of
#$ChunkOfSpace are three-dimensional portions of a
three-dimensional space. This is the kind of place that
solid (i.e. three-dimensional) objects occupy. It makes
sense to speak of, or compute, the volume of such objects.
An important specialization of this collection is
#$ChunkOfSpace-Empirical, whose instances are pieces of
space in the empirical universe - the kind of space that
physical objects occupy.
be669a01-9c29-11b1-9dad-c379636f7270
COSMO note: Place can be a PhysicalObject or
a Region. This category is very generic.
Cyc: A specialization of #$EnduringThing-Localized.
Each instance of #$Place is a spatial thing which has a
relatively permanent location. Thus, in a given microtheory,
each #$Place is stationary with respect to the frame of
reference of that microtheory.
bd58d3b4-9c29-11b1-9dad-c379636f7270
COSMO note: this type appears to be intended to represent humans
and human groups, so it is placed as a subtype of 'IntelligentAgent'.
DOLCE only: 'agentive-social-object' A social object that is assumed
to internally represent a plan. Since social objects are dependent
on physical ones, it is not trivial to interpret the local sense in
which a social object 'internally represents' a plan. For example,
an institution can have the plan to promote or regulate some activities,
but this is possible by means of the powers conferred to it by some
legal system, through its representatives, and that plan has to be
executed by means of the physical agents that 'act for' the institution.
A SpatialRegion can be of any dimension, though the ones of most interest
are three-dimensional in our real world. All Regions must have their location
referenced to some definable object, whether abstract or physical. In theory,
it may be possible to consider the whole universe as an Object and define
'absolute' regions based on locations in the whole universe, but that may not
be useful for any practical purpose. The regions of greatest interest to people
are regions defined relative to the Earth's surface, which forms a moving
rotating frame of reference, which we treat as stationary for most purposes.
NOTE: The BFO 'SpatialRegion' is closest to the COSMO 'PhysicalSpaceRegion'
which is a subtype of this Type.
An EvaluativeAttribute is a QualitativeAttributeValue
for some entity, concrete or abstract, that reflects the judgment
of an IntelligentAgent regarding that entity. the judgment may be
objective or subjective, but will be relative to some purpose.
The property of substances or objects that
are considered (by their possesor or potential possessor) to
have some positive value.
isTheOppositeOf relates one attribute to another
attribute that would be commonly considered the opposite of the first attribute.
There is a hub-and-spoke structure to certain core attributes and
related attribute, and the notion of 'opposite' is in many
cases more lexical than conceptual. This relation tries to capture
the common cases of opposites.
The property of substances or objects that
are considered (by their possesor) to have no positive value.
hasQualitativeAttribute relates individual Objects or substances
to some qualitative attribute (a subclass of QualitativeAttributeValue)
that the object has.
The accurate use of this property for substances is difficult to express
in OWL. Since Substances are classes, to describe a qualitative
attribute of a substance, in OWL one would need a metatype specifically for
each substance, which multiplies reified entities unnecessarily.
A FOL rule would be easy to construct to correctly relate the
substances to their properties, but for COSMO version 0.2 a work-around
for such a rule is not yet on hand. The restrictions on substances
should be interpreted as meaning necessary conditions on all subclasses
of the substances.
Anything that has value to a cognitive agent. The
value does not have to be monetary, it can be sentimental. The thing can be
an object, a right, a substance, or something intangible such
as friendship or knowledge. Anything that would cause distress to an
agent if it were lost is a valuable thing. Anything that can be
used to help an agent achieve desired goals (e.g. food) is also a
valuable thing - see the subtype 'Resource'. Anything that an intelligent agent
would pay money to obtain is a valuable thing; in this case,
the 'value' is at least approximately quantifiable.
Artifact*
COSMO note: this class was merged with the Cyc 'Artifact-HumanCreated'
because little difference could be discerned. Most instances of Artifact will
be created by humans - people, groups, organizations, or their automaton
servants. Artifactual objects created by non-humans (e.g. animals) will
also be instances of ArtifactObject (e.g. 'SpiderWeb')..
Artifact( Cyc and SUMO); material-artifact(DOLCE)
SUMO: A CorpuscularObject that is the product of a Making.
Cyc comment for ;Artifact-HumanCreated':
A collection of individual #$Artifacts. Each
instance of #$Artifact-HumanCreated is a tangible thing made
by an instance of #$HomoSapiens, or by a (#$GroupFn
#$HomoSapiens). Examples include instances of
#$Clothing-Generic, #$Automobile, #$DrainageCanal, and #$HydroelectricDam.
OPENCYC 1: MAY 23, 2002
A specialization of #$InanimateThing. Each instance of #$Artifact is an at least
partially tangible thing which was intentionally created by an #$Agent (or a group
of #$Agents working together) to serve some purpose or perform some function. In order
to create an instance of #$Artifact, it is not necessary that an #$Agent create
the matter out of which the #$Artifact is composed; rather, an #$Agent can create
an instance of #$Artifact by assembling or modifying existing matter. Examples of
#$Artifacts include a wooden flute that's been whittled from a tree branch, a sawhorse
that's been put together out of boards and nails, and a coin that's been minted by
embossing or by melting liquid silver into a mold. In addition to the obvious human
artifacts (buildings, tools, textiles, power lines), the collection #$Artifact also
includes certain sorts of things made by #$Animals, such as bird nests, termite mounds,
and beaver dams. Artifacts without any tangible parts are excluded from the collection
#$Artifact; they are included in the collection #$Artifact-Intangible.
DOLCE: material-artifact: No easy definition of artifactual properties is possible,
hence it is better to rely on alternative descriptions and roles: a physical object
that shows or is known to have an artifactual origin that counts in the tasks an ontology
is supposed to support, will be a material artifact. On the other hand, physical objects
that do not show that origin, or that origin is unimportant for the task of the ontology,
will be physical bodies. Formally, a restriction is provided here that requires that
the collection whose members are (at least some of the) proper parts of a material artifact
is *unified* by a plan or project.
An instance of #$ObjectType, and a specialization
of #$Artifact-Generic. #$Artifact-NonAgentive is the
collection of all artifacts that are _not_ agents (i.e.,
that are _not_ instances of #$Agent-Generic).
Specializations of #$Artifact-NonAgentive include #$Bicycle,
#$Pants, #$Canal, and #$FoodUtensil.
COSMO note: Artifacts are not Agentive in the sense
that they are not IntentionalAgents (they can't speak
or fporm plans). However, in
COSMO an Instrument is an instance of GenericAgent,
so the name must not be interpreted as meaning that
an Artifact-NonAgentive is not a GenericAgent.
Agent-Generic[Cyc]%Agent[DOLCE]%SentientAgent[SUMO]
An IntentionalAgent is an Agent that (typically) has the capacity
to form a plan of action. Therefore an IntentionalAgent is an Agent to whom
some purpose may be assigned - even if only the purpose of survival.
The level of intentionality required to belong to this category is not as high as that
required to belong to the more specific category of 'IntelligentAgent'.
Therefore computer programs that do not approach human-level linguistic capacity,
but have some level of intentionality (in this ontology 'SoftwareAgents') will fit
in this category. But to belong to this category a comouter program
must have a high degree of autonomy - it must be able to reason about
situations and form plans that were not directly preprogrammed. As of 2008 it is
uncertain whether any such programs exist.
@ToDo: NOTE that an IntentionalAgent does not necessarily have to be a PhysicalObject
(as of v0.52) because the subtype SoftwareAgent is not a PhysicalObject,
and sprits that in religion or folklore have agentive powers are also not PhysicalObjects..
IntentionalAgent is disjoint from Artifact-NonAgentive.
This category will also include some non-human animals that can be said to
be able to form some plans, however primitive. As of COSMO version 0.3,
we include only mammals under this class. If it is shown that other animals can form
primitive plans, at that time they may also be added as subtypes of
this category.
OPENCYC 1: MAY 23, 2002
#$Agent-Generic is the collection of all agents, or things (like #$Animals,
#$Robots, #$DivineBeings, etc.) that have desires and intentions and
the presumed ability to act on them. An instance of this collection may be
an instance of #$AgentiveArtifact or #$Agent (but not both).
In SUMO, 'CognitiveAgent' appears to be the approximate equivalent.
SUMO: An Agent that has rights but may or may not have responsibilities and
the ability to reason. If the latter are present, then the Agent is also an instance of
CognitiveAgent. Domesticated animals are an example of SentientAgents that are
not also CognitiveAgents.
DOLCE: agent: A catch-all class used to join agentive objects (either physical
or social). Agents are dispositionally so, in the sense that they internally represent
descriptions, and in particular plans, goals and possible actions, but they do not
necessarily act. In everyday language, agent is used in this sense, but also
to tell that something has acted in a certain way, or to say that something has
an initiator or leading role in some action. In DLP, the performs relation encodes
these notions.
An IntelligentAgent is an agent (Person, Organization,
GroupOfPeople, or possibly spirits or an intelligent machine) that can
form plans, use knowledge in plans, and can communicate in language.
Some activities, such as buying things, can only be performed by an
IntelligentAgent. Among the natural animals, only people
qualify for this status - in this respect, this category differs from
the definition given by Cyc (below). Groups of people, or organizations
whose acts are in fact carried out by people (or machines directed by people),
can be considered as IntelligentAgents - by the convention that the acts
carried out by people who are authorized to act in the name of an organization
are acts of the organization. (see Organization). To some degree, existing or
future computers may also have such a capacity, and would fit into this category,
even if the range of linguistic inputs that would generate an appropriate response
may be much more limited than for an adult human;'intelligence' is therefore a
quantitative attribute, which has a range of values. NOTE that this category needs to be
carefully axiomatized so that the system will recognize blocking
conditions that may prevent the understanding of language in specific
circumstances: for example, an individual person will only understand
one or a small number of languages; a person will understand language only
when conscious and awake, and able to perceive the input. A human baby will
not understand language at birth, and will develop that capacity
gradually; nevertheless a human baby is an instance of this Type.
Implementing the use of such blocking conditions will be complex, but
including any agent type that can normally understand some human
or near-human language appears to be preferable to creating a
subtype of human that can qualify absolutely as understanding language,
without conditions.
NOTE that a Person is an IntelligentAgent, and therefore a DeadPerson
is also an IntelligentAgent. In most circumstances, one would not
consider a DeadPerson as being able to understand language, unless
one is within a belief system where spirits sruvive bodily death.
Death is one of the potential blocking conditions for language
understanding that will need to be interpreted in context.
NOTE that as of 2008, there were no machines that acted on their own behalf,
and any action taken by a machine is to be attributed to the agency
of the person, organizaton, or GroupOfpeople who directed that machine to act.
This is similar to the Cyc #$IntelligentAgent,but excludes non-human animals:
From Cyc: A specialization of #$Agent-Generic (q.v.) whose instances are
all agents capable of knowing and acting, and of employing their knowledge
in their actions. An intelligent agent #$knowsAbout certain things,
and having #$beliefs (and possibly #$goals) concerning those things may
influence its actions. As with agents generally, an intelligent agent
might be a single individual or might consist of a group of individual
agents (see #$MultiIndividualAgent). Thus persons are intelligent agents,
and so are certain social beings like business and government organizations.
Some non-human instances of #$Vertebrate that seem to be sentient and
somewhat intelligent, such as (arguably) dogs and horses, can also be considered
intelligent agents.
BFO Definition: An occurrent at or in which processual entities
can be located.
COSMO note: this concept in COSMO is very generic,a nd can be used to
specify a spatiotemporal region of any shape. To specify
a spatiotemporal region of a more defined shape, use 'TimeAndPlace',
for which the spatial shape of the region will depend on the 'location'
component of the instance defined.
BFO Examples: the spatiotemporal region occupied by a human life,
the spatiotemporal region occupied by the development of a cancer tumor,
the spatiotemporal context occupied by a process of cellular meiosis
spatiotemporal_region
A specialization of #$IntelligentAgent. Each
instance of #$SocialBeing is an intelligent agent whose
status as an agent is acknowledged within some social
system, and who is capable of playing certain social roles
within that system. Note that in many (but not all) cases,
a #$SocialBeing will have certain rights and
responsibilities associated with his/her/its status within
the relevant social system. For agents who are granted
rights and responsibilities under some legal system, see the
specialization #$LegalAgent. Other notable specializations
of #$SocialBeing are #$Person and #$Organization.
bd58a49e-9c29-11b1-9dad-c379636f7270
A #$Place or area with clustered or scattered
buildings and a permanent human population, including
cities, settlements, towns, and villages. It does not
include #$Locales.
NOTE that this is a subtype of PhysicalSpaceRegion and is
disjoint with Agent.
This is a synonym for 'Settlement':
'Settlement' is a very general concept of some
area that has people residing in it, the people in it recognizing
the area as having an identity distinct from that of other areas.
It can be very small or very large. This is similar to the
notion of "Populated Place" used in geographical Databases.
OCM thesaurus: the topic of 'Settlements' is described:
General statements covering several specific aspects of the physical
configuration and material facilities of settlements ranging in size
and complexity from a temporary camp to a great metropolis.
To distinguish early-stage settlements from more established
ones, the term 'Settlement' is reserved for this general
concept, and 'EarlySettlement' for an early-stage
settlement.
acf243a4-24df-41d7-92f0-8a8fd5ad2507
A synonym for 'PopulatedPlace' used in Geographical Information
systems.
An Authority is an IntelligentAgent who has created a Rule.
Usually, the Rule will be communicated to other Agents to follow (for some purpose),
but in a special case an Authority (e.g. an individual person) may create
a rule intended only for the Authority itself to follow e.g. a
personal code of behavior).
The Authority may have authority over a small domain - a parent
over his/her children, for example, or the leader of a small group whos emembers consent to
follow the rules of the leader. The owner of a property is an Authority
for what can be done on that property, and can create a Rule prohibiting
actions on that property.
'Authority' is a Role, and an individual Agent does not have to
be classified as an Authority, unless the Agent participates in some
action or relation that requires an Authority.
The class of Synonyms has two uses:
(1) When a synonymous term is included as a subtype of Synonym,
it allows searching for a Type by more than one term, in the case where
the alternative term(s) are also unique in the ontology. For
example, where Cyc class names (but not meanings) have been changed,
the Cyc term may also be included as a Synonym. We use
the isaSynonymOf relation to relate Synonym
classes to the class with the base name.
(2) when used with the 'hasSynonym' relation, instances
of Synonym can specify the context (such as namespace)
in which the second term is a synonym of the first, and
can indicate the overall frequency with which the term in that
context actually has the same meaning as the base term.
Since there can be multiple instances of the same synonymous
term, it is represented as a datatype String entity.
NOTE that instances of Synonym need to have unique id's as
their identifiers in the ontology, so it is recommended
that the unique ID's be generated by prefixing a namespace
to the synonymous term that is pointed to by the
'hasSynonymousTerm' property of the Synonym instance.
Thus if some term has the synonym 'process' in the PSL context,
the instance of Synonym that specifies that relation can be named,
e.g. 'PSL$process'.
The general English contexts, where words may be ambiguous,
is indicated by the namespace prefix 'engen'.
A collection of spatially-localized individuals,
including various actions and events as well as physical
objects. Each instance of #$InformationBearingThing (or
IBT ) is an item that contains information (for an agent
who knows how to interpret it). Examples: a copy of the
novel Moby Dick; a signal buoy; a
photograph; an elevator sign in Braille; a map; a US dollar
bill; a resume; a musical score; copies of the
#$CycProgram. For representations of the propositional
content of information bearing things, see
#$PropositionalInformationThing; but note that not all IBTs
have a propositional content (cf. #$ArtObject). An
important specialization of #$InformationBearingThing is
#$InformationBearingObject, which comprises all of those
IBTs that are also physical objects (i.e.
#$PartiallyTangibles). Though often a subtle task in
particular contexts, it is important to distinguish the
various specializations of #$InformationBearingThing from
those of #$AspatialInformationStore (whose instances are
the chunks of information instantiated in particular IBTs;
see #$instantiationOfAIT) and from those of #$ConceptualWork
(whose instances are the conceptual or artistic creations
that are instantiated in particular IBTs; see
#$instantiationOfWork). For instance, #$TextString is a
specialization of #$AspatialInformationStore,
#$TextualMaterial is a specialization of
#$InformationBearingThing, and #$TextualPCW is a
specialization of #$ConceptualWork; to conflate any of these
with another would be to make a category error . Also
note that events in which information is transferred (see
#$InformationTransferEvent) are not considered instances of
#$InformationBearingThing. Rather, such transfer events
have as one of their participants (see #$actors) some
instance of #$InformationBearingThing; though in cases where
IBTs are themselves events this will require distinguishing
very finely between the event that encodes the information
and the event that is the information transfer. See also
the sense-modality-based specializations,
#$SoundInformationBearingThing and #$VisualInformationBearingThing.
be436e7e-9c29-11b1-9dad-c379636f7270
OPENCYC 1: MAY 23, 2002
The collection of wholly intangible individuals, a specialization of both
#$Intangible and #$Individual. Instances of #$IntangibleIndividual are immaterial,
and thus do not have mass, color, or other tangible qualities. Examples include
mathematical objects (such as numbers, functions, and relations), attributes,
time intervals, space regions, and events. Excluded are sets and collections because,
although intangible, they are not individuals.
IntangibleIndividual*
A connected part of any space, physical
or abstract. A Region does not have to be empty, but can be
occupied by solid objects. For an empty region of
space see 'FreeSpaceRegion'.
NOTE that Region is disjoint with PhysicalObject, but not
disjoint with Object (which can be abstract). A Feature
is classified as an Object though it may also be a Region.
BFO (SpatialRegion): Definition: A continuant at or in which
other continuants can be located.
COSMO note: in BFO, a SpatialRegion is the union of:
Line, Point, Surface, and Volume. This is close to
the present concept of 'Region', but
those terms in COSMO are more abstract.
A Feature is an Object or Region within the ConvexHull
of an Object. The Object may be abstract.
existsInContext is most useful to relate
fictional, nythical, or hypothetical characters to the
contexts in which they appear. It can be used to refer to the
'Real World', but that may be in most cases the default
context that needs no explicit reference.
A general 'overlap' relation for both regions and objects,
abstract and physical. In COSMO Objects are distinct from the
regions that they occupy, but for the purpose of this
relation, the 'overlap' can be viewed as the spatial overlap
of the regions occupied by objects, or of that region with
some other region. Regions that are in any way adjacent,
with no space between other than a point, line, or infinitesimally
thick plane, are considered as 'touching' for this relation.
This relation is used to express the relation between a Feature
of an Object and the Objec tht has that Feature. The Feature
can be part of the Object (a protrusion) or a region within the
ConvexHull of the Object (e.g. the hole in a doughnut). Such
a region overlapsOrTouches the Object it is parasitic upon.
In Cyc a similar 'overlaps' relation is labeled 'overlaps-RCC'
(for regional Connection Calulus). But that is for regions only,
and differs from this COSMO relation.
Cyc: (#$overlaps-RCC REG1 REG2) means that REG1
overlaps REG2, i.e., REG1 and REG2 have a common part. The
three immediate specialization of #$overlaps-RCC are
#$partiallyOverlaps-RCC, #$partOf-RCC and
#$partOf-Inverse-RCC. Note that this relation is a
#$negationPreds of #$externallyConnectsWith-RCC, compare
also with #$discreteFrom-RCC.
bf636392-9c29-11b1-9dad-c379636f7270
Every Group consists of one or more entities considered as
one unit, and is related to the component entities by the relation 'hasComponentElement'.
A Group is not an abstract or mathematical concept - every group derives its
properties solely from the entities that are its component elements. Thus
a group of solid objects would be a solid object, and the mass of that object
would be equal to the sum of the masses of the component objects. It has
*some* similarity to the 'mereological sum' of mereologists.
However, a Group may have component elements of very diverse kinds - there
is no restriction on the membership of a Group, though one element can
only count once in the cardinality of the group. A Group is somewhat
similar to a Cyc 'Group', but is not restricted to physical things, and
has relations to its members named differently than in Cyc.
NOTE: A Group that has one component element is identical to that single element; in this respect
it is similar to the mereological notion of a 'mereological sum'. The only group
that can have itself as a component element is the group of one element. This
latter property is the peculiar characteristic of this concept of 'Group',
in contrast to other aggregates except, as noted, for 'mereological sum'.
This concept of 'Group' makes certain representations covenient. In some cases,
we want to define a function that may return one or more elements, but if there
is one element, we also want that single element to be identical to the single element,
and not encapsulated in an enveloping element. Returning a Group will allow that behavior.
Note that a relation on a Group that can be applied to individuals
(i.e. is not specifically defined on the type 'Group' or a subtype thereof) will
be interpreted as meaning that the relation applies to
each member of the Group individually. Therefore to say
{(Every Dog) has (four Legs)} is to specify that each
instance of Dog has four legs. The same effect can
often be accomplished by an OWL restriction on the type.
Cyc Documentation for 'Group' (NOTE some differences from COSMO 'Group'. In Cyc
a Group must consist of Temporal Objects, but in COSMO it is more general. The
Group membership relation also differs.)
OPENCYC 1: MAY 23, 2002
A collection of temporal objects. Each instance of #$Group is a composite object
made up of one or more individual objects or events. A group is related to each
of its members by the predicate #$groupMembers (q.v.) [COSMO: 'hasComponentElement']
Note that instances of #$Group are _not_ collections.
A group has temporal extent [COSMO: a Group may be abstract] and might have spatial
location, while a collection is timeless and nonspatial. It is of course possible
to define a collection parallel to any given group, so that the instances of the
collection are exactly the group-members of that group; e.g. each toe on my left
foot (and nothing else) is both an instance of the collection of my left toes and
a member of the group of toes on my left foot. But that group (of my left toes)
is a spatiotemporal thing while the correlated collection (of my left toes) is not.
Similarly, if a certain flock of pigeons is considered as having a location, a spatial
extent, and a time of existence, then the flock is being considered a _group_ and not
a collection. Finally, unlike a collection, a group cannot be empty, but must
have _at_least_one_ group-member. As a default, a group whose group-members all
are instances of #$SomethingExisting is itself an instance of #$SomethingExisting,
and a group whose group-members all are #$Events is itself an #$Event. Instances
of #$Group include #$QueensGuard, #$ThreeWiseMen, #$SantasReindeer, and
#$InternationalCommunity.
A CompositeConcept is a Group that consists of component elements of
different basic types, such as a System (which see). The notion of a CompositeConcept
provides a way to represent things like situations that have essential elements
of different type (such as States and FunctionalProcesses).
An Entity that has a beginning point in time and an ending point in time.
The usage of this term in COSMO differs from the usage in OpenCyc, in that it
does **not** include PhysicalObject as a subtype, though the two categories are
not disjoint. The purpose of the cyc concept
appears to be to permit relating both PhysicalObjects and Events
to their time location. In COSMO, that purpose is served by the relation
'hasTemporalLocation' (which see) which has as its domain the union of
Events and PhysicalObjects.and 'wasCreatedDuring' and 'wasDestroyedDuring',
There is, however, a subtle issue in that the beginning and ending
time of a 'TemporalThing' may be the same time, i.e. the
instance may be an instantaneous time slice of a time-extended
entity. Since in COSMO zero-interval extended entities
are indistinguishable from point entities, this means that
a '3-D' endurantist object can be an instance of 'TemporalThing'
just as a HumanRole, a '4-D' perdurantist object can be an
instance of the typically '3-D' Person.
In Opencyc a 'TemporalThing' is very generic, it is anything that has
a beginning point in time (and presumably an ending point, though it
may not be known for existing things). Thus physical objects, which
must come into existence at some time (perhaps the beginning of time), as well
as events, are 'TemporalThings'. In COSMO, TemporalThing is reserved
for TimeIntervals and Events, and PhysicalObjects are not classified as
subtypes of TemporalThing. The creation and destruction time of
PhysicalObjects will use different relations.
OPENCYC 1: MAY 23, 2002
The collection of all things that have temporal extent or location, i.e. things
about which one might sensibly ask When? . #$TemporalThing thus contains many kinds
of things, including events, physical objects, agreements, and abstract pieces of time.
Note that #$TimePoint is a specialization of #$TemporalThing, since time points
have temporal location, although they arguably lack temporal extent.
Abstract things that are timeless - such as mathematical sets, attributes,
and numbers - are of course _not_ instances of #$TemporalThing.
NOTE that although every TemporalThing must have a starting and ending
TimePont, that notion is not represented as an existential
restriction so that it will not be necessary to explicitly
represent the starting and ending times of intervals whose
starting and ending times can be calculated from the name.
This is a pragmatic and implementational, not a theoretical
consideration.
A Pair is a Group containing exactly two elements.
2
A LinearlyOrderedGroup is a Group that has a
linear ordering, which is a mapping from the natural numbers
to elements of the Group. It will usually have more than one
element, but may have only one.
A OrderedPair is a Tuple containing two
elements.
hasQuantifier relates a QuantitativeAttributeValue
to the quantifier that indicates how many units large
the value is.
A Number is both a Quantity and an Object. This contrasts
with PhysicalQuantity, which is a Quantity and an AttributeValue.
Pure numbers and physical quantities (numbers plus units of measure) are
disjoint entities.
Any Number that can be expressed as a
(possibly infinite) decimal, i.e. any Number that has a position
on the number line.
'hasLowerLimit' relates an instance of 'Number' or 'NumberRange' to a
datatype number, which is below or equal to the lowest possible value for the RealNumber.
Whether the limit is inclusive or exclusive depends on the context in which it
is used. This is a way to relate reified instances of number in the ontology
to datatype numbers. See, for example,'GreaterThanHalf'.
'hasUpperLimit' relates an instance of 'Number' or 'NumberRange' to a
datatype number, which is above or equal to the highest possible value for the RealNumber.
Whether the limit is inclusive or exclusive depends on the context in which it
is used. This is a way to relate reified instances of number in the ontology
to datatype numbers.
Any Number in some range that is greater than the specified
value, related by the 'hasLowerLimit' relation. The range of
permitted values does not include the limit. The implementation
will have to interpret these numbers in whatever manner less-than
and greater-than numbers are interpreted.
'GreaterThanHalf' is the type including all
RealNumbers that have a numerical value greater than 0.5.
0.5
Any Number in some range that is less than the specified
value, related by the 'hasUpperLimit' relation. The range of
permitted values does not include the limit. The implementation
will have to interpret these numbers in whatever manner less-than
and greater-than numbers are interpreted.
Any RealNumber that is not also a RationalNumber.
A RealNumber that is greater than or equal to zero.
A RealNumber that is less than zero.
A RealNumber that is greater than zero.
Any RealNumber that is the product of dividing two Integers. To
represent a fraction in the name of a RationalNumber, the prefix
'N_' should be used, and to separate the two integers, an underscore
can be used (to stay within the OWL naming conventions). Thus three-halves
would be named 'N_3_2',and two-thirds would be 'N_2_3'. However,
percents, which are also rational numbers, will have a different
naming scheme.
A RationalNumber that expresses a ratio of one quantity to another,
multiplied by one hundred. This is distinguished from a pure number only
in that it has the dimension 'percent'. For its
use to express distributions, see 'PercentageAttribute'.
A negative or nonnegative whole number.
An Integer that is greater than
or equal to zero.
'isWithinAnOrderOfMagnitudeOf' relates one numerical
quantity (dimensionless number or ConstantQuantity) to another
and asserts that the ratio r of the numerical values
of the two fall in the range 10 > r > 0.1
Thus: {{3 meters} isWithinAnOrderOfMagnitudeOf {10 meters}}.
'isWithinaFactorOfTwoOf' relates one numerical
quantity (dimensionless Number or ConstantQuantity) to another
and asserts that the ratio r of the numerical values
of the two fall in the range 2 > r > 0.5
Thus: {{3 meters} isWithinaFactorOfTwoOf {2 meters}}.
'isApproximatelyEqualTo' relates one numerical
quantity (dimensionless Number or ConstantQuantity) to another
and asserts that the ratio r of the numerical values
of the two fall in the range 1.5 > r > 0.6667.
Thus: {{4 meters} isApproximatelyEqualTo {3 meters}}.
'isAlmostTheSameAs' relates one numerical
quantity (dimensionless Number or ConstantQuantity) to another
and asserts that the ratio r of the numerical values
of the two fall in the range 1.11111 > r > 0.9.
Thus: {{10 meters} isApproximatelyEqualTo 11 meters}}.
COSMO note: the quantities related by this relation
must be instances of types in the ontology, not datatype quantities.
Cyc: A #$NumericComparisonPredicate that is a
generalization of the mathematical less-than ( < )
relation to #$ScalarIntervals (q.v.) of all sorts,
including quantitative intervals as well as point values
(see #$ScalarPointValue). (#$lessThan VALUE1 VALUE2) means
that VALUE1 is less than VALUE2 with respect to some scale
that they are both on. More precisely, there is some
#$TotallyOrderedScalarIntervalType SCALE that both VALUE1
and VALUE2 are instances of and either (i) SCALE is a
specialization of #$NumericValue (e.g. #$RealNumber) and the
maximum (see #$maxQuantValue) of VALUE1 is less than the
minimum (see #$minQuantValue) of VALUE2 or (ii)
(#$followingValueOnScale VALUE1 VALUE2 SCALE) holds. Note
that #$lessThan is an #$ELRelation (q.v.), and the above
sentence would actually canonicalize to (#$greaterThan
VALUE2 VALUE1).
bd5880b1-9c29-11b1-9dad-c379636f7270
A #$NumericComparisonPredicate that is a
generalization of the mathematical less-than-or-equal-to (
<= ) relation to #$ScalarIntervals (q.v.) of all sorts,
including quantitative intervals as well as point values
(see #$ScalarPointValue). (#$lessThanOrEqualTo VALUE1
VALUE2) means that VALUE1 is less than or equal to VALUE2
with respect to some scale that they are both on. More
precisely, there is some #$TotallyOrderedScalarIntervalType
SCALE that both VALUE1 and VALUE2 are instances of and
either (i) SCALE is a specialization of #$NumericValue
(e.g. #$RealNumber) and the maximum (see #$maxQuantValue)
of VALUE1 is less than or equal to the minimum (see
#$minQuantValue) of VALUE2, (ii) (#$followingValueOnScale
VALUE1 VALUE2 SCALE) holds, or (iii) (#$equals VALUE1
VALUE2) holds. Note that #$lessThanOrEqualTo is an
#$ELRelation (q.v.), and the above sentence would actually
canonicalize to (#$greaterThanOrEqualTo VALUE2 VALUE1).
bd5880b0-9c29-11b1-9dad-c379636f7270
A #$NumericComparisonPredicate (q.v.) that is a
generalization of the mathematical greater-than-or equal-to
(>=;) relation to #$ScalarIntervals
(q.v.) of all sorts, including quantitative intervals (see
#$NumericInterval and #$Quantity) as well as point values
(see #$ScalarPointValue). (#$greaterThanOrEqualTo
VALUE1 VALUE2) means that
VALUE1 is greater than or equal to VALUE2 with respect to
some scale that they are both on. More precisely, there is some
#$TotallyOrderedScalarIntervalType SCALE;
that both VALUE1; and
VALUE2; are instances of and either (i)
SCALE; is a specialization of
#$NumericInterval (e.g. #$RealNumber) and the minimum (see
#$minQuantValue) of VALUE1; is greater
than or equal to the maximum (see #$maxQuantValue) of
VALUE2;, (ii)
(#$followingValueOnScale VALUE2 VALUE1
SCALE); holds, or (iii) (#$equals VALUE1
VALUE2); holds. See also #$greaterThan and #$lessThanOrEqualTo.
bd5880af-9c29-11b1-9dad-c379636f7270
A #$NumericComparisonPredicate that is a
generalization of the mathematical greater-than ( > )
relation to #$ScalarIntervals (q.v.) of all sorts, including
quantitative intervals (see #$NumericInterval and
#$MeasurableQuantity) as well as point values (see
#$ScalarPointValue). (#$greaterThan VALUE1
VALUE2); means that VALUE1; is
greater than VALUE2; with respect to some
scale that they are both on. More precisely, there is some
#$TotallyOrderedScalarIntervalType SCALE that both
VALUE1; and VALUE2; are
instances of and either (i) SCALE; is a
specialization of #$NumericInterval (e.g. #$RealNumber) and
the minimum (see #$minQuantValue) of
VALUE1; is greater than the maximum (see
#$maxQuantValue) of VALUE2; or (ii)
(#$followingValueOnScale VALUE2 VALUE1
SCALE); holds.
bd5880b2-9c29-11b1-9dad-c379636f7270
An Integer that is greater than zero.
An Integer that is less than zero.
A standard of measurement for some dimension. For example,
the Meter is a UnitOfMeasure for the dimension of length, as is
the Inch. There is no intrinsic property of a UnitOfMeasure
that makes it primitive or fundamental; rather, a system of
units (e.g. SystemeInternationalUnit) defines a set of orthogonal
dimensions and assigns units for each.
NOTE that each UnitOfMeasure is represented as a 'QuantitativeAttributeValue'
which means that it has a Quantifier and a UnitOfMeasure. This
convention means that a unit of measure is just *some* instance
of measure that is chosen as the 'unit'. This
requires that the Quantifier be the number 1, and the UnitOfmeasure
be the unit itself. This may seem a bit peculiar, and might be
changed if it seems desirable.
Cyc: A specialization of #$ScalarDenotingFunction
(q.v.). Each instance of #$UnitOfMeasure is a function that
takes one or two numbers or other #$NumericIntervals as
arguments, and returns as value a #$MeasurableQuantity
(q.v.), such as a #$Distance or a #$Speed or a #$Volume. If
a unit of measure is applied to one number (see
#$Number-General) the result is a precise quantity that is a
#$ScalarPointValue; if applied to two (different) numbers --
or to one (or two) #$ProperIntervalOnNumberLine(s) -- the
result is a closed-interval quantity that is a
#$ScalarProperInterval. For example, (#$Meter 5) is the
distance five meters and (#$Meter 5 10) is the distance
five to ten meters (inclusive) . (A partial exception to
the above is the unit-of-measure #$Unity (q.v.), which
always returns a #$NumericInterval rather than a
#$MeasurableQuantity.) Specializations of #$UnitOfMeasure
grouped by what they measure include #$UnitOfTime,
#$UnitOfSpeed, and #$UnitOfVolume. Other specializations
are #$OneDimensionalUnitOfMeasure,
#$MultiDimensionalUnitOfMeasure, #$UnitOfMeasureWithPrefix
and #$UnitOfMeasureNoPrefix.
bd5880aa-9c29-11b1-9dad-c379636f7270
A Measurement is an OrderedPair representing the
result of a MeasurementEvent. It is an abstract representation of
a MeasurableQuantity.
Each instance of Measurement is an OrderedPair in
which the first element is a UnitOfMeasure or other Quantifiable
AttributeValue, and the second element is a quantity expressing some kind of magnitude
associated with that UnitOfMeasure. The magnitude will
typically be a number indicating, for example, how
many individuals have that attribute, or a percentage
indicating what fraction of a group have that Attribute.
A Prevalence will typically be one element of a Distribution.
NOTE that a Measurement does not have to use actual numbers in
the 'Quantifier' field - a Measurement may be approximate, using
quantities like 'High', 'Low', etc. qualifying an AttributeValue,
but it does have to modify a unit of measure.
COSMO: SituationProcessEventOrState is a broad category that
includes Events, FunctionalProcesses, and PersistentStates,all of which are
different aspects of the same fundamental conceptual entity, commonly
called an 'Event'. Each instance of 'SituationProcessEventOrState'
in COSMO is a Group of TimeIndexedAssertion, in aggregate representing the changes
(if any) to the properties (attributes and relations) of one or more objects
over some interval of time, An InstantaneousState may have only
one TimeIndexedAssertion, but Events and FunctionalProcesses will
have at least two.
Event is a Group of 'TimeIndexedAssertion's containing the
component elements:
(1) InstantaneousState at the starting time
(2) InstantaneousState at the Ending time
(3) The FunctionalProcess that describes the intermediate states between
the starting and ending times.
**Informally**, a state,process, or event is interpreted as the set of
*values* of some 'fluents' (attributes or relations that may change over time),
but the actual *formal* representation is a Group in which the group elements
are the *LinguisticAssertions* specifying the values of the fluents
pertaining to some Group of Objects. Each LinguisticAssertion specifies
the value at some time point (or time interval). The differences in
State, Process,and Event are:
State: The Group of Assertions that hold at one time point (InstantaneousState),
or persist without change of value over some contiguous interval
of time (PersistentState). No value can chage within a State.
FunctionalProcess: The full set of LinguisticAssertions specifying the values of
fluents at each time point or smaller TimeInterval
within a TimeInterval in which the Process is defined. The set of
LinguisticAssertions relate times to values,and in that respect is
analogous to a mathematical function. In analogy to a mathematical
function, one can derive a 'rate' for a Process (in cases where
the values are quantified) by taking the ratio of (difference in
value) to (difference in time) for any TimeInterval in which a change
of value is specified. This rate may change from time to time
during a FunctionalProcess.
Event: focuses on the values of the fluents at the beginning and ending of some
TimeInterval, but also includes the FunctionalProcess that specifies
the fluent values at times between the beginning and ending. Since the
focus of an Event is on the change from one time point to the next,
one cannot specify a 'rate' in the same sense as for a FunctionalProcess,
where the rate may change many times during the FunctionalProcess.
For an Event, one can derive a single 'rate' value that specifies the overall
ratio of change of fluent value to time, between the beginning
and ending points, and for an Event, only one such 'rate' can be
defined.
NOTE: In COSMO a Situation is classified as a CompositeConcept because
it is considered as a composite of the InstantaneousStates at the beginning
and ending times of the Situation (which can be the same time), plus the
FunctionalProcess that describes the states intermediate between the
beginning and ending times.
Called: Situation-Temporal(Cyc) perdurant(DOLCE)
***** Special COSMO NOTE on BFO 'ProcessualEntity' *****************************
In BFO the Type 'ProcessualEntity' appears to be most closely similar to
COSMO 'SituationProcessEventOrState'. However, the division of the BFO
Type into 'FiatProcessPart' and 'Process' has no corresponding
division in Cyc or SUMO. In COSMO we include a FiatProcessPart for
compatibility, but do not use it (no subtypes), and do not use the BFO partition
of 'ProcessualEntity'.
BFO Definition: An occurrent that exists in time by occurring or happening,
has temporal parts and always involves and depends on some SNAP entity.
Examples: the life of an organism, the process of meiosis, the course of a disease,
the flight of a bird
***** End Special NOTE on BFO 'ProcessualEntity' *****************************
Cyc 'Situation' is indistinguishable from 'Situation-Temporal' except
for the possible inclusion in 'Situation' of abstract situations
not enclosed in a time interval. The term 'Situation' has been
interpreted in COSMO as strictly temporal, and the more abstract things that
resenble situations have been aggregated under 'AbstractEvent'.
Cyc ('Situtation') A subcollection of both #$IntangibleIndividual and
#$TemporalThing. #$Situation subsumes #$Event and
#$StaticSituation. Each instance of #$Situation is a state
or event consisting of one or more objects having certain
properties, or bearing certain relations to each other.
OPENCYC 1: (Situation-Temporal) MAY 23, 2002
A subcollection of both #$Situation and #$TemporalThing. #$Situation-Temporal
is the collection of all instances of #$Situation that have duration or other temporal
properties . Thus, #$Situation-Temporal subsumes #$Event and #$StaticSituation,
as well as some other specializations of #$Situation. It does _not_ subsume any
specializations of #$Situation that have atemporal instances.
DOLCE: Perdurants (AKA occurrences) comprise what are variously called events,
processes, phenomena, activities and states. They can have temporal parts or
spatial parts. For instance, the first movement of (an execution of) a symphony
is a temporal part of the symphony. On the other hand, the play performed by
the left side of the orchestra is a spatial part. In both cases, these parts
are occurrences themselves. We assume that objects cannot be parts of
occurrences, but rather they participate in them. Perdurants extend in time
by accumulating different temporal parts, so that, at any time they are present,
they are only partially present, in the sense that some of their proper
temporal parts (e.g., their previous or future phases) may be not present.
E.g., the piece of paper you are reading now is wholly present, while some
temporal parts of your reading are not present yet, or any more. Philosophers
say that endurants are entities that are in time, while lacking temporal parts
(so to speak, all their parts flow with them in time). Perdurants, on the contrary,
are entities that happen in time, and can have temporal parts (all their parts
are fixed in time).
Each Event in COSMO is a Group of 'TimeIndexedAssertion's,
in aggregate representing the changes to the
properties (attributes and relations) of one or more objects over some
interval of time, and containing the component elements:
(1) InstantaneousState at the starting time
(2) InstantaneousState at the Ending time
(3) The FunctionalProcess that describes the intermediate states
between the starting and ending times.
**Informally**, a state,process, or event in COSMO is interpreted as the set of
*values* of some 'fluents' (attributes or relations that may change over time),
but the actual *formal* representation is a Group in which the group elements
are the *TimeIndexedAssertions* specifying the values of the fluents
pertaining to some Group of Objects, at some TimePoint or TimerInterval.
he differences between State, Process,and Event are:
State: The Group of Assertions that hold at one time point (InstantaneousState),
or persist without change of value over some contiguous interval
of time (PersistentState). No value can chage within a State.
NOTE that one can represent the state of an individual relation
or attribute for some Object, without specifying how other
attributes may or may not change. Therfore one can, for example,
represent a Feeling as a PersistentState that continues without
change in value over somme interval of time, while other
attributes or relatikons on the same Person change dramatically.
Each attribute of each Object represented in a State can be
represented as a State separately from the states of other
Objects.
FunctionalProcess: The full set of LinguisticAssertions specifying the values of
fluents at each time point or smaller TimeInterval
within a TimeInterval in which the Process is defined. The set of
LinguisticAssertions relate times to values,and in that respect is
analogous to a mathematical function. In analogy to a mathematical
function, one can derive a 'rate' for a Process (in cases where
the values are quantified) by taking the ratio of (difference in
value) to (difference in time) for any TimeInterval in which a change
of value is specified. This rate may change from time to time
during a FunctionalProcess.
**NOTE** A FunctionalProcess may also be defined, not by specifying
the individual values of the fluents at points in time, but by
specifying the manner in which a fluent can change over time.
One specific example of this is a **differential equation** which
can be used to take the value of a fluent at some starting point in
time, and calculate the values at subsequent points in time.
Thus a FunctionalProcess can have, as its TimeIndexedAssertion,
a differential equation.
@ToDo: the specifics of how a differential equation are to be represented
have not been elaborated as of v0.50.
Event: focuses on the values of the fluents at the beginning and ending of some
TimeInterval, but also includes the FunctionalProcess that specifies
the fluent values at times between the beginning and ending. Since the
focus of an Event is on the change from one time point to the next,
one cannot specify a 'rate' in the same sense as for a FunctionalProcess,
where the rate may change many times during the FunctionalProcess.
For an Event, one can derive a single 'rate' value that specifies the overall
ratio of change of fluent value to time, between the beginning
and ending points, and for any instance of Event, only one such 'rate' can be
defined.
Although logically included in each Event are the starting and ending times,
(see relations hasStartingTimePoint and hasEndingTimePoint), these may not be
known, and creating an instance of Event does not require specifying those
times if not known.
NOTE that the FunctionalProcess which is a component of the Event *contains*
all of the elements contained in the Event, in that it contains itself,
and also contains the states at the beginning and end. While *containing* all of
those elements, however, it is nevertheless a distinctly different concept,
since the 'Event' specifically selects out of the FunctionalProcess the
beginning and ending states as characteristic of the Event. The Event
is not a FunctionalProcess, but *contains* a FunctionalProcess as a
component element. A FunctionalProcess can be derived from an Event, and
an Event can be derived from a FunctionalProcess that is defined over
some interval of time. A 'FunctionalProcess' that has only one time point
in it also represents a special kind of Event, the limiting case
of an InstantaneousState. NOTE also that an instance of FunctionalProcess
that is defined by a mathematical function relating properties to time
must have associated with it some time interval during which it is asserted to
be valid, in order to be an instance.
NOTE also that this representation of Event does not resemble a
perdurantist 'history' which focuses on some region of space-time.
Regions of space-time are represented as 'SpatiotemporalRegion' in
COSMO, but the only spatial regions of relevance to an Event are those
that can be derived from the locations of the Objects that participate
in an Event. The significant conceptual components of an Event are the
properties ('fluents') of the Objects that participate in the Event,
and insofar as the locations of the Objects may be, but are not necessarily,
represented in the Event, those locations may be significant, but except in
Events solely depicting motion, the locations are incidental rather than central
to the changes represented by the Event.
Each Event represents one or more changes that occur to
the attributes or relations ('fluents') of one or more objects during
some defined interval of time (or for abstract Events, within some
interval on the dimension of causality); the net changes are
represented by the state at the beginning of the event and the state at the
end of the Event. In the physical world, real Events typically
have multiple intermediate stages, and nothing occurs instantaneously,
but some non-physical Events such as a change of title for a Person may
occur at a precise moment by prior arrangement.
The representation of intermediate stages of an Event can be explicit, with the
included events related to the whole event by the 'hasSubEvent' relation or
'hasTemporalPart' relation. The first can be more specific about one
of serveral fluents that vary during an event. The temporal part relation
between Events must relate a subevent that includes alll of the fluents
represented in the whole Event.
Each Event includes implicitly a Process that specifies the course of each
fluent between the start and end times. At this point (v0.39) there is
no explicit representation of the included Process, but each FunctionalProcess
will, if represented explicitly, have an associate time granularity indicating
the minimal intervals over which the change in the fluents are represented.
The size of the granularity intervals during which FunctionalProcess states
are represented will depends on the discretion of the ontologist for the
purposes of the representation.
COSMO note: note that in some ontologies (and situation logics) , 'Event'
is used to refer to a change in state that is considered instantaneous.
In COSMO, suchan 'Event' is a subtype of the more general event, which is a
change in state that occurs over some interval of time (which,
for instantaneous changes would be a zero-length time interval).
NOTE also that for some Events, such as cyclic Events, merely representing
the starting and ending states - which may be identical - loses the
whole meaning of the Event; so intermediate states must also be
represented in some manner to provide meaning to the Event.
Called: Event(Cyc); Process(SUMO); event(DOLCE); Processual(SPAN-BFO)
************ NOTE on BFO 'Process' ******************************
COSMO: BFO the Type most closely representing COSMO 'Event'
is 'Process', so that BFO type is made synonymous with
''Event'. BFO makes teh distinction between 'Fiat' events
(FiatProcessPart = parts of events) and complete events. This Type
represents the complete Event with well-defined beginnings and ends. The
FiatProcessPart event is included for compatibility, though not yet used.
BFO ('Process') Definition: A processual entity that is a maximally
connected spatio-temporal whole and has bona fide beginnings and endings
corresponding to real discontinuities.
BFO Examples: the life of an organism, the process of sleeping,
the process of cell-division
************ NOTE on BFO 'Process' ******************************
Cyc comment: An important specialization of #$Situation and
thus also of #$IntangibleIndividual and
#$TemporallyExistingThing (qq.v). Each instance of #$Event
is a dynamic situation in which the state of the world
changes; each instance is something one would say happens .
Events are intangible because they are changes per se, not
tangible objects that effect and undergo changes. Notable
specializations of #$Event include #$Event-Localized,
#$PhysicalEvent, #$Action, and #$GeneralizedTransfer.
#$Events should not be confused with #$TimeIntervals (q.v.).
The temporal bounds of events are delineated by time
intervals, but in contrast to many events time intervals
have no spatial location or extent.
COSMO note: 'Event' was merged with Cyc 'PhysicalEvent' and
Cyc 'Event-Localized'
The Cyc 'StrictlyMentalEvent' is classified as a PhysicalEvent
in COSMO.
Cyc: (PhysicalEvent') A specialization of #$Event-Localized. Each
instance of #$PhysicalEvent is a spatially localized event
involving one or more physical objects or stuffs.
#$PhysicalEvents typically involve interaction among
#$PartiallyTangibles. But note that a physical event might
consist in the creation, destruction, movement, or a change
in some physical feature of a single salient physical
object. (See #$PhysicalCreationEvent,
#$PhysicalDestructionEvent, #$MovementEvent, and
#$IntrinsicStateChangeEvent.) For a contrasting (though not
necessarily disjoint) collection, see #$StrictlyMentalEvent.
For events that have both physical and mental components,
see the collection #$CompositePhysicalAndMentalEvent.
Cyc ('Event-Localized'): A specialization of #$Event.
#$Event-Localized is
the collection of all events that occur at a specific
location in space. Notable specializations of
#$Event-Localized include #$PhysicalEvent and #$AnimalActivity.
bd58800d-9c29-11b1-9dad-c379636f7270
COSMO: Context is a very general class of entities that
can affect the truth of a logical sentence; within any
given Context, the factual assertions should all be
logically consistent. A Context may be relevant to the internal
states and processes of a computational system, or may more generally
describe the broad situation in which an Agent finds itself when
processing information for the purpose of making a decision. For the
latter agent context, the subtype 'SituationalContextComponent' is
relevant. A Context can be a time interval, location, belief system,
fictional world, theory, hypothetical world, counterfactual situation,
segment of text, DatabaseGroup, or the state of our own real world, among other things.
Contexts can be nested, combined, or intersected. For example,
a Context consisting of a TimeInterval can be intersected with a Context
consisting of a GeographicalArea to make a Context within with assertions
are explicitly true only in that time and place. That does not
mean, of course that the assertion cannot be true elsewhere;
it just doesn't guranteee truth elsewhere. Every assertion in
the COSMO ontology is implicitly true only in the
context of the COSMO ontology, which is itself a theory. But that
implicit qualification does not appear directly in any asertion -
it can be explicitly mentioned if and when COSMO assertions are
referenced in other ontologies.
The nesting of Contexts provides a mechanism to create a
'lattice' of theories. In a subcontext for any given
Context, all the assertions of the parent Context will be
true in the subcontext, and additional assertions may also be true.
In this respect, a Context is similar to the 'Microtheories' of
the Cyc ontology system; it also has some resemblance to
the 'Environments' discussed by Ballim and Wilks ('Artifical Believers',
Lawrence Erlbaum, 1991).
One specialized example of Context is a 'DatabaseGroup'. In a
particular Organization, its set of Databases, if intended to
represent some consistent group of facts, can be viewed and
represented as a Context within which reasoning may be performed.
Each SituationalContextComponent is one of the components of
the situation in which an IntelligentEntity finds itself, of which
it must be aware in order to act or respond appropriately so
as to fulfill its goals. Each SituationalContextComponent is
defined relative to a particular CognitiveAgent whose actions
are being represented in the ontology.
Quantities can be numbers (integer, real, imaginary) or number ranges or
approximate numbers, or distributions, or restricted ranges (greater
than or less than), or PhysicalQuantities, which are measures.
Numbers may have different qualitative dimensions (scales), and quantitative
comparisons will generally only be meaningful when two numbers are
expressed on the same scale.
A QuantitativeAttributeValue is a value for
some AttributeType which is expressed in quantitative measures,
comnsisting of a quantifier and a unit of measure..
Examples (using the ESKIF format) are {10 feet} and {32 degreesF}.
In formalisms such as OWL that do not have function terms
or higher-arity relations, each such QuantitativeAttributeValue
must be constructed as an instance that has relations pointing to
the quantifier and the UnitOfMeasure. In OWL, where bare numbers
are not allowed as labels for elements, the numbers may be
represented using a NamespacePrefix in front of the number,
such as N_10 (for 10) (for a range) R_29-30.
Each instance of QuantitativeAttributeValue is an OrderedPair,
the first element of which is a Quantifier (or QuantifierType) and the second
element a UnitOfMeasure. A QuantifierType is allowed as a value
in order to represent reified ranges of values. See 'GreaterThanHalf'
for an example.
When an instance of QuantitativeAttributeValue is represented
by creating a reified instance, the UnitOfMeasure
and the quantifier are specified by using the relations
'hasUnit' and 'hasQuantifier' to specify , respectively.
. If an implementation allows use of functions,
a QuantitativeAttributeValue can be represented, without
reification in the ontology, as a function term
such as {25.6 feet} or {N_25.6 feet}, depending on whether the
implementation allows bare numbers in expressions. The
NamespacePrefix 'N_' can be used for numbers, and 'R_' can
be used for NumberRanges.
Each 'TwoArgumentValue' is an AttributeValue
that specifies the two argument values for an instance
of a CompactedTernaryRelation. This is a mechanism to
reresent ternary relations in the binary relation format
of OWL..
Each instance of 'TwoArgumentValue' will have relations
pointing to the two arguments that make up the ternary assertion
that is represented.
A FunctionalProcess corresponds to the linguistic intuition
of something happening at some point in time, rather than something that
has happened in some interval of time, which is an Event. Intuitively,
it may be considered as the time derivative of an Event: a Process
occurring over some interval of time gives rise to an Event, which
is a change (or series of changes) in the properties of some
Objects during some interval of Time. Every FunctionalProcess is
intimately associated with some Event as one of the components of that
Event (see 'Event').
NOTE that this differs from the notion of 'process' used in Cyc, where
a Process is a kind of Event that can be subdivided and still
result in an Event of the same kind. In COSMO taking some temporal
part of a FunctionalProcess does not necessarily result in a
FunctionalProcess of the same kind.
**NOTE** A FunctionalProcess may also be defined, not by specifying
the individual values of the fluents at points in time, but by
specifying the manner in which a fluent can change over time.
One specific example of this is a **differential equation** which
can be used to take the value of a fluent at some starting point in
time, and calculate the values at subsequent points in time.
Thus a FunctionalProcess can have, as its TimeIndexedAssertion,
a differential equation. This is an important difference
between Event and FunctionalProcess.
@ToDo: the specifics of how a differential equation are to be represented
have not been elaborated as of v0.50.
Formally, a FunctionalProcess is a Group consisting of one or more
TimeIndexedAssertions, where each TimeIndexedAssertion is an InstantaneousState
or PersistentState. Each State contains a Group of assertions specifying the
values of the fluents that hold at that TimePoint; if only one Object
is a participant in the FunctionalProcess, thre may be only one
TimeIndexedAssertion in each State. A TimeIndexedAssertion can be
a differential equation relating a fluent to time.
Thus if, at some point in time, someone is Running, one can say that
a Running process exists at that point, and that person is a participant in the process.
The 'existence' of an instance of Process at some time point implies that
some Event has taken place (or is taking place) in the time interval
including that time point, and vice-versa, each Event implies existence
of some corresponding FunctionalProcess at every time point during the
interval between the beginning and end of the Event (**but see next paragraph**).
But for linguistic purposes, it may be more convenient to represent
just the Event or just the FunctionalProcess, and not explicitly represent the
corresponding entity, which is nevertheless implied.
The list of States over time has some similarity to a
ValueTimeEntry, though the former relates the state
assertions themselves, rather than the values.
**It is possible for a FunctionalProcess to be discontinuous, such as an 'eating'
process during which one is not actually ingesting anything - perhaps reading
a paper in the intervals between taking bites of a meal; or a 'going to school'
process during which one sleeps, watches television, etc., other than actually being
in the school or studying. One may formally say that the process continues
int the intervals when the relevant fluents are not changing, but that
the intervals between actual progression of the process each consists of
a null process (PersistentState) which is part of the whole process, and
give rise to null events which are parts of the whole event.**
The term 'process' has been often used to refer to Procedures,
(see 'Procedure') which are specifications for some sequence of actions
that accomplish a goal. That is a distinct, though somewhat related
concept.
In some ontologies, (such as Cyc) a 'process' is a type of Event which has
some uniform character throughout the Event. Because of the variant usage,
the bare term 'process' is not used in this ontology to avoid confusion.
Thus this base Type is called 'FunctionalProcess' to specifically refer to
its similarity to a mathematical function. It resembles a mathematical
function in certain respects: a FunctionalProcess can be said to describe
the state of some system as a function of time. Like a function,
a FunctionalProcess can have properties, and one important property will
be the Rate at which the represented change is occurring. A characteristic
of a FunctionalProcess is one can specify a Rate at some time point,
or an average rate in some time interval. There is no corresponding
Rate that can be specified for an Event, even though the two concepts are
otherwise very similar.
Most ontologies deal with Events, and ignore Processes of this type.
For representing certain linguistic phrases, however, this type is better
suited than the Event type. Most FunctionalProcesses are not
represented explicitly in COSMO at version 0.3, but when needed
may be generated by a function (not yet defined) that takes an
Event and returns the Process that is operating to generate that Event.
One issue not yet dealt with in COSMO v0.3 is whether a function that can
generate a Process from the corresponding Event can handle Events
whose definition specifies more than one Fluent as changing during the
Event. In such cases, to have a clear relation, the multiple fluents
must be ordered similarly in the representation of the Event
and its corresponding FunctionalProcess.
A specialization of #$Situation. Each instance of
#$Situation-Localized is a situation whose temporal extent
occurs at a specific location in space. Notable
specializations of #$Situation-Localized include
#$PhysiologicalCondition and #$Event-Localized.
71236476-8636-41d7-88b4-b7549eb3213c
OPENCYC 1: MAY 23, 2002
The collection of all spatial things, tangible or intangible,
that can be meaningfully said to have location or position in the
empirically observable universe of the context in question. This
includes all #$PartiallyTangible things, such as pyramids and ships,
as well as certain #$Intangible spatial things, like the #$Equator. Also
included are all #$Events that can be pinned down to specific places
(see #$Event-Localized), and thus all #$PhysicalEvents. But note that many
events are non-examples, such as the event of a certain law coming into
effect and (presumably) purely mental events as well, at least in most
contexts. Also excluded are #$SpatialThings that are _not_ localized,
such as purely abstract geometrical figures (e.g. a Platonic sphere).
All instances of #$SpatialThing-Localized are temporal things, and thus
have finite lifespans (the upper bound of which is the lifespan of the
universe itself). Finally, note that imaginary entities like Frodo,
Captain Queeg, and #$HAL9000-TheComputer may be localized within
the (imaginary) universes attaching to the fictitious contexts in which
they are defined, and so would be instances of #$SpatialThing-Localized
within those microtheoretic contexts.
NOTE: because Cyc 'SpatialThing-Localized' includes intangible
spatial things, this is not identical to the purely physical
objects such as 'Oject' in SUMO. In COSMO,purely physical objects
are categorized in the Type 'PhysicalObject', which is a subtype
of this 'SpatialThing-Localized' category.
COSMO: this BFO Type is interpreted as an Event, but
one that is specifically represented as not a complete Event
(i.e. not a 'Process' in BFO). It is unclear
under what circumstances designating an Event as 'Fiat' will be useful, but this
is included for compatibility.
BFO Definition: A processual entity that is part of a process
but that does not have bona fide beginnings and endings corresponding
to real discontinuities.
Examples: chewing during a meal, the middle part of a rainstorm,
the worst part of a heart-attack, the most interesting part
of Van Gogh's life.
COSMO note: In real physical Events, the precise boundaries can be fuzzy, but
most Events of interest will have conceptually fairly well-defined beginnings
and ends (periods duting which the fluents (attributes) of interest are static),
even if those beginnings and ends stretch out over some
period of time. We anticipate that most Events will be classified
under 'Event' as subtypes of the BFO 'Pocess' which is intended to
*not* be a Fiat Process (event). Thus this category may rarely if
ever be used for classification.
fiat_process_part
BFO Definition: A processual entity that is the fiat or bona fide
process boundary.
BFO Examples: birth, death, the forming of a synapse, the onset of REM sleep,
the detaching of a finger in an industrial accident, the final separation of two
cells at the end of cell-division, the incision at the beginning of a surgery
process_boundary
An AttributeValue is the actual value of some AttributeType possessed by some object,
such as six feet for a length, or red for a color. Individual AttributeValues are
represented as Types (classes) in COSMO, not as instances.
IMPORTANT NOTE: the values represented by each of these AttributeValue Types are
here viewed as a region ('Quality Space') in which the actual particular value
(see Type 'Quality') is located. Thus one may say an object has a 'Red' color,
but later refine the description to say it has a 'Fire Red' color. The 'Fire Red'
is also a color region, contained within the 'Red' color region.
For quantitative measures, representing attributes as classes allows approximate
measures to be built in to the ontology itself. One may specify a range
for a measure, and any other measure within or overlapping that range can
be considered as 'indistinguishable from' (not 'equal to') the other measure.
NOTE: under consideration - the possibility of expressing the possession of
an attribute for some interval of time by creating instances of AttributeValue
or of Attribute that are also TimeSlices, with the time interval of the TimeSlice
representing the time interval during which the Attribute was had. This has an
advantage over using TimeSlice to create 4D TimeSlices of an object, and
then attributing an Attribute to it - in that one need not create new instances
of an Object, which may not be easily associated with the 3D object.
COSMO note: A MeasurableQuantity is some attribute of
which a number (or other quantifier) is a part, and also has a unit of measure.
This is disjoint from pure numbers.
Cyc: A specialization of #$Quantity (q.v.). This is
the collection of quantities that have a numeric component
and could actually be used to measure
something, as opposed to (say) merely ranking it on a scale.
Arithmetic operations (such as addition and multiplication)
can be performed on measurable quantities, as they can on
purely numeric scalars (see #$NumericInterval).
Specializations of #$MeasurableQuantity include #$Distance,
#$Temperature, #$Mass, and #$Time-Quantity. Other, broader
specializations are #$OneDimensionalQuantity,
#$TwoDimensionalQuantity, and #$ThreeDimensionalQuantity.
Any quantity (that at least in principle could be) returned
by a #$UnitOfMeasure (q.v.) function is a measurable
quantity. In CycL, particular measurable quantities are
usually represented as the result of applying a
unit-of-measure function to a real number or pair of reals.
For example, (#$Meter 5) is the distance 5 meters.
afed8d1a-9eec-41d8-9da0-be55cb160c1a
A TemporalLocation is a location for something -
usually an Event - in the universal time line of
our real world, or some alternative reality. It may be a time interval or a point in time.
Instances of TemporalLocation may be represented by a DateTimeString ,
without being reified as an actual instance of this Type.
This category includes the conceptual 'Datetime' Entity that is pointed
to by the common relations like 'CREATION_DATETIME' that occur in
databases. This entity is often represented by a built-in
dataype of 'DateTime' or something similar. In COSMO, a DateTime
is represented by subtpyes of DateTimeString, an AbstractString.
A location in time can serve as a Context, which is anything that can
affect the truth of a statement. In the real world, virtually
every statement about real-world objects is true only in some
particular time interval.
RELATIVITY: Time is assumed in COSMO to be measured by some
clock, which by default is the NIST atomic clock set,
but can be specified as some other clock.
Thus a time slice of a spatiotemporal region will be unambiguous,
and observers moving relative to that clock, or relative to each other,
need to adjust their interpretation according to the equations of relativity.
In COSMO there is a superfluous subtype link of this entity to the
most general 'Thing' so that 'time' will be exposed to viewers
of this ontology at the highest level in Protege, for perspicuity.
******** NOTE on BFO 'TemporalRegion' ***********************
The BFO 'TemporalRegion' appears to be the closest BFO Type to
the COSMO 'TemporalLocation'.
BFO Definition ('TemporalRegion'): An occurrent that is part of time.
BFO: Examples ('TemporalRegion'): the time it takes to run a marathon,
the duration of a surgical procedure, the moment of death
COOSMO note: this is not a *quantity* of time, as the BFO example
might suggest, but a *location* in time. 'ten minutes' is not
an instance of 'TemporalLocation'.
******** NOTE on BFO 'TemporalRegion' ***********************
TimeInterval is not a quantity of time (what is measured by a stopwatch), but a
it is a specific region of the time line, what is measured by a calendar (in our real world
or in some hypothetical world).
Called: TimeInterval(Cyc); TimeInterval(SUMO - but SUMO requires contiguous
intervals); time-interval(DOLCE) or period_in_time(ISO15926); the BFO equivalents
of TimeInterval ('TemporalInterval') and TimePoint ('TemporalInstant') are disjoint
in BFO, but a TimePoint is a subtype of TimeInterval in COSMO.
For a quantity of time, use 'TimeDuration'.
COSMO NOTE: as a convenience, a calendar time interval can be given a name
that conforms to the conventions of one of the DateTime strings defined
in COSMO, such as a 'DateTimeExtendedGroup', providing an opportunity for
an interpreter to recognize the referenced time interval solely from the name
of the instance. See the example used in defining the TimeAndPlace
'WorldTradeCenter20010911'.
In Cyc, TimeInterval is not a measure.
SUMO: An interval of time. Note that a TimeInterval has both an extent and
a location on the universal timeline. Note too that a TimeInterval has no gaps, i.e.
this class contains only convex time intervals.
OPENCYC 1: MAY 23, 2002
A specialization of #$TemporalThing. Each instance of #$TimeInterval is a temporal thing
characterized fully by its temporal attributes. For example, the year A.D. 1967 is an instance
of #$TimeInterval; although many interesting things happened during that year, the year itself
is completely defined by its temporal extent. On the other hand, the event of Neil Armstrong's
walking on the Moon is an #$Event and not a #$TimeInterval, since it is not fully characterized
by its temporal extent or other temporal attributes. Specializations of #$TimeInterval include
#$CalendarYear, #$CalendarMonth, and #$FiscalQuarter.
DOLCE: a region - (Space and Time are special kinds of regions, i.e. AttributeValues or measures)
A temporal region, measured according to a calendar.
NOTE that a redundant subtype link to 'SituationProcessEventOrState'
is included just to make it easier to find TimeInterval in a drill-down search.
GenericLocation is the Type representing the most
general notion of location, which can be abstract or concrete,
a region of space (including an abstract space, such as the
Internet considered as a set of nodes and links, where the nodes
can represent computers whose physical location may vary),
a point in space, or a physical object (e.g. building, ship, room).
NOTE that an Address is not a location, but a label for a location.
See 'Address'.
NOTE: although *almost* all GenericLocations are exclusively spatial
in some way, there is one 'TimeAndPlace' that is spatiotemporal,
being a region of space-time that specifies some region of space
over some interval of time. Use of an instance of 'TimeAndPlace'
as an argument of a location relation allows one to include the
important time interval qualifier in location relations, even though
one is using only binary relations. this would not be necessary
in a representation with higher-arity relations.
This is somewhat similar to the Cyc 'Location-Underspecified'
Cyc comment: The collection of locations, tangible or
otherwise, which are typically conceptualized by human
beings for purposes of common-sense reasoning as 'locations'.
This collection thus includes tangible Places such as
#$Ireland-TheIsland, as well as metaphoric locations. For
instance, many states-of-being are conceptualized as
abstract locations, such as Trouble ('he saw trouble
ahead'), Depression ('she fell into a ...'),
#$Happiness ('they found bliss together').
be14f511-9c29-11b1-9dad-c379636f7270
An AttributeType is a general category of attribute, i.e.
some property that adheres in an object, such as length or mass or
color or shape for physical objects. More abstract objects such as
sets or groups may have more abstract attributes such as cardinality.
The distinction between attributes and relations between entities is not
absolute.
COSMO note: The use of two distinct trees of attribute-related types
(AttributeType and AttributeValue) is intended to enable assertions with
a linguistic form such as:
{Jack has Height {6 feet})
where the second argument 'Height' specifies the general type of attribute,
and the value '{6 feet}' specifies the specific attribute value, where
'feet' is a function returning a distance measure. This generic attribute
assertion can then be used with other types of attributes, such as:
{Jack has Weight {60 kilograms}) and
{Car037 has Color RedColor).
OrganizationType is a metaclass used as the Type restriction on certain relations
that take subclasses of Organization as their argument.
COSMO note: In COSMO, an Organization differs from its representation in
some other ontologies. In COSMO, an Organization is not a group of people, it is a
MentalObject, an artifact created by people. the essence of an Organization is that
it is organized. It therefore must have an explicit set of organizing
principles (a charter or constitution) whether that is written or, as in
some small informal organizations, merely retained in the minds of its members.
In addition to its charter, an Organization will have one or more lists of
associated agents (people or other organizations). There may be more than one
list, and the 'members' may not be called members. A complex organization
like a corporation may have several lists, e.g. board members, stockholders,
corporate officers, employees, even long-term contractors. The relationships
of the agents on those lists to the organization and to each other is
specified in the charter. Any or all of the lists of associated agents
('members' in simple organizations) may be empty. An Organization can exist
without members, and this differs from the specification in SUMO (below).
There are some bordeline cases where groups of people have some degree of
organizing principle, but no charter (consitution) developed specifically for
that group. In those cases, such groups wll be instances of 'GroupOfPeople'.
An example is a jury, which is called together by the judicial system, not organized
by its members for their own purposes. A pick-up team of basketball or baseball players
playing one day and not remaining as a team is also a GroupOfPeople. But stable
suborganizations of larger organizations, such as a company or platoon of soldiers,
is an Organization and not just a GroupOfPeople.
Because an Organization in COSMO is not a physical object, the parts of Cyc or
other ontologies that consider Organization as a subtype of group of
people (a physical object) will be inconsistent. Some effort will be
needed to convert Organizations in other ontologies to its representation
in COSMO.
When an Organization is said to act as an 'Agent', there necessarily must be
some physical agent (person or computer program) that in fact performs the
action. Thus the 'agency' of an organization differs from that of
physical agents, as it will be indirect.
Every Organization is an 'Authority' because it creates rules, at least
for its own members with respect to the organization.
SUMO: An Organization is a corporate or similar institution.
The members of an Organization typically have a common purpose or function.
Note that this class also covers divisions, departments, etc. of organizations.
For example, both the Shell Corporation and the accounting department at Shell would
both be instances of Organization. Note too that the existence of an
Organization is dependent on the existence of at least one member
(since Organization is a subclass of Collection). Accordingly, in cases
of purely legal organizations, a fictitious member should be assumed.
OPENCYC 1: MAY 23, 2002
The collection of all organizations. Each instance of #$Organization is a group
whose group-members are instances of #$IntelligentAgent. In each instance
of #$Organization, certain relationships and obligations exist between the
members of the organization, or between the organization and its members.
Instances of #$Organization include both informal and legally constituted
organizations. Each instance of #$Organization can undertake projects, enter
into agreements, own property, and do other tasks characteristic of agents;
consequently, #$Organization is a specialization of the collection #$Agent.
Notable specializations of #$Organization include #$LegalGovernmentOrganization,
#$CommercialOrganization, and #$GeopoliticalEntity.
DOLCE: A socially-constructed person with a complex articulation of tasks,
roles and figures.
COSMO note: the superfluous parent Type 'Thing' was added so as
to make this important Type easily visible by drill-down
in the hierarchy.
A PhysicalObject is an Object that has mass.
The mass is relativistic, i..e the Object does not have to have rest mass;
so, a photon and other fundamental particles are 'PhysicalObject's, just
as are the ordinary objects like rocks, baseballs, and automobiles.
In COSMO some quantity of substance (e.g. the water in a glass of water)
is also a PhysicalObject (more specifically, an instance of the subtype 'LiquidObject').
Quantities of gas are also PhysicalObjects (more specifically,
'GaseousObject's such as the 'EarthsAtmosphere').
NOTE that a PhysicalSubstance such as Air or Water is not a PhysicalObject,
but is the material of which PhysicalObjects consist. See PhysicalSubstance
for more detail.
Because the determining characteristic of a PhysicalObject is that it has some
mass, COSMO has a restirction that all instances of PhysicalObject must specify
the mass, using the relation 'hasMassInGrams'. This can be a nuisance when
the mass is unknown, and the convention is adopted that a mass of '-1' will
be interpreted as an unknown mass. The mass figures can be very approximate -
at the OWL phase, the value of the relation 'hasMassInGrams' should be interpreted
as only an approximation within an order of magnitude. When more precise mass
figures are needed, the relation 'hasMass' can be used (with an instance of
MassMeasure as the value), and this relation allows specifying a
variance for the mass value.
NOTE on '3D' vs '4D' objects:
Some ontologists prefer to represent PhysicalObjects as extended in time,
thereby forming a '4-dimensional' object ('perdurantism'). Others prefer
only 3D objects ('endurantism'), with the time explicitly specified when
relations hold on an object. In COSMO this category of 'PhysicalObject' is
indeterminate as between a Perdurant and and Endurant - that is, the instances
are not necessarily zero-duration time slices, nor are they necessarily time
slices of finite duration. An instance of 'PhysicalObject' can be used
in relations where the valid time interval for the relation is expllicit,
or an instance can also be specified to be an instance of 'TimeSlice',
in which case that instance is a 4-dimensional TimeSlice of a PhysicalObject,
and any relations defined on that 4D instance hold only during the
TimeInterval of the TimeSlice. See 'TimeSlice' for more detail on that
type and its use.
As a result, Roles such as 'Student', which are
TemporalThings with a beginning and end time,
can be classified as subtypes of this category.
A TimePoint is a closed interval of time having zero length. The beginning TimePoint
and Ending TimePoint are identical for any given TimePoint. The representation of a TimePoint
as a zero-length time interval is only an alternate view of a TimePoint.
(=>
(isanInstanceOf ?TP TimePoint)
(and
(hasStartingTimePoint ?TP ?TP)
(hasEndingTimePoint ?TP ?TP)))
A TimePoint is classified here as a subclass of TimeInterval because we adopt
the interpretation that a time interval of zero length duration is indistinguishable
from a time point. We know from special relativity that time may proceed at different
rates in objects that are moving relative to each other, so all time values must be
relative to some clock. In the absence of any explicit clock designation, the
NIST atomic clock signals transmitted from Boulder Colorado are considered as the clock
of reference.
A TimePoint may be represented by a limit expression, e.g. 'before Jan 1 2008',
or by a range ('some time point between Jan 1 200 and Jan 1 2008'). This
allows incomplete time information to be entered when not known exactly. This
may be implemented by a functional expression, but is not yet formalized in
COSMO version 0.44.
******* COSMO NOTE on BFO 'TimeInstant' ************
COSMO note: in COSMO, time points are subtypes of TimeInterval, so the
'disjoint' relation in BFO between TimePoint and TimeInterval was removed.
BFO: owl:disjointWith rdf:resource='#TemporalInterval'
BFO rdfs:subClassOf rdf:resource="#ConnectedTemporalRegion"
BFO Definition: A connected temporal region comprising a single moment of time.
BFO Examples: right now, the moment at which a finger is detached
in an industrial accident, the moment at which a child is born,
the moment of death
******* COSMO NOTE on BFO 'TimeInstant' ************
A List is a MentalObject, i.e. an Object without mass created by an
IntelligentAgent, with the distinctive character that it is a linearly
ordered arrangement of AbstractSymbolicObjects. A List may be empty,
and has its own properties in addition to the properties of the constituent
elements, therefore it is not a Group. Note that AbstractStrings
are subtype of List. A List is ordered, and it can have the same
entity in different positions in the llist. It is not a type of Set.
A List has a 'first' and 'rest' component. The 'rest' can be another
list, or null. Therefore a list may have one element (or none)
Cyc comment: A specialization of #$Tuple. Each instance of
#$List is a finite sequence of things with a first and last
member-position, with each member-position other than the
last having a successor member-position. As with tuples
generally, lists allow for repetition of their members, so
that the same item can appear at multiple member-positions
in the same list. A list can be represented formally as a
function from a finite index set of counting numbers,
beginning with one, into the domain of all #$Things (but
note that #$Lists are _not_ explicitly represented as
functions in the Cyc ontology). Unlike an instance of
#$Series (q.v.), a list is purely abstract (i.e. both
aspatial and atemporal), and the only implied relation
between an item and its successor in a list is the successor
relation of the list itself. Technically, #$List is more
specific than #$Tuple only in that the index set (see
#$tupleIndexSet) for a given list must be the counting
numbers in their usual order (or some initial segment
thereof), whereas the index set for a tuple, generally
speaking, might be any set whatsoever.
The most general Type for Objects whose subtypes are abstract - intangible -
things that do not have mass. Note that AbstractEntity is not a subtype
of AbstractObject - the name
'Abstract' is retained for alignment with other ontologies. NOTE in
particular that AbstractEntity is not disjoint from
MentalObject, which may be created by people in space and time, and
hae a location in space and time. The kind of abstract things that do not
have a locaiton in space and time are under 'AbstrctObject' in COSMO.
COSMO Note: the notion of 'Abstract' has historically been somewhat vague.
It is often defined by saying that it represents things 'not located in
space or time' - but then subclasses are defined which are clearly
mental constructs with a defined creation time (e.g. musical compositions) -
which means that they must indeed be located in time and space.
In this ontology we distinguish 'Abstract' things from 'MentalObjects' -
the latter are things created by IntelligentAgents (people) that have
no mass, and therefore would traditionally be categorized as 'Abstract'.
'AbstractObject' here is used mostly to categorize mathematical things
such as numbers, which arguably do not depend on intelligent entities for
their existence. But 'AbstractEntities" and 'MentalObjects' are not considered
disjoint here, so there is room for people to argue whether mathematical
concepts are created or merely discovered by mathematicians - we take no
position on that issue.
An AbstractObject is an entity which does not exist in space or time.
This is more stringnent than merely not having mass, the criterion for
belinging to 'AbstractEntity. This category is mostly for mathematical
concepts. Under 'AbstractEntity' we also have 'MentalObjects', which do
exist in space and time.
COSMO Note: the notion of 'Abstract' has historically been somewhat vague.
It is often defined by saying that it represents things 'not located in
space or time' - but then subclasses are defined which are clearly
mental constructs with a defined creation time (e.g. musical compositions) -
which means that they must indeed be located in time and space.
In this ontology we distinguish generically 'Abstract' things from 'MentalObjects' -
the latter are things created by IntelligentAgents (people) that have
no mass, and therefore would traditionally be categorized as 'Abstract'.
'AbstractObject' here is used mostly to categorize mathematical things
such as numbers, which arguably do not depend on intelligent entities for
their existence. But 'AbstractEntities" and 'MentalObjects' are not considered
disjoint here, so there is room for people to argue whether mathematical
concepts are created or merely discovered by mathematicians - we take no
position on that issue. See the note under 'AbstractEntity' to see
how 'Abstract' is used in this ontology.
The current (20061027) arrangement here is provisional, keeping some of the
terminology from Cyc and SUMO for alignment - but it may be changed slightly
in the future in a way that will not affect inferencing.
Intangible_Cyc__Abstract_SUMO__abstract_object_ISO15926
ISO15926 An Abstract-object is a thing that does not exist in space-time.
(COSMO note - this is not the interpretation in COSMO - MentalObjects
are abstract, but they do 'exist' in our ordinary space and time.)
SUMO: Abstract : Properties or qualities as distinguished from any particular embodiment
of the properties/qualities in a physical medium. Instances of Abstract can be said
to exist in the same sense as mathematical objects such as sets and relations,
but they cannot exist at a particular place and time without some
physical encoding or embodiment.
#$Intangible: OPENCYC 1: MAY 23, 2002
The collection of things that are not physical - are not made of, or encoded in, matter.
Every #$Collection is an #$Intangible (even if its instances are tangible), and so
are some #$Individuals. Caution: do not confuse 'tangibility' with 'perceivability'
- humans can perceive light even though it's intangible--at least in a sense.
For more on this issue, see the relevant #$cyclistNotes.
Intangible[Cyc]%Abstract[SUMO]%abstract_object[ISO15926]
The collection of #$Intangible things that are
intrinsically mathematical (see #$MathematicalThing) or
computational (see #$ComputationalObject). Instances of
#$MathematicalOrComputationalThing are abstract in the very
strong sense of being nonspatial, atemporal, and massless.
Examples include numbers, sets, collections, relations,
algorithms, and abstract character strings.
bd58e31f-9c29-11b1-9dad-c379636f7270
A specialization of
#$MathematicalOrComputationalThing. Each instance of
#$MathematicalThing is an atemporal, nonspatial, purely
mathematical thing. #$MathematicalThing is partitioned into
two main specializations, #$MathematicalObject and
#$SetOrCollection (qq.v).
bd58e5b6-9c29-11b1-9dad-c379636f7270
A specialization of both #$MathematicalThing and
#$IntangibleIndividual. Each instance of
#$MathematicalObject is a purely abstract mathematical thing
which is also an individual (see #$Individual).
Specializations of #$MathematicalObject include
#$Quantifier, #$RealNumber, #$Triangle, and #$TruthValue.
Note that instances of #$SetOrCollection are not instances
of #$MathematicalObject, since they are not instances of #$Individual.
bf461f37-9c29-11b1-9dad-c379636f7270
A specialization of both #$MathematicalObject and
#$StructuredInformationSource. Each instance of #$Tuple is
a complex consisting of one or more indexed (and possibly
ordered) components; it might be a single, a pair, a triple,
or so on; and the components might be things of any sort
whatsoever (see #$memberOfTuple). For example, a
specialization of #$Tuple is #$NTupleOfIntervals (q.v.),
whose instances are tuples consisting exclusively of
#$ScalarIntervals (q.v.); e.g. complex numbers and physical
vectors are n-tuple-intervals. Another specialization of
#$Tuple is #$List (q.v.), whose instances are ordered. Each
tuple has an associated index set : the set of things that
serve (via an associated indexing function ) to index or
individually represent the tuple's members (see
#$tupleIndexSet and #$tupleMemberIndex). If the index set
for a given tuple is the set of positive integers (or an
initial segment thereof), then the integers' usual
ordering serves to order the tuple's components, and
the tuple is in fact an _ordered_n-tuple_, i.e. it is a
#$List. But in general any set (e.g. the column names in a
relational database) may be used to index the components of
a tuple.
bd58f8d8-9c29-11b1-9dad-c379636f7270
connected_spatiotemporal_region
BFO Definition: A space time region that has temporal and spatial
dimensions such that all points within the spatiotemporal region are mediately
or immediately connected to all other points within the same space time region.
Examples: the spatial and temporal location of an individual organism's life,
the spatial and temporal location of the development of a fetus.
@ToDo: COSMO note: in COSMO, the type TimePoint (instant) is a subtype of
TimeInterval, whereas in BFO interval and instant are disjoint. The BFO
interval, therefore must be a non-zero length. For simplicity,
COSMO does not yet have a non-zero-length instant (no need yet), and when that
is added the BFO 'SpatiotemporalInterval' neeeds to be equated with
the non-zero-length interval, and the subtype relation of
'SpatiotemporalInstant' and 'SpatiotemporalInterval' must be removed..
BFO Definition: A space time region that has spatial and temporal
dimensions and every spatial and temporal point of which is not connected with
every other spatial and temporal point of which.
Examples: the space and time occupied by the individual games of the World Cup,
the space and time occupied by the individual liaisons in a romantic affair.
scattered_spatiotemporal_region
Definition: A connected space time region at a specific moment.
Examples: the space time region occupied by a single instantaneous
temporal slice (part) of a process.
COSMO note: It is unclear why this is not identical to a region of space
at some particular moment.
spatiotemporal_instant
COSMO note: in COSMO instants are not disjoint from intervals,
they are merely the limiting case of intervals of zero lenght. A 'proper
interval' is a legitimate concept, but would just be superfluos in
COSMO, so this Type will include proper intervals and instants.
BFO Definition: A connected space time region that endures for
more than a single moment of time.
BFO Examples: the space time region occupied by a process
or by a fiat processual part
spatiotemporal_interval
A specialization of the 'starts' relation which points from a
TemporalThing (TimeInterval or Event) to the TimePoint at which
that TemporalThing started..
A specialization of the 'finishes' relation which points from a
TemporalThing (TimeInterval or Event) to the TimePoint at which
that TemporalThing ended.
takesValue relates an AttributeType to the
AttributeValues that instantiate the AttributeType.
For example, the AttribugeType Length will be instantiated by
an the type 'LengthMeasure'. This relation is similar to the
'instance' relation, but is specific to the relationship between
AttributeTypes and AttributeValues, used to implement the
specfici method of representing attributes that is adopted for COSMO..
The inverse of 'takesValue'.
A pointer from a concept to another concept of
which it is a synonym. This is a crude method to permit search in
Protege for synonyms of terms in the class search window.
In v0.3 these synonyms were confined to classes.
For other synoyms, use 'hasSynonym'.
wasCreatedBySoleAgent relates an Artifact (concrete or abstract)
to the individual Agent who created it. The Agent may be a Group, but
there will be only one value for this relation, and to fill that value
means that one knows the identity of all of the agents who participated enough
in the creation to be called creators. This is not necessarily the same
as an autor of record for a textual work, where ghost writers may get
no credit. This is the real creator.
hasAttributeValue relates an Object or Substance or Event to some AttributeValue
which the Object may have. Each AttributeValue will be a value for at least one AttributeType,
but this relation does not specify the AttributeType. For cases where an
AttributeValue may measure more than one AttributeType (such as LengthMeasure,
which can specify length, width, height, altitude, distance, etc.), using this relation may
leave ambiguity as to its precise meaning.
COSMO Note: AttributeValues may be either classes (instances of
AttributeValueType), or instances of AttributeValue. This
allows one to express an attribute as a region (e.g. colors will
bw classes, not instances, to permit subclassing), or for
quantitative measures as instances (e.g. '25 feet'). For quantitative
measures, the representation of measurements as classes would be
conceptually permissible (the class representing the set of possible
values, determined by the measured value and possible error),
or as instances of measure to which an uncertainty value has been
attached. The specific subrelations (subproperties, in OWL)
of 'hasAttributeValue' will in some cases have their range restricted
to AttributeValueType of AttributeValue.
isAnAttributeValueOf is the inverse of 'hasAttributeValue'.
This relation will be used explicitly only in special cases where
particular AttributeValues are appropriately applied only to
specific types of things.
isaPartOf is a very general 'part' relation applicable to spatial
regions or objects in some space. This relation has no axioms associated
with it because it is only an 'umbrella' relation that gathers together
other relations having different meaning, so as to provide
an anchor point for the ambiguous linguistic notion of 'part'
It cannot be transitive, because it subsumes the relation of
a member to the group, which is not transitive. But some of
its subrelations are transitive.
NOTE: this and its subproperties are usually instance-level relations,
but types are included because they are used in some of the
subrelations.
To express that some physical object type is typically a part
of another physical object type, use the type-level relation,
'isTypicallyaPhysicalPartOf'
the inverse of 'isaPartOf', a very general relation applicable
to spatial regions, events, or objects in some space.
hasRepresentation is the most general relation that points from some
concept or thing - of any type - to another thing (abstract or physical) that
represents it in some way. This relation will be used, if at all,
less frequently than the more specific 'representation' relations,
and may be useful primarily to collect those more specific relations
in one location to make the representation relations easier to understand.
The related relation 'hasURL' points to a datatype string that is the address
of some file relevant to the subject entity. As a datatype relation,
hasAbstractRepresentation relates some entity
- concrete or abstract - to a MentalObject that represents -
or contains a part that represents - that entity.
The mental object is itself abstract in the sense of having no mass.
A common example of an abstract representation is the word
(string of characters) 'cat', representing a small furry animal.
NOTE that an AbstractRepresentation (such as an AbstractImage) of a person
will contain an abstract representation of that person, but may also contain
(and thus be, in this sense) an abstract representation of the clothing or
accessories that person is wearing, or of the chair s/he is sitting in, or
of the cat next in his/her lap, or of anything else in that image.
NOTE also that, just as the representation pointed to by this
relation may only have a part that actually represents
the subject matter (other parts may represent other
subject matters), the subject of the inverse relation
'isanAbstractRepresentationOf' may only have a part
that is the representation of the object
of that relation.
points from an abstract representation
(for example, an AbstractString or AbstractImage) of something
to that thing it represents. The abstract string
'the cat' could point to a specific instance of a cat
A DateTimeExtendedGroup string would point to
a TimeInterval.
hasComponentElement relates a Group to the individual
elements of which the group consists.
Any entity can be aggregated with another entity to form
a conceptual Group.
NOTE: this 'element' is not the chemical 'element'!
See also the specializations of this relation, for
OrderedGroups, indicating the location in the
OrderedGroup of a particular element.
See 'hasFirstElement' and 'hasSecondElement'.
isaComponentElementOf relates some entity to a Group of which it is a member.
It is the inverse of 'hasComponentElement'. Since Groups
are not defined arbitrarily, and seldom defined automatically, this relation
will typically be used only when it makes sense to do so. For example, one
may define a Group of 'attendees' of some particular meeting. Then to say
that a Person is a member of that Group would allow inference that that
Person was in a particular place at a particular time..
hasFirstElement is a specialization of the
relation 'hasComponentElement' applying to OrderedGroups
or Lists, specifying the first component element of the
OrderedGroup or List.
hasSecondElement is a specialization of the
relation 'hasComponentElement' applying to OrderedGroups,
specifying the Second component element of an
OrderedGroup.
hasThirdElement is a specialization of the
relation 'hasComponentElement' applying to OrderedGroups,
specifying the Third component element of an
OrderedGroup.
hasCardinalty relates a Group to an integer enumerating
the number of direct component elements of which the group consists.
Because an element of a Group may itself be a Group, the Cardinality
does not indicate the number of things that ultimately are not Groups,
only the number of things that are related by the 'hasComponentElement'
relation.
NOTE that AbstractString is included explicitly, not only as a
subtype of Group, because zero-length (zero-cardinality, considered
as though it were an ordered group) strings
may exist but zero-cardinality Groups are not permitted.
hasMassInGrams relates an Object to its mass measured
in grams. This is a shortcut to using more general functional
mass measures, and is used here only for illustration,
to permit some specifics in instances. The values given should
be taken as crude estimates (order of magnitude estimates,
possible error over 100%), particularly since no time
interval is given by this relation. Relations expressing
more exact values of mass have not yet (v0.45) been written
in COSMO. This is mostly a placeholder for more
meaningful relations.
NOTE: for objects whose mass is unknown, a value of '-1' will
serve as the code for 'unknown mass'. Since, as of v0.49, a
mass value is required in COSMO for PhysicalObjects (mass is
the characteristic property of PhysicalObjects), an explicit
value must be provided even if it is unknown.
If an approximate value can be guessed within +- 100% (as with
human weights),a value should be entered so that the reasoner will
have some information with which to make inferences. For example, a car
mass of 1,000,000 grams (one ton) will allow the reasoner to
infer 'too heavy for a person to lift'.
Globally unique identifier, fromOpenCyc 0.78.
NOTE that this is a formatted string having 32 alphanumberic characters
with embedded hyphens, though it is represented (temporarily) as a simple string
here.
Another form of 'unique identifier' has 16 characters, and is
represented in COSMO as an AbstractString which is a subtype
of Identifier. See 'UniqueIdentifier16'
Globally Unique ID
Each instance of String-Entity relation is an ObjectProperty that
can be translated into a String type attribute when converting from
an OWL ontology to a schema, UML model, or other representation that
uses String datatypes to refer to property values that are best represented
as first-class entities in an ontology. This OWL Property type is
specifically designed to assist translation of ontologies into other formats.
Each instance of 'dbMappedRelation' is a OWL Property that
can be mapped to one or more columns in a database when using
an OWL ontology to access conceptual information from one or more
database tables.
Each instance of 'CompactedTernaryRelation' is a OWL Property that
could be represented by a ternary relation in an FOL format, but has
been compacted to fit into the binary relation format of OWL.
The range of these relations will be instances of a type that
specifies the two arguments that are folded into a single argument to
fit into an OWL relation.
Each instance of 'ExistentialRelation' is a relation between
types of entities, rather than between instances of entities;
a relation is specified as being of the type 'ExistentialRelation'
when the intended meaning is that every instance of
the subject is related to *some* instance of the object. This meaning
could also be expressed by an OWL restriction using 'someValuesFrom';
however, the OWL restriction will be interpeted logically as being
an inconsistency if no instance satisfying that relation is present in
the ontology for every instance of the subject. It may not be necessary or
desirable to create instances of the object every time an instance of the subject of
a relation is created - and yet, we will want the reasoner to know, when
it needs to, that some instance of the object type must exist. This formalism
is adopted to allow an explicit assertion within the ontology that
certain instances are implied by others, but to allow the reasoner to
ignore that information unless it is required. So relations between types
that imply the existence of an instance of the object for every instance of
the subject will be made instances of 'ExistentialRelation'.
Use of such information will
require an FOL reasoner, but COSMO is intended to represent all information
in the OWL format, in such a way tat it can be converted to an FOL
format for more detailed reasoning. Whether and
how this represented information will be used will be up to the
implementation. The task of the ontology is to represent that information,
and this provides a means to do so without overburdening the reasoner.
There will also be relations between types (as for example subclasses of
PhysicalSubstance or of AttributeValue) for which there is no implication
of the existence of instances of the object type. These relations will not
be instances of 'ExistentialRelation'.
Each instance of 'dbMappedDataRelation' is a OWL Property that
can be mapped to some datatype column in a database when using
an OWL ontology to access conceptual information from one or more
database tables.
consistsMostlyOfSubstance relates physical objects or physical
object types that have a relatively homogeneous spatial distribution
of component substances to the substance(s) which
form the dominant composition. If the component substance does not form a larger
weight fraction than any other substance, the relation 'hasConstituentSubstance'
should be used instead. Thus a drinking glass will be composed
of glass, a lake of water, a structural I-beam of steel. In Cyc the
'substances' (or stuffs) were represented as objects made of a particular
substance. In COSMO we distinguish the object from its composition, and
this relation specifies, where it makes sense to do so, what the
substance composition of particular objects is.
hasColor relates abstract symbols (abstract representations of things),
substances, substance types, or individual objects to
one or more colors that characterize the way that light is reflected
from or passes through the object.
For real-world objects, the color value will be a color region, which
could be further restricted to a more specific color, down
to a monochromatic color of specific saturation and intensity.
The colors are represented as Types.
A SolidObject is a PhysicalObject that retains its shape with
less than 30% distortion in any one dimension when placed on a surface
in air *or in water* in Earth's gravitational field. This means that
reasonably solid but compressible gels qualify as SolidObjects.
For objects that are less distortable than gels, use 'RigidObject'.
NOTE that a SolidObject does not have to be rigid. All Organisms
are SolidObjects, even jellyfish. To be solid, and object may distort, but
cannot flow as a liquid or disperse as a gas.
Eacj 'ObjectConsistingOfSubstance' is a PhysicalObject
that is characterized, among other things, by the substance
of which it consists.
A DynamicObject is a PhysicalObject for which the
internal movement of the whole or some part is an essential
characteristic of its identity. A tornado, a whirlpool, or
a dust devil are examples. This does not include microscopic
movements such as biological processes, therefore living things are
not instances.
NOTE that simple linear moving things like currents are represented
as FunctionalProcesses, even though they have some of the character
of a DynamicObject. A current of water is not an instance of
DynamicObject. This distinction is not entirely arbitrary; a
linear current has a flow rate as one of its salient characteristics,
and that is representd as a time derivative, which is one
salient characteristic of a FunctionalProcess. A DynamicObject
will exhibit salient characteristics beyond a simple linear flow,
as in the case of a tornado which moves up, down, and sideways as well as
in a circle.
Dry is an attribute of objects and substances
that do not lose enough liquid by vaporization on standing in
an open space so as to cause a significant change in their
properties. This is an Attribute that can be used to
reason about the likely stability of an Object or substance on
standing in the open..
A DryObject is a SolidObject that does not
have a significant content of a liquid that may
volatilize so as to significantly change the weight
(by more than 10%) or rigidity or functionality after standing
in an open space for some time. The category is determined by the
moisture contnet considered as such at the time it was created.
RigidObjects that have some surface mosture are still
DryObjects.
This type is created to allow a reasoner to infer some
commonsense information about the consequences of aging
of an object. The disjoint alternative is 'MoistObject',
which includes objects such as animals and some foods,
which change substantially when left in a place where
the water content can evaporate without replacement.
NOTE that this type applies to types that were dry when they
were created: an Organism is a MoiopstObject, but when
it reaches the stage where it is a dry skeleton, it
becomes a physically dry object, but is still an
instance of MoistObject. This type
represents a property that is relevant to stability, not
necessarily representing the physical character throughout
a lifetime.
A MoistObject is a SolidObject that
has a significant content of a liquid that may
volatilize so as to significantly change the weight
(by more than 10%) or rigidity or functionality after standing
in an open space for some time. This criterion is
applied in reference to the state of the object at the time
it was created. A MoistObject that has dried out may still
be an instance of the type MoistObject. This type
represents a property that is relevant to stability, not
necessarily representing the physical character throughout a lifetime.
This type is created to allow a reasoner to infer some
commonsense information about the consequences of aging
of an object. The disjoint alternative is 'DryObject',
which includes all RigidObjects and objects such as
sheets of metal or cloth, which are more stable to
standing in an open space than a MoistObject would be.
Examples of moist objects would be an organism,
fresh bread or cake, or .
An AgentiveObject is a PhysicalObject that can cause changes to other objects.
This class contains subclasses that have the capacity to act as agents, i.e.
to cause changes in the real world; but this general class of agents do not have
to have intentions or form plans.. People are the Agents that are typically
of greatest interest. But Tornadoes, hurricanes, tsunamis, volcanoes, etc.
can behave a agents in that they cause external events due to their internal
processes. All of these agentic objects are included in this category, but
Organizations, which are classified as MentalObjects in this ontology, are
in a separate agentive category.
Life Form is very general catgory of organic objects
tht can reproduce themselves in a manner resembling
the reproduction of animals and plants, and includes
intact organisms, viruses, and prions.
A part of an organism is not a life form in itself.
NOTE also that 'LifeForm' is not disjoint with
'InanimateThing' though 'Organism' is. This is
because some primitive life forms, like some viruses, can occur
in crystalline form (while still being viable), and we have
categorized crystals as inanimate. The border between living and
non-living at the subcellular level is fuzzy, and in COSMO (rev639) we
are still trying to find the proper distinctions.
COSMO note: all PhysicalObjects are non-trivially continuous
only with respect to some level of granularity.
Cyc: A specialization of #$SpatialThing. For every
instance REGION of #$SpatiallyContinuousThing, any two
points it subsumes are connected by some path it also
subsumes. Positive exemplars include a drinking glass, a
haystack, a spiderweb, or a region of space in the shape of
any of these things. If the glass is broken and its pieces
no longer touch each other, it is not a
#$SpatiallyContinuousThing. Some borderline exemplars
depend on granularity. At a macroscopic level of
granularity, a dense cloud of smoke is effectively
continuous. On the microscopic level, it is composed of
independent particles that do not touch each other.
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A specialization of #$InanimateThing-Natural.
Each instance of #$Mineral is a piece of homogeneous
inorganic physical substance that has a crystalline
structure. Specializations of #$Mineral include the
collections #$Diamond, #$Turquoise-Gem, #$Jade-Gem, and #$Corundum.
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COSMO note: In COSMO, this is a substance, not an object.
There are some inorganic materials,
such as carbon dioxide and carbon tetrachloride, that
contain carbon. So carbon content is not the only
criterion to distinguish organic from inorganic substances.
Cyc: A specialization of #$InanimateThing. Each
instance of #$InorganicMaterial is a tangible thing wholly
composed of one or more types of inorganic molecule.
Instances of #$InorganicMaterial usually didn't
originate as parts or products of living things. Notable
specializations of #$InorganicMaterial include #$Mineral,
#$Metal, and #$Glass.
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A PhysicalSubstance that is in a solid and
usually crystalline form, and inorganic (possibly except for some small amount
of included organic material), In COSMO this is a Substance,
not an Object, whereas the Cyc term is an Object.
This is the solid substance: when molten it is not
considered 'Mineral' in COSMO.
Cyc: A specialization of #$InanimateThing-Natural.
Each instance of #$Mineral is a piece of homogeneous
inorganic physical substance that has a crystalline
structure. Specializations of #$Mineral include the
collections #$Diamond, #$Turquoise-Gem, #$Jade-Gem, and #$Corundum.
SUMO: Any of various naturally occurring homogeneous substances
(such as stone, coal, salt, sulfur, sand, petroleum), or synthetic
substances having the chemical composition and crystalline form
and properties of a naturally occurring mineral.
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An important specialization of #$InanimateThing.
Each instance of #$ExanimateThing is an individual that is
typically regarded as truly inanimate, or non-agentive in
the sense that it is utterly incapable of any subjective or
mental experience.
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COSMO note: in COSMO, a SubatomicParticle is not
an instance of this type. This type partly overlaps with
'Particle' - the distinction is not resolved as of v0.51.
This should be used for objects down to atom-sized.
Cyc: A specialization of #$PartiallyTangible. Each
instance of #$MicroscopicScaleObject is a partially tangible
object which is so small that human beings cannot perceive
it, except (perhaps) with the use of special devices such as
#$Microscopes or #$ElectronMicroscopes. Specializations of
#$MicroscopicScaleObject include #$Molecule, #$Atom,
#$SubAtomicParticle, #$Chloroplast, and #$Mitochondrion.
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A specialization of #$MicroscopicScaleObject.
Each instance of #$ChemicalObject is an object whose
behavior is typically described in terms of its outer cloud
of #$Electrons. Specializations of #$ChemicalObject include
the collections #$Atom, #$Molecule, and #$Ion.
bd58916a-9c29-11b1-9dad-c379636f7270
A specialization of #$ChemicalObject. Each
instance of #$Atom is a microscopic-scale object with
exactly one atomic nucleus (see #$AtomicNucleus) and some
number of electrons (see #$Electron). A typical instance of
#$Atom has no net charge, i.e., it has as many instances of
#$Electron as it does of #$Proton. For the collection of
atoms that do have non-zero charges, see #$MonoatomicIon.
bd5891ef-9c29-11b1-9dad-c379636f7270
A substance which is a chemical element, for which the unit
is an atom; each atom of a ChemicalElement has the same number of protons in its nucleus.
In Cyc called 'ElementStuff'
Cyc: An instance of #$TangibleStuffCompositionType and
a specialization of #$InanimateThing. Each instance of
#$ElementStuff is a piece of tangible stuff, composed of a
quantity of atoms, all of which are of the same chemical
element. That is, every atom in a given piece of
#$ElementStuff has the same number of protons in its atomic
nucleus. For example, all pieces of carbon (i.e. all
instances of #$Carbon) are instances of #$ElementStuff. On
the other hand, instances of #$Water, because they are all
constituted of both #$Hydrogen and #$Oxygen atoms, do not
belong to the collection #$ElementStuff.
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a metaclass used as the Type restriction on certain relations
that take subclasses of ChemicallyDefinedSubstance as their argument.
Cyc: A collection of collections and a specialization
of #$TangibleStuffCompositionType. Each instance of
#$ChemicalSubstanceType is a specialization of
#$PartiallyTangible whose instances are defined _only_ by
their chemical composition - not by their physical state or
any other property. Instances of #$ChemicalSubstanceType can
be of two varieties: (1) Collections whose instances are
completely uniform with each other in terms of chemical
composition; this includes (a) the chemical elements - such
as #$Carbon, #$Oxygen, and #$Hydrogen - which are instances
of #$ElementStuffTypeByNumberOfProtons (thus, the latter is
a specialization of #$ChemicalSubstanceType), and (b)
chemical compounds constituted of more than one substance
chemically bonded, e.g., #$Water, #$Caffeine, and
#$IronOxide, which are instances of
#$ChemicalCompoundTypeByChemicalSpecies (2) Substances which
have a general chemical specification, that is, whose
instances do not have exactly the same chemical composition
but fall within certain specifications, e.g., #$DNAStuff.
Note that collections that are _not_ instances of
#$ChemicalSubstanceType include collections of substances
which have some component which is of overriding
significance in some context, so that in everyday language
such substances are frequently referred to by the name of
their important component (e.g., penicillin applied to a
tablet containing penicillin), but which have significant
admixtures of other substances. Thus, #$Penicillin is an
instance of #$ChemicalSubstanceType, but the collection of
tablets containing penicillin and including other
ingredients is not. Also, specializations of #$Mixture,
such as #$Lemonade, are _not_ instances of
#$ChemicalSubstanceType, because mixtures are determined by
their physical state rather than solely by their chemical composition.
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COSMO note: In Cyc, where there was no taxonomic distinction
between substances and objects, this metatype was used to label
both substances (in some particular form) and objects. In COSMO,
this is used as a parent class for certain substances having
particular forms.
These categories can serve as ?X in the phrase 'given as an ?X' in pharmacy descriptions.
Cyc comment: Drug products organized according to their form
when they are given as doses.
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Each class of a ColorAttribute forms a region with more specific classes of
ColorAttribute forming subregions..
Each class of a ColorAttribute forms a region with more specific classes of
ColorAttribute forming subregions..
ElementType is a metatype which is a specialization of the
Protege owl:Class that can serve as type for physical substances
and an argument restriction for the relation s on chemical elments.
This is a primitive mechanism to accommodate OWL limitations on
relation arguments.
hasProtonCount relates a chemical element to
the number of protons in each atomic nucleus of that
element. This is very specifically a chemistry/physics concept.
NOTE that the domain is ElementType because elements are
represented as types (classes), not instances. This representation
permits element isotopes to be subtypes of each element.
hasConstituentSubstance relates physical objects or regions to the substance(s) which
form some part of the composition of the object or region. The component substance
pointed to in this relation does not have to be the main component,
and the object does not have to have a uniform distribution of substance
types. If the component substance does form a larger weight fraction
than any other substance, the relation 'consistsMostlyOfSubstance'
should be used instead.
One could say that a {shovel hasConstituentSubstance Steel}, even if the
handle is wooden. We can use a relation which also specifies the
actual weight fraction of each substance, but such a relation would
be ternary, and cannot be directly supported as an OWL 'property'.
NOTE that In Cyc the 'substances' (or stuffs) were represented as
objects made of a particular substance. In COSMO we distinguish the
object from its composition, and this relation specifies, where it
makes sense to do so, what the
substance compostion of particular objects is.
NOTE that this relation is a subProperty of the generic 'hasPart'
relation. The 'hasPart' relation has no implications, and is used only
as an umbrella to collect all the 'part' relations that may
ber used in language. The notion of a substance being a 'part' of
an object may be the least common use of 'part', but it is
found, and this subproperty relation allows it to be used in
this ontology.
The inverse of 'hasConstituentSubstance'.
The element with six protons in each nucleus.
6
The element with eight protons in each nucleus.
8
Each subclass of LiquidSubstance labels a PhysicalSubstance which is liquid
at normal temperatures and pressures. This category has been set as
identical to the Cyc 'Liquid-StateOfMatter', though the original Cyc category
is a physical object.
This redefinition was done as part of the disentanglement of Cyc
substances and objects. The Cyc category definition does not apply to this
Type,and is closer to the COSMO 'LiquidObject'. The Cyc category was reinterpreted
as a substance because it was used in Cyc predominantly as a parent class for
what in COSMO are considered as substances.
Water, gasoline, and vodka are examples.
Although most substances are classified mainly by their composition, and may be solids
or liquids (and sometimes gases) depending on temperature, there are some categories
of substances that are conceptually in one state; ice is an example - it must be solid.
A 'BathOil' must be a liquid. A LiquidSubstance is a PhysicalSubstance that must
be liquid, at normal temperature and pressure.
Any PhysicalSubstance in the Gaseous form,
at room temperature and atmospheric pressure. A quantity of
gas does not have a defined volume, but will expand to become
uniformly distributed throughout its container. NOTE that a
substance that happens to be gaseous at some elevated temperature is
**not** necessarily a subtype of 'Gas'; likewise, a quantity of
cooled or compressed gas that has become liquid due to cooling or
compression can still be composed of a subtype of 'Gas' -
for example Liquified Natural Gas.
To classify a quantity of matter that is in the gaseous form, use
'GaseousObject'. This is equivalent to saying that it has the
property of being 'gaseous' - but that property is not yet
(v 0.45) defined in COSMO.
At low enough temperature, all substances condense to a liquid or solid.
A ChemicallyDefinedSubstance is a PhysicalSubstance
that is defined by its chemical composition. The
specialized types will have a relatively well-defined
composition, though the higher level catagories
may have significant variation in the exact chemical
composition, such as 'Rubber' or 'Alloy'.
Substances that are commonly thnought of as relatively defined,
even though they are mixtures such as Ivory and gemstone
substances, are also subtypes of this Type.
In Cyc labeled 'TangibleStuffCompositionType'.
Cyc: A collection of collections and a specialization
of #$ExistingStuffType. Instances are subcollections of
#$PartiallyTangible whose membership is based only on the
physical and/or chemical composition of their instances.
#$TangibleStuffCompositionType does not have as instances
collections whose instances are determined _solely_ by the
physical state they are in - for that, see
#$TangibleStuffStateType. However, many substances that
chemically break down before melting (e.g. #$FattyTissue)
_are_ included in this collection, even though they exist
solely in one physical state. The collection #$Water is
an instance of #$TangibleStuffCompositionType, as instances
of #$Water are all pieces of substance with the chemical
composition H20. On the other hand , the collection of all
pieces of ice (i.e. (#$SolidFn #$Water)) is not a
#$TangibleStuffCompositionType, because membership in that
collection depends on the substance's composition _and_
on its physical state. #$TalcumPowder is not an instance of
this collection because a fused mass of the substance would
no longer be powder, but would still be of the same
#$TangibleStuffCompositionType. Further instances of
#$TangibleStuffCompositionType are #$Nylon, #$GasolineFuel,
#$FattyTissue, #$Nitrogen, and #$Glass. An important
specialization of this collection is #$ChemicalSubstanceType
- those substance types defined solely by their chemical formulae.
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hasChemicalComposition specifies the proportion
of elements in a ChemicallyDefinedSubstance. The
range is an AbstractString, but the string is restricted
in that the alphabetical parts must be ligitimate chemical
symbols for elements. This relation includes not only
ChemicalFormulas, which specify the number of atoms in each molecule
(or balanced ion group for ionic materials), but also
proportions of atoms in organic substances such
as biopolymers, where the numbers behind each element
may be fractional, representing an average over several
closely related molecules or an average in a large
molecule. However, percent compositions, specified as
percentages, cannot be represented using this relation.
hasChemicalFormula specifies the number of atoms
in each unit (molecule or repeating balanced ion group)
of each element in a ChemicallyDefinedSubstance that is
not considered as a mixture of substances. The
range is an AbstractString, but the string is restricted
in that the alphabetical parts must be legitimate chemical
symbols for elements, and the numbers after each element symbol must be
an integer. For macromolecules, only those whose
true molecular formula is known can have a formula
pointed to by this relation. A simple grouping is
permitted to express some structure: a hyphen represents a single
bond between atom groups, as in 'NH2-CO-NH2' for Urea,
or '-COOH' represents a carboxyl group.
To specify a name that is not a ChemicalFormula, use
'hasChemicalname'.
a metatype that can be used
as an argument restriction for relations that take a subtype
of Context as one of their arguments. IT can also
be used for types for which namespace prefixes would
be convenient to label the instances, such as 'AtomicSymbol'..
The ontology name of each NamespacePrefix can serve as a
string designating a Namespace, and each such string
must be unique within the ontology so that the ontology can
recognize and reason about Contexts such as Namespaces.
A NamespacePrefix will concatenate with an underscore and
any other names or prefixes to uniquely identify (within any ontology)
entities such as codes, databses, databse tables, database columns,etc.
No entity name in the ontology that is not intended to relate to the
databsse or code symbolized by the rpefix should begin its name with
that prefix followed by an underscore. It should be unquestioned that
any specified prefix, followed by an underscore and other characters,
represents som eentity within the context symbolized by that namespace
prefix.
hasNamespacePrefix Specifies an entity whose
ontology identifier can serve as a string which constitutes
a unique namespace prefix to be used to make unique identifiers
for entities in the ontology.
By making the NamespacePrefixes into first-class entities in the
ontology, the internal ontology uniqueness function can serve
as a check that each NamespacePrefix is unique..
The prefix used for the chemical symbols of elements and
compounds (i.e. chemical formulas, which are not necessarily unique
for each compound). The chemical symbol for Ethyl alcohol, for example, can be
represented as 'CHEM_C2H5OH' or 'CHEM_C2H6O', though the former contains more information;
and water would be 'CHEM_H2O'. Elements that have symbols similar to other words
can be unambiguosly represented this way, such as 'CHEM_At' for Astatine.
An AbstractString representing the
atomic composition for well-defined substances,
in which each atomic symbol in the String is followed
by an integer, or another atomic symbol (implying
the integer '1').
Chemical formulas should use the 'CHEM_' namespace prefix,
so as to minimize ambiguity, even if the bare formula
appears unambiguous.
A collection of collections and a specialization
of #$ChemicalSubstanceType. Each instance of
#$ChemicalCompoundTypeByChemicalSpecies is a specialization
of #$PartiallyTangible whose instances are defined _only_ by
their chemical composition - not by their physical state or
any other property. Instances of
#$ChemicalCompoundTypeByChemicalSpecies are collections
whose instances are completely uniform with each other in
terms of chemical structure, e.g., #$Water, #$Caffeine, and
#$IronOxide. This collection does not include the chemical
elements - such as #$Carbon and #$Oxygen, since there can
be multiple types that molecules can be formed out of a
single element, e.g. O2 and #$Ozone. Use the broader
collection, #$ChemicalSubstanceType, for substances which
have a general chemical specification, that is, whose
instances do not have exactly the same chemical composition
but fall within certain specifications, e.g., #$DNAStuff.
bd40a83e-da13-41d6-9955-dc363ad8ec02
.
hasComponentSubstance is used to specify that some particular substance necessarily contains
within it a component which is another substance. This is very broad, and can be used to
specify multiple heterogeneous types of substance components, such as mixtures,
pure chemicals, or elements. Thus we can say that blood contains protein, or that
protein contains nitrogen.
In addition to substances that are composed of whole molecules, we also
permit representation of 'Substances' that are parts of molecules, such
as 'phosphateGroup'. The latter type of substance will be represented
by the Cyc 'MolecularComponent'.
>> This relation is transitive. In order to specify a relation that
points only to some primary component(s) (e.g. a polymer contains a unique
type of monomer unit), a relation that is not a subrelation of this one must be defined.
hasMainComponentSubstance is used to specify that some
particular substance necessarily contains within it a dominant component
which is another substance. The 'Main Component' substance pointed to
will not necessarily be more than 50% of the total, but it
will usually be percentage-wise greater than the other Substance
components, and in rare cases (such as concentrated solutions of
highly soluble solids) when another substance is of greater
percentage weight, it should contribute significantly to the
properties of the whole Substance; this is the case in some
solutions, where the solvent will be pointed to by this relation,
even though the solvent will occasionally not be the main
constituent by weight.
An example of this relation would be to point to Gold as the
'main compnent substance' even for 10-karat gold, where the Gold is
less than 50% of the total weight of the Substance, but
is the most salient component in terms of properties.
For the case when a Substance has some significant properties
that characterize a mixture, but may not necessarily be a
significant fraction of the weight, the relation
'hasMainActiveIngredient' should be used.
The compound with one carbon and two oxygens in each
molecule - CO2.
COSMO note: This is similar to the Cyc concept
'OrganicMaterial' but has been reinterpreted in COSMO as a substance,
not an object. Also, in COSMO cellular substances suc as animal and
vegetable materials are subtypes of OrganicSubstance, even though they contain
up to 80% by weight of water. So it is not necessary that a substance
be composed mostly of organic chemicals to qualify as an 'OrganicSubstance',
but the organic compoounds should comprise most of the non-solvent
portion of the substance..
Other than the object/substance distinction, it is close to 'OrganicMaterial',
but whether there is any useful distinction has not been resolved as
of COSMO version 0.48.
For ***objects*** that are composed predomintly from stuff derived from
living things, see 'OrganicObject'.
NOTE that an OrganicSubstance can be complex, and can include inorganic
substances such as water. For substances composed predominantly of
organic chemicals, use 'OrganicCompound'
COSMO: An OrganicSubstance is a PhysicalSubstance (not an Object)
whose molecules (other than inert solvent such as water) are composed predominantly
of carbon atoms bonded directly either to other carbon atoms or to hydrogen atoms.
Many other elements may occur in organic substances, especially oxygen and
nitrogen, but the dominant molecules
should each have at least one of either a carbon-carbon or carbon-hydrogen bond.
Cyc: A collection of tangible things. Each instance of
#$OrganicMaterial is a tangible thing composed of one or
more types of organic #$Molecule. Instances of
#$OrganicMaterial usually have their origin in the bodies
(or other products) of living things. Since some organic
substances can be synthesized, #$OrganicMaterial is not a
subcollection of #$NaturalTangibleStuff. Chemically,
instances of #$OrganicMaterial have fairly (or very) complex
carbon-based structures. Examples include all instances of
the collections #$Oil, #$DNAStuff, #$Alcohol-Compound,
#$Ivory, and #$AnimalBodyPart.
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In Cyc, named 'OrganicMaterial'. This can be
a solid or liquid, and can be an object composed of
complex material from a living thing, or an organic
chemical of defined composition.
Cyc: A collection of tangible things. Each instance of
#$OrganicMaterial is a tangible thing composed of one or
more types of organic #$Molecule. Instances of
#$OrganicMaterial usually have their origin in the bodies
(or other products) of living things. Since some organic
substances can be synthesized, #$OrganicMaterial is not a
subcollection of #$NaturalTangibleStuff. Chemically,
instances of #$OrganicMaterial have fairly (or very) complex
carbon-based structures. Examples include all instances of
the collections #$Oil, #$DNAStuff, #$Alcohol-Compound,
#$Ivory, and #$AnimalBodyPart.
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An OrganicObject is an object at least as large as a cell
of an organism, that consists predominantly of substances which are living
or are derived from living things, or are synthetic substances similar to
those found in living things. An OrganicObject may be living or dead, or
if dead, highly processed, providing that the main
active constituent is derived from or similar to those in
living things. Thus one muscle or one apple pie would each be
an OrganicObject, but one virus particle would be too small
to qualify. A macroscopic object consisting of macromolecules such
as protein, nucleic acid, or polysaccharide similar to those found naturally
would be OrganicObjects, but a quantity of small molecules such as alcohol
or amino acid would not be. In the triad 'animal, vegetable or mineral', this
would be either of animal or vegetable.
NOTE that this Type is disjoint with MineralObject, though
an OrganicObject may have some minor portions of Mineral
in it.
NOTE in particular that a Corpse, skeleton, and FuneraryAshes
are classified as 'OrganicObject' although a strong fire
may have removed almost all of the carbon in it.
COSMO note: This Cyc catagory is reinterpreted in
COSMO to include certain subtypes of 'PhysicalSubstance', that
are not subcategorixed solely on the basis of composition, but
of other attributes, such as state of matter (e.g. SolidSubstance).
One such category is 'CommodityProduct' which treats commercial products
sold in quantities 9such as potatoes, onions) as 'substances'.
Cyc: A collection of collections, and a specialization
of #$TemporalStuffType. Each instance of
#$ExistingStuffType is a collection of things (including
portions of things) which are both temporally and spatially
stufflike. Division in time or space does not destroy the
stufflike quality of the object (down to a certain
granularity). (#$isa STUFFTYPE #$ExistingStuffType)
implies both (i) for most instances STUFF of STUFFTYPE, for
any proper physical part (see #$physicalParts) PART of
STUFF, PART is also an instance of STUFFTYPE and (ii) for
all instances STUFF of STUFFTYPE, for most proper physical
parts PART of STUFF, PART is also an instance of STUFFTYPE.
For example, every piece of wood is temporally stufflike: if
W-168 is a piece of wood during 1996, then it's also a
piece of wood for the one-minute time-slice 9:05am 7/7/96.
It's also spatially stufflike: if we take that piece of
wood W-168 and cut it in half, we have two things which are
both pieces of wood. Since every piece of wood is both
temporally and spatially stufflike, #$Wood is an instance of
#$ExistingStuffType. Other instances of #$ExistingStuffType
include the collections #$AppleJuice, #$IceCream, #$Diamond,
#$WaxedPaper, and #$StriatedMuscle. See the comment for
#$StuffType to learn more about the distinctions between,
and the need for, these four collections: #$StuffType,
#$ObjectType, #$ExistingStuffType, and #$ExistingObjectType.
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A subcollection of #$PartiallyTangible. Each
instance of #$InanimateThing is an (at least partly)
tangible thing that is not currently a living structure.
Things that were never alive, dead organisms, and dead (or
completely non-functioning) organism parts are included in
this collection. Examples: #$YaleUniversity, a piece of
#$Meat, a dead armadillo, the #$StatueOfLiberty, and a pile
of #$Sawdust. Two important specializations of this
collection are #$InanimateThing-Natural and #$InanimateThing-NonNatural.
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A #$SecondOrderCollection and a specialization of
#$ExistingStuffType (q.v.). Each instance of
#$TangibleStuffStateType is a collection of pieces of
tangible stuff that are all in the same distinct physical
state, where the notion of physical state is a naive (as
in #$NaivePhysicsMt) concept of a distinctive physical
structure and/or texture. Some instances of
#$TangibleStuffStateType have distinctive chemical
compositions, such as #$Diamond; but for collections that
are distinguished _solely_ on the basis of chemical
composition, see #$TangibleStuffCompositionType.
#$TangibleStuffStateType includes both (i) collections of
substances that can exist only in one distinct physical
state (e.g. #$Diamond again) and (ii) collections of pieces
of stuff that by definition are in a certain distinct state
(e.g. ice). Instances of #$TangibleStuffStateType include
#$Foam, #$Rubble, and (#$LiquidFn #$Water). Note that
#$Water per se is _not_ an instance of
#$TangibleStuffStateType, since some water is in a gaseous
state or a solid state. See also (the somewhat orthogonal)
#$PhysicalStructuralAttribute.
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COSMO note: In Cyc, this was 'SolidTangibleThing', a collection
of objects. In COSMO, we rename and repurpose this category to be a solid
substance, with subtypes that are substances that are
solid at normal temperature and pressure.
Cyc comment: An instance of #$ExistingStuffType, and a
specialization of #$PartiallyTangible. Each instance of
#$SolidTangibleThing is a piece of stuff possessing many of
the properties that matter in a solid state (see the
constant #$Solid-StateOfMatter) exhibits (although not all
instances of #$SolidTangibleThing are formally in a solid
state). Instances have a shape independent from their
container, and, when deformed with sufficient force (which
may be small for weak, brittle materials or high for
materials that deform easily), they break. Examples of
#$SolidTangibleThings include: pieces of substances in a
solid state of matter, such as ice cubes; solid mixtures
like a quarter-dollar coin or a paper bag; and complex
mixtures of biological origin that behave like solids, e.g.,
bone. Note that some pieces of matter that are formally in
a solid state (for example, pieces of clay) are not
instances of #$SolidTangibleThing, since they do not readily
break when deformed; for this reason, #$Solid-StateOfMatter
is _not_ a specialization of #$SolidTangibleThing.
Collections of the solid form of any type of stuff can be
created using #$SolidFn (q.v.).
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The attribute of being Opaque, i.e. of not
permitting light to pass through. Specifying
this can be useful in rendering objects in images,
but perhaps it should be the default?
NOTE that this is a ColorAttribute, and objects and substances
can possess this attribute while also possessing other
color attributes.
COSMO note: Opacity is an attribute only of objects
that have a certain size, or of solid substances; at molecular
dimensions, almost nothing will absorb all of the light impinging on it.
Cyc comment: #$Opaque is a #$PhysicalAttribute representing a
specific degree of #$Transparency. #$Opaque objects do not
transmit light. See also #$transparencyOfObject.
COSMO note: Opacity is an attribute only of objects
that have a certain size; at molecular dimensions, almost nothing will absorb all
of the light impinging on it.
Cyc comment: #$Opaque is a #$PhysicalAttribute representing a
specific degree of #$Transparency. #$Opaque objects do not
transmit light. See also #$transparencyOfObject.
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COSMO note: as of version 0.49, this category
is not properly represented. COSMO has 'Corpse' as a
subtype of 'BiologicalLivingObject' and these need to be
distinguished.
Cyc: The collection of all structures that are composed
of one or more living cells (see #$Cell). Note that this
can be solid or liquid, because blood and lymph are
composed of cells. Biological living
objects (or BLO s) might either be instances of
#$Organism-Whole (like dogs or pine trees) or components of
such whole living organisms (like noses, tails, and pine
needles). The healthy leg of a living person is a BLO (as
is the person), but an amputated leg is not a BLO. Almost
every instance of #$BiologicalLivingObject is either capable
of biological reproduction itself or has components which
are capable of biological reproduction (such as the cells in
a living arm). Red blood cells are abnormal instances of
BLO in that they cannot reproduce.
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The subcollection of #$PartiallyTangible whose
instances are not like fluids. #$NonFluidlike objects do
not flow and have an intrinsic shape. #$NonFluidlike is
primarily a collection union of #$SolidTangibleThing and
#$SemiSolidTangibleThing. It is useful as a genl collection
for certain collections whose members can be both
#$SolidTangibleThings and #$SemiSolidTangibleThings, like #$Deformable.
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In OpenCyc this class is a collection of pieces of crystalline material.
In COSMO it is reinterpreted as an attribute of some solids.
Cyc: The collection of instances of #$PartiallyTangible
having a solid crystalline structure. In a crystalline
solid the atoms, ions, or molecules are ordered in
well-defined arrangements. These solids often have flat
faces that make angles with one another. They are
frequently translucent and brittle.
892632f8-74bf-11d6-8000-00a0c99cc5ae
In OpenCyc called 'Crystalline'.
Cyc: The collection of instances of #$PartiallyTangible
having a solid crystalline structure. In a crystalline
solid the atoms, ions, or molecules are ordered in
well-defined arrangements. These solids often have flat
faces that make angles with one another. They are
frequently translucent and brittle.
892632f8-74bf-11d6-8000-00a0c99cc5ae
In Cyc called 'Organism-Whole'.
An Organism must be a whole individual, composed of one or more cells,
capable of living independently of other living things (though it may have
to feed on other living things, even as a parasite). This cannot be just
part of an organism, such as a liver removed and fed in a perfusion apparatus.
An organism can be single-celled, like a bacterium. An organism must have
a cell membrane that separates the internal cytoplasm from the exterior environment
while it is living and metabolizing. Therefore a virus is not an organism, but a
different form of life. A seed or spore or other reproductive body
that is not metabolically active is not considered as a
whole Organism, but as a part or a life stage of an Organism.
NOTE carefully that in COSMO v0.2 the category 'Organism' by default
is intended to represent typical living adults forms of an organism,
but abnormal forms are not actually excluded logically.
Therefore though we make certain necessary assertions about an
'Organism' without being concerned about exceptions, the
results will be true only in the default case and certain
logical contradictiona may occur. This is a temporary measure
until a better way of handling default reasoning is implemented.
Note, for example, that dead organisms are still categorized
as Organisms (this is used mostly for People), even though
an Organism is disjoint with 'InanimateThing' - this is to
allow the reasoner to catch unintended mistakes of classification.
.
When exceptional circumstances are encountered, one should use the
category 'ImmatureOrganism' or 'AbnormalOrganism'. Rather than
reify such categories for each organism type, they can be generated
by use of functions on the typical organism Type. If functions are
not available in some implementation, reification may be necessary.
A more accurate solution would be to leave the organisms as generic,
and create a 'typical adult' subtype to hold the values for the
prototype. This requires a quasi-duplicate typical type for each organism,
which may ultimately be better, but is avoided at the present COSMO
stage of version 0.2.
Cyc: A specialization of #$BiologicalLivingObject.
Each instance of #$Organism-Whole is a biological living
object (BLO) that is a whole, and not part of some other
BLO. Most instances of #$Organism-Whole are capable of
existing and reproducing while physically separate from
other organisms (with allowances for eating and mating).
Abnormal BLOs which are nonetheless considered to be
instances of #$Organism-Whole include instances of #$Virus,
as well as sterile hybrids and colony organisms, like those
in slime molds or the instances of #$PortugueseManOfWar.
COSMO note: this includes animal parts as well
as whole animals. For whole animals, use 'Animal'.
Cyc: A specialization of #$BiologicalLivingObject that
includes all living animals, body parts of living animals,
and body regions of living animals. #$AnimalBLO is thus the
union (see #$collectionUnion) of #$Animal,
#$AnimalBodyPart, and #$AnimalBodyRegion (qq.v.).
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The collection of all sentient agents. Instances
of #$PerceptualAgent are #$IndividualAgents (q.v.) capable
of performing acts of #$Perceiving (q.v.). In many cases
information that a perceptual agent gathers through
perceiving can influence certain other of the agent's actions.
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#$EukaryoticOrganism is a specialization of
#$Organism-Whole. Each instance of #$EukaryoticOrganism is
an organism (individual organism, not type of organism)
composed of #$EukaryoticCells (cells which have
mitochondria, other organelles, and nuclei containing chromosomes).
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A specialization of #$Organism-Whole. Each
instance of #$Heterotroph is an organism incapable of
manufacturing organic nutrients from inorganic raw
materials. All instances of #$Animal are instances of
#$Heterotroph, since animals must eat other living things,
or parts of living things, in order to get the nutrients
they need to live. Other specializations of #$Heterotroph
include #$ParasiticOrganism and #$Fungus. Cf. #$Autotroph.
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VitalityAttributeType is a metatype which is a specialization of
the Protege owl:Class that can serve as type for attributes specifyuing
vitality (alive, dead) and an argument restriction for some relations
on QualitativeAttributes.
This is a primitive mechanism to accommodate OWL limitations.
An instance of #$ExistingObjectType and a
specialization of #$Agent-Generic. Each instance of
#$IndividualAgent is an instance of #$Agent-Generic that is
not itself a group composed of other instances of
#$Agent-Generic. Notable specializations of
#$IndividualAgent include #$Person and #$Animal. Note that
#$Organization is not a specialization of #$IndividualAgent,
since instances of #$Organization are groups composed of
other instances of #$Agent-Generic.
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hasVitalityAttribute specifies whether an animal is alive,
dead, sleeping, awake, unconscious, etc. Attributes other than the
'alive' and 'dead' attributes, do not apply to plants or
microorganisms.
@ToDo: a specialization of this for animals should be created.
An instance of #$BiologicalKingdom, and a
specialization of #$Organism-Whole. Instances of #$Animal
are typically motile, living, whole organisms; they are
instances of #$Heterotroph (q.v.), and thus incapable of
performing instances of #$Photosynthesis-Generic. Animal
cells contain cholesterol and lack cell walls made of cellulose.
#$Person is a specialization of #$Animal; see also #$NonPersonAnimal.
Note that not all animals are 'IntentionalAgents', able to form
plans of action; as of v0.52, only mammals are characterized
as IntentionalAgent - but this may change depending on
whether evidence of planning is found in other branches of the
Animal kingdom.
SUMO: An Organism with eukaryotic Cells, and lacking stiff
cell walls and photosynthetic pigments.
WordNet includes 'creature' and 'beast' in the
generic 'animal':
1. (16) animal, animate being, beast, brute, creature, fauna -
(a living organism characterized by voluntary movement)
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animal
creature
creature1n
An object that has an intrinsic front and back, or
an intrinsic bottom and top, or an intrinsic left and right.
(The 'or's here are of course inclusive.) See
also the comments for the specializations
#$FrontAndBackSidedObject, #$LeftAndRightSidedObject,
#$TopAndBottomSidedObject, #$HexalateralObject. A perfectly
smooth ball bearing is a negative example of a
#$BilateralObject. On the other hand, a ball bearing with a
dot painted on one side could be considered to have a
well-defined front if, for example, the hemisphere centered
around the dot were designated as the front side (see also #$NoteAboutSidedObject).
A #$FrontAndBackSidedObject is a object with an
intrinsic #$FrontSide and an intrinsic #$BackSide. By
'intrinsic' we mean simply that there exists an
estabilshed convention according to which one side is
considered 'Front' and the other side is
considered 'Back'. Usually the two sides in
question can be reliably distinguished. Notice that a
conventionally distinguishable front and back do not
necessarily imply a bottom and top, or a left and right: a
#$Worm has a clear-cut front end and a clear-cut back end
according to biological convention, but it makes little
sense to talk of top, bottom, left or right. However, see
also the comment for #$HexalateralObject. Notice also-and
this is crucial to the whole conception- that while a
#$FrontAndBackSidedObject may well have a preferred
orientation and direction of motion, changing either does
not change what counts as the 'front' and what
counts as the 'back': while I am backing my car
out of the driveway in the morning, its back end does not
become its front end and vice versa. If an entity does not
obey this rule then it does not, generally speaking count
as having a distinguishable front and back-example: a
dolley, such as is used to transport crates, or some skateboards.
hasOrientation specifies the direction
toward which the front end of an asymmetric object
is pointed, The orientation can be in any number of
dimensions.
COSMO note: this is for object that are typically
oriented vertically in a gravitational field (when functioning
normally), and whose top and bottom sides are distinguishable.
Cyc: A #$TopAndBottomSidedObject is an object with an
intrinsic #$TopSide and an intrinsic #$BottomSide. By
'intrinsic' we mean simply that there exists an
established convention according to which one side is
considered 'top' and the other side is considered
'bottom'. Usually the two sides in question can
be reliably distinguished from one another. For example, by
convention, the 'top' of a
#$Table-PieceOfFurniture is the side on which other objects
usually rest, while the 'bottom' is the side which
usually touches the floor. Notice that a conventionally
distinguishable bottom and top do not necessarily imply a
left and right, or a front and back. A plant is a good
example of the case where they do not: top and bottom can be
reliably distinguished but not, ordinarily, front and back
or left and right. Notice also--and this is crucial to the
whole conception--that while a #$TopAndBottomSidedObject may
well have a preferred orientation, changing this orientation
does not change what counts as 'top' and what
counts as 'bottom': if a car flips over on the
highway its top is now facing the pavement and its
bottom--the undercarriage--is now up in the air. If an
entity does not obey this rule then it does not, generally
speaking, count as having a distinguishable top and
bottom--example: an hourglass or a book. (see also
#$NoteAboutSidedObject)
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A #$LeftAndRightSidedObject is an object with an
intrinsic left side and an intrinsic right side. By
'intrinsic' we mean simply that there exists an
established convention according to which one side is
considered 'Left' and the other side is considered
'Right'. Usually, the two sides can be reliably
distinguished from one another. Notice that a
conventionally distinguishable left and right do not
necessarily imply a bottom and top, or a front and back.
Interestingly, it has proved impossible so far to find
instances of objects with a left and right but no top,
bottom, front or back. It is unclear why this should be so,
but it apparently pertains to human psychology in reasoning
about directions. However, if an object has a conventionally
distinguished top, bottom, front, and back, then these
suffice to determine an intrinsic left and an intrinsic
right. Notice also--and this is crucial to the whole
conception--that while a #$LeftAndRightSidedObject may well
have a preferred orientation, changing this orientation does
not change what counts as 'left' and what counts
as 'right': if you turn me upside down my left
side does not become my right side and my right side my
left. If an entity does not obey this rule then it does not,
generally speaking, count as having a distinguishable left
and right--example: a houseplant.
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A #$HexalateralObject is an object with a
well-defined front, back, left, right, top,
and bottom. These sides are considered to be intrinsic to
the object and do not vary as the object
changes position. Any object which is an instance of two
different specs of #$BilateralObject is a
#$HexalateralObject as a matter of definition-eg, if an
object's front and back can be distinguished and its
left side can be distinguished from its
right, then it also has a well-defined bottom and top. See
also comments for #$BilateralObject and for
#$FrontAndBackSidedObject, #$LeftAndRightSidedObject, and
#$TopAndBottomSidedObject.
c123e501-9c29-11b1-9dad-c379636f7270
A GravitationallyBoundObject is an object that has
a mass and density sufficiently large that it will (eventually) settle
out from the Earth's atmosphere, in the absent of agitation or shear
forces that keep it suspended. This Type is created to provide a more
restricted Type of PhysicalObjects that will be the domain and range for
relations of 'support' and 'on top of', excluding submicroscopic objects
for which such relations make no sense. The subtype 'MacrosopicObject' and
its subtypes will be those most commonly used with the 'support' relations.
This type of Object need not be solid: portions of a liquid can be supported
by surfaces and containers.
A is a PhysicalObject that is visible and large enough to
be perceived by human beings without the aid of a microscope or other
aid to viewing small objects. It could be of any size, but will
typically be used for objects no larger than the planet Earth.
Larger objects will be 'LargeObject's or 'AstronomicalObject's.
A specialization of #$PartiallyTangible. Each
instance of #$HumanScaleObject is an object that can be
perceived and manipulated by human beings. Instances of
this collection range roughly from objects the size of
pinheads to objects the size of aircraft carriers.
COSMO Note: In Cyc, ConstructionArtifacts were subtypes of
HumanScaleObject, but that does not fit the definition of manipulable
by humans, so a size limit on HumanScaleObject should be considered
as not much larger than an Aircraft Carrier, and stationary construction
artifacts (which could be as large as the Alaska Pipeline or the
Great Wall of China) will be subtypes of MacroscopicObject,
which can be very large.
For object scales below this one, the sizes decrease in
order as:
HumanScaleObject
PortableObject
SmallObject
TinyObject
Particle
MicroscopicScaleObject
SubatomicParticle.
A subset of #$Animal, the collection of all
animals which have a mind and are capable of conscious
thought, or at least are best treated as such if you have to
deal with them.
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Any attribute that specifically describes the shape of an object.
OrganismObjectType is a metatype which is a specialization of
the Protege owl:Class that can serve as type for LifeForms (including
LifeForms that are not true Organisms) and an argument restriction for
various relations on specific types of organisms. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
PersonType is a metatype which is a specialization of OrganismType that
can serve as type for a Person in its aspect as an animal, rather than a Role,
and an argument restriction for various relations on people.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
RoleType is a metaclass that is a subclass of both
'PersonType' and 'RoleType'. It is used as the Type restriction on certain relations
that take subclasses of HumanRole as their argument.
PlantType is a metatype which is a specialization of OrganismType that
can serve as type for a Plant. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
Redefined as an attribute value.
Cyc: The collection of objects with a structure that
divides into containing cells or compartments. This
includes both multi-cellular organisms and non-living
cellular objects like beehives.
6d619d58-74bc-11d6-8000-00a0c99cc5ae
The three-dimensional shape of a
typical person: a head, torso, two arms, two
legs. People with missing limbs will have
a different shape attribute.
COSMO note: 'cellular' is reclassified as
a shape attribute.
Cyc: #$MulticellularOrganism is a specialization of
#$Organism-Whole. Each instance of #$MulticellularOrganism
is an organism that is composed of more than one cell. In
other words, this is the collection of all instances of
#$Organism-Whole that are not instances of #$SingleCellOrganism.
c08c4a77-9c29-11b1-9dad-c379636f7270
The collection of all instances of Animal that
are not instances of Person. Sometimes called
'Beast', but in COSMO this includes all non-human Animals,
including insects, worms, fish, etc.
NOTE: that Cyc distinguished 'Person' and 'Human' but
that distinction is not followed in COSMO,
so 'NonPersonAnimal' has been merged with
'NonHumanAnimal'
Cyc (#$NonPersonAnimal)
The collection of all instances of #$Animal that
are not instances of #$Person, and thus incapable of
participating in the activities and social roles
characteristic of personhood. (For the more
'biological' concept of #$Animals that are not
instances of #$HomoSapiens, see #$NonHumanAnimal).
e6534f90-c2e0-41d7-80ce-bf3bf02a1467
bd58e066-9c29-11b1-9dad-c379636f7270
animal
creature
creature1n
Another term for 'NonHumanAnimal'. ('Tain't a fit
night out for man nor beast).
Another term for 'NonHumanAnimal'. This term is also
used to refer to all animals.
A specialization of #$Animal and an instance of
#$OrganismClassificationType. Each instance of #$Homeotherm
is a warm-blooded animal. That is, each instance is an
animal that is able to maintain a stable body temperature
relative to its environmental temperature. Cf. #$Poikilotherm.
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A specialization of #$Animal. Each instance of
#$ViviparousAnimal is an animal which is born from its
mother's body. Cf. #$OviparousAnimal.
bf058d0f-9c29-11b1-9dad-c379636f7270
AN organism that eats animals - in Cyc includes
carnivorous plants. In Cyc called 'Carnivore', but that
term is usually reserved for the mammals, so 'Carnivore'
is made a subtype of this category.
Cyc: An #$OrganismClassificationType that classifies
organisms by their typical source of food. Instances of
#$Carnivore typically eat animals (or animal parts or
animal-derived products) exclusively. Note that #$Carnivore
is _not_ an instance of #$BiologicalTaxon (q.v.); cf.
#$CarnivoreOrder. Also note that a #$Carnivore is not
necessarily a #$Heterotroph; e.g. carnivorous plants both
digest insects and produce food using #$Chlorophyll.
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A specialization of #$MulticellularOrganism and
#$Animal. This is the collection of (individual) organisms
that have three well-defined derm layers, an ectoderm,
endoderm, and mesoderm, and posses a coelem. A coelem is a
fluid-filled body cavity between the outer body wall and the
gut. Members of the phylum Annelida (segmented worms), for
example, are #$Coelomates.
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An instance of #$BiologicalPhylum within the
#$BiologicalKingdom #$Animal, the #$ChordataPhylum contains
the many chordate taxa. All chordate taxa have members who
have a notochord (a flexible rod running the length of the
body) at some stage of development and pharyngeal gills at
some stage of development. The #$ChordataPhylum has as
#$taxonMembers all the specializations of #$Vertebrate
(including #$Person), as well as some non-vertebrate
chordates like Amphioxus.
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An instance of #$BiologicalTaxon within the
#$BiologicalPhylum #$ChordataPhylum. Each instance of
#$Vertebrate is an animal that has a backbone or spine made
of bony or cartilaginous vertebrae, which may be separate or
fused. Notable specializations of #$Vertebrate include
#$Mammal, #$Reptile, #$Bird, and #$Fish.
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#$AirBreathingVertebrate is a specialization of
#$Vertebrate and an instance of
#$OrganismClassificationType. Each instance of
#$AirBreathingVertebrate is a vertebrate that usually
respires by breathing #$Air during adult life. Includes
individual #$Mammals, #$Birds, #$Reptiles, and most
#$Amphibians. Most #$AirBreathingVertebrates are
#$TerrestrialOrganisms, but some #$AquaticOrganisms breathe
air (#$Whales, etc.). All #$AirBreathingVertebrates have
#$Lungs and #$RespiratoryTracts.
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Mammals (female variety) can suckle their young
(under certain circumstances), and also typically have hair.
The playpus lays eggs, so not all mammals bear their young live.
Cyc: An instance of #$BiologicalClass, and a sub-taxon
of #$Vertebrate. Each instance of #$Mammal is an
air-breathing, warm-blooded animal which, if female, nurses
its young with milk secreted by mammary glands. The skin of
instances of #$Mammal is typically covered with hair (or
sometimes hair modified into scales or plates, as in
pangolins), but some types are almost hairless. All mammals
other than the Monotremes of Australia bear live young
rather than laying eggs, and have teats, which on females
are used for nursing the young. Monotremes do not have
teats, but both male and female produce milk from mammary glands.
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#$Eutheria is a specialization of #$Mammal. Each
instance of #$Eutheria is a placental mammal; most mammals
are members of this collection. #$Eutheria are born live,
nurse from their mothers' #$MammaryGlands and live
outside their mothers' bodies.
c0d463be-9c29-11b1-9dad-c379636f7270
'feedsOn' is a specialized relation specifying the
kind of food that an animal *typically* eats. This is primarily useful
to describe the distinction between carnivores and herbivores,
and in some cases the specialized eating habits of other types of
animals. The typical food can be a substance ('Meat') or a type of
organism (e.g. some birds specialize in eating insects).
In Cyc called 'CarnivoreOrder'. The restriction
requires that a Carnivore feedsOn (typically) 'Meat'. Specific
types of Carnivore may feed on specific animals - that can be
expressed as a restriction on the subtypes.
SUMO: The Class of flesh-eating Mammals. Members
of this Class typically have four or five claws on each paw. Includes
cats, dogs, bears, racoons, and skunks.
Cyc: An instance of #$BiologicalOrder, and a
specialization of #$Mammal. Instances of #$CarnivoreOrder
are mammals whose teeth are adapted for efficient cutting of
meat and tendon. Although instances of #$CarnivoreOrder have
teeth adapted for eating meat, not all instances of
#$CarnivoreOrder are meat-eaters; #$Bears are omnivorous,
while #$PandaBears are usually vegetarians. See also the
collection #$Carnivore.
NOTE that humans are not classified as Carnivores.
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The Cyc term for the concept
'Carnivore'.
A specialization of #$Heterotroph (q.v.) and an
instance of #$OrganismClassificationType. Instances of
#$Omnivore are those animals whose natural diets consist of
both plants (or plant parts or plant-derived products) and
animals (or animal parts or animal-derived products). Thus
a human vegetarian is still omnivorous, since meat is part
of our natural diet. Specializations of this collection
include #$Pig, #$Bear, and #$Person. See also #$Herbivore
and #$Carnivore.
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A specialization of #$Organism-Whole. Each
instance of #$TerrestrialOrganism is an organism adapted to
life on land, out of water. Instances of
#$TerrestrialOrganism spend all or most of their time out of
the water, either on the land surface or under it.
Specializations of #$TerrestrialOrganism include #$Dog,
#$Bird, and #$Person.
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An instance of #$BiologicalOrder, and a sub-taxon
of #$Eutheria. Each instance of #$Primate has a relatively
large brain case, an unfused radius and ulna in the
forelimbs, an unfused tibia and fibula in the hind limbs,
and opposable thumbs. Notable specializations of #$Primate
include #$Person, #$Orangutan, #$Gorilla, and #$Baboon.
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Includes Humans and relatively recent ancestors of Humans.
Sense 1 of 'hominid' inWordNet:
1. hominid - (a primate of the family Hominidae)
hominid
hominid1n
Similar to DOLCE: agentive-physical-object
Intelligence in the sense used here requires the ability to understand language
and communicate in a language at least close to the complexity of human language.
This category includes only physical objects. At present, the level of intelligence
required to belong to this category and be a physical object is possessed only by people.
In the future, robots may qualify. Note that an 'Organization' is also intelligent in
the sense used here, but is not a PhysicalObject, therefore does not fall into this category.
DOLCE: Within Physical objects, a special place have those to which we ascribe
generic intentionality (compatibly to Brentano's distinction, the ability to internally
represent a description). These are called Agentive, as opposite to Non-agentive. In general,
we assume that agentive objects are constituted by non-agentive objects: an organism is
constituted by bodily organs, a robot is constituted by some machinery, and so on.
Among non-agentive physical objects we have for example houses, bodily organs, pieces of wood,
etc. Generic agentivity is defined here in a wide sense as implying representation or conception
(to be characterized in a dedicated - but not developed as yet - ontology of mind).
A representation or conception only requires intentionality in Brentano's terms
(i.e., the ability to represent something to oneself).
See also 'rational physical object'.
see: Person
Agent[Cyc]%agentive-physical-object[DOLCE]
OPENCYC 1: MAY 23, 2002
The collection of #$Agent-Generics (q.v.) that are not tangible artifacts
(cf. #$AgentiveArtifact). #$Agent includes all naturally-occurring agents
(e.g. #$Persons and #$Animals), any #$SupernaturalBeings (q.v.),
and #$Organizations.
Person(Cyc) Human(SUMO)
Person is a member of the species Homo Sapiens, and is a synonym of 'Human Being'.
As with other categories, this general Type includes all variants, in all contexts,
so a fetus is a Person, a dead person is a Person, a fictional person is a Person,
and a hypothetical but not yet conceived person is also a Person. The type of Person
one is dealing with depends on the context. We typically want to deal with living
persons, and that category is provided for convenience as
the subType 'LivingPerson'. There is, however, no restriction on
whether a Person or LivingPerson exists in the real world or in some
fictional or hypothetical world; that distinction is left to the
context to disambiguate.
Allowing a dead Person to be a Person and also requiring that a Person
is a PhysicalObject with mass presents a problem. Where is the mass of
a dead Person? To allow this representation, we will permit a person
to have 'remains', which would be the physical object that 'is' the Person.
The 'remains' do not have to be an identifiable corpse, but can be the
trace matter of a person's body, even if too dispersed to be recognizable
as a Person's remains (e.g. ashes). A dead Person may 'be located'
wherever its remains are, which could be widely dispersed; however, it is
unlikely that the 'location' of a dead person will ever be an
issue other than when the corpse is in a known grave; it is mentioned
here only to provide a clear understanding of the intended meaning.
Only a LivingPerson or a Corpse are compact physical objects that are Persons.
'Skeletal remains' may be dispered, and will not necessarily
be compact objects.
NOTE that in COSMO, when importing assertions created outside
of a COSMO-aware system, it is permitted for default reasoning purposes
to use the generic type of Organisms as meaning the typical **adult**,
and specify attributes for the instances accordingly. If in some
application or context it is necessary to deal with abnormal variants
of an organism whether immature, diseased, or otherwise impaired, the categories
'ImmatureOrganism' or 'AbnormalOrganism' can be used. If one needs to
make provision for abnormal (or dead) organisms, the default mechanisms must be used
with extreme care. The subtype of 'LivingPerson' should be considered,
though that category still includes fictional and hypothetical persons..
OPENCYC 1: MAY 23, 2002
The collection of all human beings. Something is an instance of #$Person
just in case it is a member of the species Homo Sapiens, and thus #$Person
is an instance of #$BiologicalSpecies in the #$BiologyMt. Persons are the most
intelligent kind of #$Primate, and the only kind known to be naturally capable
of speaking a language. #$Person excludes non-human legal persons, who are,
however, included in the collection #$LegalAgent.
SUMO: Modern man, the only remaining species of the Homo genus.
COSMO note: the superfluous parent Type 'Thing' was added so as
to make this important Type easily visible by drill-down
in the hierarchy.
Corresponds to sense 1 of 'person', noun sense 1 of 'human' and
sense 1 of 'human being' in WordNet:
WN 'person'
1. (7229) person, individual, someone, somebody, mortal, soul -
(a human being; there was too much for one person to do')
WN 'human'
1. (5) homo, man, human being, human - (any living or extinct member of
the family Hominidae characterized by superior intelligence, articulate speech,
and erect carriage)
person
person
person1n
human
human1n
human being
human being1n
ActionType is a metaclass used as the Type restriction on certain relations
that take subclasses of Action as their argument.
COSMO note: this metatype has not been
used up to v0.50. It includes all actions that need some kind of training
beyond mere observation and repetition. Things that need years of
training are represented as 'SkilledActivityType'.
Cyc: This is the collection of activities which must
first be learned before they can be performed - i.e., before
any role which is a specPred of #$doneBy can be played.
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COSMO note: this metatype has not been used up
to v0.50. It may be used to help classify actions that
require years of training. This differs from the Cyc interpretation.
Cyc: This is the collection of collections of
activities which require some specialized skill to
perform--i.e., to play any role which is a specPred of
#$doneBy. So, all skilled activities are learned, but not
all learned activities are skilled. For instance,
#$WalkingOnTwoLegs is an instance of #$LearnedActivityType
but not an instance of #$SkilledActivityType. Since every
normal person learns to walk, it requires no special skill.
In contrast, #$Juggling is an instance of
#$SkilledActivityType, for most people do not know how to juggle.
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An Event in which some Agent plays a causative role.
NOTE that an Agent may cause an action indirectly and with a
time delay, via some device - and that action, controlled largely
by the device, is still considered as an Action of that Agent in COSMO.
This means that the 'action' set in motion by an Agent may continue
even after the death of the Agent. Thus, the fire in an oil burner,
being controlled by the Agent that controls the oil burner, is considered
as an Action here, even though the burner continues for a long time automatically.
The Action in such cases of indirect and delayed effects extends from the
time at which the Agent started the action until the end of the time
when the predictable immediate consequences occur.
At some point it will probably be worthwhile distinguishing
the Action of setting a Device from the Events controlled by the
device, but as of v0.43 that distinction is not encoded.
For Actions directly including only the immediate motion of an animal
and its direct, almost simultaneous consequences, use 'AnimalActivity'.
NOTE that a MentalEvent such as a feeling or Emotion is also
considered an Action,as it is performed by a CognitiveAgent.
In different ontologies, the same notion has different names:
Action(Cyc) IntentionalProcess (SUMO) action(DOLCE) Activity(ISO15926).
NOTE: in COSMO we classify an 'Experience' as a subtype of
'Action' to indicate that the focus of the subject is an
Agent, even though no Events external to the Agent may
be caused by the Experience.
Cyc comment: The collection of #$Events (q.v.) that are carried
out by some doer (see #$doneBy). Instances of #$Action
include any event in which one or more actors effect some
change in the (tangible or intangible) state of the world,
typically by an expenditure of effort or energy. Note that
it is not required that any tangible object be moved,
changed, produced, or destroyed for an action to occur; the
effects of an action might be intangible (such as a change
in a bank balance or the intimidation of a subordinate).
Note also that the doer of an action, though typically an
#$Agent (q.v.), need not be (e.g. a falling rock that dents
a car's roof). Depending upon the context, doers of
actions might be animate or inanimate, conscious or
nonconscious. For actions that are intentional, see
#$PurposefulAction and #$performedBy.
SUMO: A 'Process' that has a specific purpose for
the 'CognitiveAgent' who performs it.
DOLCE: A Perdurant that exemplifies the intentionality of an agent.
Could it be aborted, incomplete, mislead, while remaining a (potential)
accomplishment ... The point here is that having a result depends on a method,
then an action remains an action under incomplete results. As a matter of fact,
if we neutralize intentionality, a purely topological, post-hoc view is
at odds with the notion of incomplete accomplishments.
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phenomenon[DOLCE?no_actor_involved]
A phenomenon is basically an Event that does not include
any intentional active participation. Therefore it is disjoint with 'Action'.
Natural events that are not caused by the action of an animal
will be subtypes of this category.
DOLCE (phenomenon)
Therefore, it cannot be sequenced by a task. It can be seen as an
accomplishment when some intentionality puts boundaries on it
(although it is not claimed to be inherently intentional).
On the other hand, a purely physical phenomenon does not seem
to have inherent boundaries either ... and also for biological
processes as well as economic processes this seems to be disputable.
If the boundary hypothesis is discarded, phenomenon should
migrate under process.
A common term, also used in ISO15926, for
'Action'.
hasParticipant relates an Event to the
things (Objects, Substances) that participate in the Event
in some role, as causative agents, or as instruments, or as
products or in other roles (e.g. as witnesses). This is the
most general 'case' relation that is conceptual rather than
strictly grammatical. It can be used to express a relation
between types or instances. It will usually be used to refer
to past Events, but may refer to future or hypothetical Events..
Participants include the inputs and outputs of Events that
are creation or destruction events. See, for example,
'produced'.
COSMO note: Objects may 'participate' in an Event without being a
'patient', for example in a BeliefState the Belief
involved is a participant in the Event, but the
properties of the belief involved are not among the
fluents that are affected by the Event. Rather, in that
case, the relationship between the Agent and the belief is the
fluent.
the inverse of 'hasParticipant'.
This relation points from an instance of
Object (physical or abstract) to an Event in which
the Object participated (in any role).
hadMainParticipant relates an Event to the
Object whose properties and relations ('fluents') are the
primary things begin represented by the specific type of Event.
This relation is used for Events for which a single participant
is the dominant theme.
wasPerformedByAgent points from an
Action to the Agent that performed that
Action. It is in the past tense, as Events in
COSMO are considered as bounded in time, and
must be in the past after the end point.
This 'perform' relation includes the 'experiencer'
case role for mental events.
The inverse of 'wasPerformedByAgent' - relates
an agen to the action in which s/he was principle agent.
'wasExperiencedBy' points from a
MentalEvent to the CognitiveAgent that performed (experienced) that
Event. It is in the past tense, as Events in
COSMO are considered as bounded in time, and
must be in the past after the end point.
This is the collection of all activities which are
performed in a state of consciousness, that is, the animal
performing the action is not sleeping, in a coma, or
otherwise unconscious.
a8eb2b06-d712-41d6-8443-9a24c2022ade
A specialization of both #$Action and
#$AtLeastPartiallyMentalEvent. Each instance of
#$PurposefulAction is an action consciously, volitionally,
and purposefully done by (see #$performedBy) at least one actor.
In SUMO, equivalent to 'IntentionalProcess'.
SUMO: A Process (Event) that has a specific purpose for
the CognitiveAgent who performs it.
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The 'Mind' is a MentalObject that is the 'location'
for the processes of thinking and understanding and feeling in
animals. As a non-material thing, it is a vague notion that is defined
in various ways, discussed below. Every Mind is 'located' at
some Brain; if a Mind is reified, the Brain it is located at must also
be reified (and by transitivity, the animal having that Brain).
In some usages, the Mind might be considered equivalent to the
Brain, but it has traditionally been used to refer to a non-matgerial
thing, and will be use dthat way in COSMO. The intimate
relation of the Mind to the Brain is indicated by the
'isLocatedAt' restriction.
This includes several senses of 'mind' in Random House Webster, but
includes the processes that produce emotions as well as rational
thinking. RHW sense 1,3, and 4 exclude feelings (sense 2 seems
to be more inclusive) and WordNet sense 1 includes feelings,
whereas sense 7 appears closer to the COSMO 'Intellect'
and to RHW senses 1,3, and 4.
In COSMO, Feeling is also located in the Mind. To make the distinction,
the type 'Intellect' is used to refer to the *part* of the Mind that is
responsible for thinking and reasoning; this is not a physical object,
but is used to make sense of statements about what goes on 'in the mind'
of a person.
RWH 'mind':
1. (in a human or other conscious being) the element, part, substance, or process
that reasons, thinks, feels, wills, perceives, judges, etc.:
the processes of the human mind.
2. Psychol. the totality of conscious and unconscious mental processes and activities.
3. intellect or understanding, as distinguished from the faculties of
feeling and willing; intelligence.
4. a particular instance of the intellect or intelligence, as in a person.
This corresponds to sense 1 of 'mind' in WordNet:
1. (121) mind, head, brain, psyche, nous - (that which is responsible for one's thoughts
and feelings; the seat of the faculty of reason;
'his mind wandered'; 'I couldn't get his words out of my head')
bd58d06f-9c29-11b1-9dad-c379636f7270
mind
mind
mind1n
'Intellect' is a MentalObject that is the part of
the Mind in which the processes of Thinking and Reasoning (as
contrasted with Feelings) are 'located'. 'Intellect' is not a
a PhysicalObject, but may be considered as an informal way
to refer to the parts of the Brain that are responsible for
thinking rationally as contrasted with emotions.
Each Intellect is part of some Mind, but the restriction
value is the type 'Mind' and does not require that the
'Mind' be reified.
Longman's vocabulary has 'mind' but not 'intellect', and the
term 'mind' is probably used there (in one sense) in the same sense as
'Intellect' in COSMO.
Corresponds to noun sense 1 of 'intellect' and sense 7 of 'mind'
in WOrdNet:
1. (5) mind, intellect - (knowledge and intellectual ability;
"he reads to improve his mind"; "he has a keen intellect")
mind
COSMO note: Every 'MentalSituation' is an Event,
Process, or State that occurs in some Mind. Since every
Mind is located in a Brain, MentalSituations also
must occur in some Brain (meaning in some animal).
Cyc: A specialization of #$Situation. Each instance of
#$MentalSituation is a mental situation such as a person
seeing the color red, or believing that his enemies control
the CIA, or desiring that Fidel Castro shave his beard. An
important subcollection of this collection is
#$AtLeastPartiallyMentalEvent whice is the collection of
mental situations that are events, such as thinking about
something or tasting something. Other instances of
#$MentalSituation are more long-standing and stable, and
hence also instances of #$StaticSituation, e.g., believing
something, or having some goal. Cf. #$MentalSituationFn.
bee2989e-9c29-11b1-9dad-c379636f7270
NOTE: name changed in COSMO. In Cyc this is
'AtLeastPartiallyMentalEvent'.
Cyc: A collection of events. Each instance of
#$AtLeastPartiallyMentalEvent is an event involving the
mental functions of a participant or group of participants
(see #$actors) in that event. The collection includes such
things as dreaming, perceiving, sensing, theorizing about
something, having a realization, making a decision, building
something, designing something, and consciously carrying out
a task. Note that the above list includes both purposeful
events and non-purposeful events that involve mental
functions. Note also that any event that has a mental
component is also an instance of this collection, so that
events like preparing lunch would be classified as instances
of #$AtLeastPartiallyMentalEvent. In entering knowledge, it
is almost always possible and preferable to use one of the
specializations of #$AtLeastPartiallyMentalEvent. If an
event seems mostly mental in nature, modulo neurons firing
and related brain activity, use #$StrictlyMentalEvent or one
of its specializations. If it essentially involves both
mental and physical activity, see
#$CompositePhysicalAndMentalEvent or
#$PurposefulPhysicalAction. For mental events that are
intentionally and purposefully performed, see the
specialization #$PurposefulMentalActivity.
COSMO note: this appears to be similar to SUMO 'PsychologicalProcess',
which is a subtype of Event.
SUMO: A BiologicalProcess which takes place in
the mind or brain of an Organism and which may be manifested in the behavior
of the Organism.
bd588615-9c29-11b1-9dad-c379636f7270
A FutureTimeInterval is a TimeInterval that occurs after some
TimePointOfReference, on the universal time line..
Procedure[SUMO]_Method[DOLCE]
Procedure is the most general Type that represents a sequence of actions that
an agent (person, organization, automaton) might take to achieve some specific
goal state. Each known Procedure is a resource that an Agent has a a possible
tool to use when confronted with a Goal, in the manner of 'cawse-based reasoning':
IF I want to achieve this goal-state
AND the current state is S,
AND procedure P345 is expected to achieve that goal state form that starting state
THEN execute P345.
. Procedures will form the ontological analogue of 'procedural memory' in people.
It is not required that a Procedure
actually have been implemented in the 'real world' in order to be represented.
Called: Procedure (in SUMO); Method (in DOLCE)
DOLCE: A description that contains a specification to do,
realize, behave, etc. Subclasses are plan, technique, practice,
project, etc.
A sequence-dependent specification. Some examples are
ComputerPrograms, finite-state machines, cooking recipes, musical scores,
conference schedules, driving directions, and the scripts of plays
and movies.
In Cyc the class 'DevisedStructuredActivity' has some of the
same elements, but a Procedure is a specialization
of that category, being that set of activities that have
more required order in the execution of the actions specified.
This distinction shows up in the category of 'Game'
being a subtype of DevisedStructuredActivity'
while an industrial process would be a subtype of 'Procedure'.
Plan[SUMO]_Plan[DOLCE]
DOLCE: A plan is a method for executing or performing a procedure or a
stage of a procedure.A plan must use both at least one role played by an agent,
and at least one task.Finally, a plan has a goal as proper part, and can
also have regulations and other descriptions as proper parts.
SUMO: A specification of a sequence of Processes which is intended
to satisfy a specified purpose at some future time.
A RelativeTime is any TimeTinterval or TimePoint whose
location on the Universal Time Line is specified relative to some
other TemporalThing. The times 'Now', 'Tomorrow' or 'Sunday' are such
RelativeTimes.
A TimePointOfreference is a TimePoint that is used to refer to the aspectual
attribute of some Situation (i.e. SituationProcessEventOrState), i.e. an Event will
be present, past, or future depending on the TimePointOfReference
in the MentalObject that refers to that Situation.
An Intention is MentalObject within a CognitiveAgent
that refers to some future Action that the agent intends
to participate in, in some capacity.
The representation of this notion is complex in OWL,
since it involves specifying two related things:
there is a future Action; and the Agent will
participate in that Action (of course all Future
Actions are contingent, but *if* the *specific*
FutureAction that is referenced occurs, the Agent *will*
be a participant).
Note that the Agent does not have to desire the
FutureAction to occur - the Agent may be *forced* to
participate, and have an Intention to participate,
because not to participate would entail some
undesirable consequences, which might be trivial
(disappointing someone) or serious (loss of the Agent's
life). This is one disctinciton between an Intention and
a Goal - a 'Goal' in COSMO references a FutureSituation that the
Agent desires to happen - for the Agent's own purposes.
An Agent may have an Intention to participate in some
FutureAction only because it is an imposed Obligation.
A FutureSituation is a Situation, Process, Event, or State
that has not yet happened, i.e. that still lies in the Future.
Obviously, instances of this category must have some base time as
a referent, since Events that are future at one time will be past
at another time. But this category is useful to make clear the
meaning of some Mental entities that reference future events, such
as Goals.
A measure of a quantity of time, *not* a specific time
point on the univeresal time line.
COSMO note: we distinguish TimeMeasures - physical measures that relate to time
(timeintervals or time points) - from the TimePositions - the actual locations in
our real time. The latter are classified under 'TemporalLocation'. The usage of this
Type here differs from that in SUMO. For DateTime see 'TemporalLocation'.
SUMO: The class of temporal durations (instances of TimeDuration) and positions
of TimePoints and TimeIntervals along the universal timeline (instances of TimePosition).
A DesiredFutureSituation is a FutureSituation,
(a Process, Event, or State) that has not yet happened,
and is desired by some CognitiveAgent. The desire
will be represented in some Desire, Goal or Rule.
Points to a string with axioms that
include reference to the domain entity.
(UAX: SUMAX-25)
(<=>
(disjoint ?CLASS1 ?CLASS2)
(and
(instance ?CLASS1 NonNullSet)
(instance ?CLASS2 NonNullSet)
(forall (?INST)
(not
(and
(instance ?INST ?CLASS1)
(instance ?INST ?CLASS2))))))
Classes are disjoint only if they share no instances, i.e. just
in case the result of applying IntersectionFn to them is empty.
SUMO - 155
points from an instance of Synonym to a string
that is the term which is synonymous to the base concept.
The term should represent the synonym in its natural form,
whether capitalized, with spaces, apostrophes, etc.
hasSynonym is used to point to AbstractStrings that
can serve as a synonym for the base entity (type or instance),
in some context. This relation points to an instance of Synonym,
and that instance can specify the context in which it
is a synonym for that word.
Because a single word can be a synonym of multiple terms,
the structure of the 'Synonym' entity includes not
only the String expression of the synonymous term, but
also the context in which it is a synonym. Among the
contexts, databases and other knowledge models are included.
A superfluous relation for testing.
A Sign is something that refers to something other than itself; it
may be a single entity or a group of entities. It can be an Object,
an Event, a Process, or an Attribute. This is a very general category.
A Sign may be Physical or Abstract or Mental. 'Sign' is a very general
concept, and is used primarily through its specialized subtypes.
A physical phenomenon (smoke) can be a sign (of a smoke-producing process),
and an AbstractSymbolicObject such as the abstract string 'cat' can be a sign
that refers to some animals in the real world.
isaSignOf relates a specific Sign or SignType to something
to which it refers in some way - perhaps by providing evidence
os something, or merely
CommunicationType is a metaclass used as the Type restriction
on certain relations that take subclasses of Communication as their argument.
a metatype that can be used
as an argument restriction for relations that take a subtype
of Feeling as one of their arguments..
a metatype that can be used
as an argument restriction for relations that take a subtype
of Sign as one of their arguments..
A SignObject is a PhysicalObject that is a Sign of something
other than itself. It is not necessarily an Artifact..
isaSymptomOf relates a Symptom (a Sign of some
abnormality) to the AbnormalCondition of which it is a sign.
A Trace is one or more Signs that relate to ordered states of
some Event or FunctionalProcess. A sequence of footprints in the mud
can be a Trace of the event of some animal walking on that ground;
a sequence of abstract symbols, stored in one of more
computers, can provide a Trace of some computational or reasoning process
such as one carried out in the computer.
A Symptom is a Sign that is also a SituationProcessEventOrState,
and which provides evidence of an abnormal condition..
A Record is an abstract sequence of symbols (usually linguistic)
representing a sequence of events that occurred. For example,
a sequence of abstract symbols, stored in one of more
computers, can provide a Trace of some computational or reasoning process
such as one carried out in the computer. As an Artifact, it has to have an IntelligentAgent as
creator - for traces generated by a computer, that Agent will be the programmer
or, if sufficiently autonomous, the computer itself - or both.
A ReasoningRecord is a Record of some process of Reasoning.
It will usually be a process of Reasoning used in a Computer, but
could be a record of a person's reasoning..
A RelativeLocation is a location that is explicitly relative to
something else, which may be a region or an object. All locations
are ultimately 'relative' in the sense that they can only be understood
by reference to a distance and/or oritentation with respect to some object.
However, this Type 'RelativeLocation' is intended to represent those
locations that are explicitly relative to something else, in particular
objects or regions that are part of some other object or region.
isAheadOf relates one location to another location
that is behind the first by some spatial interval. 'behind'
and 'ahead' imply some direction, but the direction is not
specified here. Often the implied direction is a direction of
movement for the thing that is 'behind', i.e. a person in a car
travelling on a highway may say that a city is 'fifty miles ahead',
or another car on the highway is 'fifty feet ahead'.
The relations specified by 'ahead' are inherently multiple arity -
including two locations (or objects) and some reference to the direction. In
an OWL binary formalism, it would be necessary to use
{?Obj2 isAheadOf ?Obj1} with
{{?Obj2 and ?Obj1} isLocatedAt ?Path}
Where {?Obj2 and ?Obj1} is a pair of objects (or locations). But even here,
it is not necessarily clear that the 'ahead' refers to that particular
?Path. The full description of 'ahead' should use multiple arity
relations. This is a placeholder, for the OWL version of COSMO.
This is the most generic generic 'location' relation,
and differs from its subProperty 'isLocatedAt' only in that
to be 'located at or on' includes the possibility that
some pile of objects may be located in some open container and
extend beyond the top of the container, but will move when that
container moves because it is held to the container by the
force of gravity or by some topological constraint. The
subproperty 'isLocatedAt' means that the thing located is
wholly located within the spatial region coextensive with the
ConvexHull of the thing or place where it is located.
Thus a pile of coal in an open railway coal car can be said to be
'contained' in the coal car even though it may extend above the
top of the coal car; it will go wherever the coal car goes,
as long as it satisfies this relation. Likewise, flowers in a
vase are located 'at or on' the vase, though they typically extend
beyond the top of the vase, and the top of the flowers may
even be above the vase by more than the height of the vase.
The 'isContainedIn' relation is a subproperty of this relation; therefore
if {?x isContainedIn ?Obj} then {?x isLocatedAtOrOn ?Obj}.
NOTE, however that 'isSupportedBy' is not a subtype of 'isLocatedAtOrOn'
because the supporting object may be flat and extensive, and the supported
object may extend well above the surface of the supporting object..
A general 'location' relation for objects and
regions (but not for Events - use 'occurredAt').
The location can be a region of space (connected or disconnected)
or an object (physical or abstract). Being 'located' at an
Object means being located within the ConvexHull of the Object;
therefore a Hole in an Object, which contains no part of the
Object 'isLocatedAt' that Object. Also, recall that a GeographicalRegion
includes some space above the surface of that region, so it is possible
that ?obj isLocateAt a GeographicalRegion even if it is in the air not far above the
surface of that region.
If a pile of objects or a large object is 'contained' in an
open-top container, and extends above the top of that container,
it cannot be said to be 'located at' that container, in this sense.
For that case, use 'isContainedIn' or its parent 'isLocatedAtOrOn'.
The value (object) of this relation answers the question
'where is it?' (for the subject) in some sense. Somewhat
non-intuitively, this relation can be used to specify that some set of
beliefs (a BeliefSystem) is held by one or more people,
since the BeliefSystem is considered an InformationStore that
can have a physical location; that is, beliefs are located in the
heads of people, or of Groups of people. However, NOTE that
specific instances of a disease cannot be 'located' in people by this
relation, because a Disease is considered as an Event. Use
'occurredAt' for relating specific instances of Disease to
particular people or groups of people.
NOTE that this is an instance-level relation and describes
where an object is actually located at some particular time.
For describing where objects typically are located (e.g.
parts of the body), use 'isNormallyLocatedAt', a relation
that can take a individual Object or an ObjectType as the
subject
NOTE: 'isLocatedAt' may be used with an instance
of 'TimeAndPlace' (a four-dimensional portion of space-time)
in the object position of the relation, to specify the
location of some thing (but not Events) over some
interval of time, using a binary relation. Although this relation
is transitive, there are permitted range instances that cannot
bw located at some permitted domain instances: for example, a
'TimeAndPlace' will never be locatedAt an Object or region that
is not itself Four-dimensional, unless the domain instance is nominally
a TimeAndPlace, but with the Time dimension of zero length, in which case
the domain instance is effectively three-dimensional. But in general,
if the subject is a TimeAndPlace, the Object should also be a TimeAndPlace,
not a Region or Object. To avoid unintended errors, this restriction
should be encoded as a constraint.
NOTE: this relation is close in meaning to that of the OBO_REL relation
'located_in' (http://www.obofoundry.org/ro/#OBO_REL:located_in). In OBO
some relations may also be used on Types to create an implicit restriction,
but such usage is not part of COSMO, and that usage would need to be
represented as a rule.
OBO_REL: located_in (see http://www.obofoundry.org/ro/)
OBO comments for located_in: Location as a relation between instances:
The primitive instance-level relation c located_in r at t reflects the fact
that each continuant is at any given time associated with exactly one spatial
region, namely its exact location. Following we can use this relation to define
a further instance-level location relation - not between a continuant and the
region which it exactly occupies, but rather between one continuant and
another. c is located in c1, in this sense, whenever the spatial region
occupied by c is part_of the spatial region occupied by c1. Note that
this relation comprehends both the relation of exact location between one
continuant and another which obtains when r and r1 are identical
(for example, when a portion of fluid exactly fills a cavity), as well as
those sorts of inexact location relations which obtain, for example,
between brain and head or between ovum and uterus
A 'location' relation for Events. For object
or region locations, see 'isLocatedAt'.
The location is a GenericLocation: region of space
(connected or disconnected) or an object
(physical or abstract)
. The value of this relation answers the question
'where did it happen?'.
NOTE that the use of the past tense in this relation does not necessarily
mean that the Event argument occurred in the past before the assertion time;
if the relation relates a possible future Event, this relation can also
be used. The past tense merely emphasizes that we are discussing Events
that, in the given context, are viewed as completed and not ongoing.
This can also be used for types of Events, to specify
a particular location where they always occur. But
to specify types of locations where types
of Events usually occur, use 'typicallyOccursAt'.
A Type-level 'location' relation for Events,
to specify that a certain type of Event usually occurs
at a certain type of location. This is intended as a
type-level relation to avoid the need for instantiating
or Skolemizing the values, but the domain is both
type and instance level so that a restriction using this
relation can be inherited by subtypes.
For the instance-level location relation for Events,
use 'occurredAt'.
For object or region locations, see 'isLocatedAt'.
The location specified is a GenericLocation: region of space
(connected or disconnected) or an object
(physical or abstract)
. The value of this relation answers the question
'where does it usually happen?'.
.
A Type-level 'location' relation for Events,
to specify that a certain type of Event *always* occurs
at a certain type of location.
For the instance-level location relation for Events,
use 'occurredAt'.
A Type-level 'location' relation for Events,
to specify that a certain type of Event usually occurs
*inside* a certain type of object.
isNearTo specifies that some GenericLocation (an
Object or a Region) is 'near' to another, but (usually) not touching the
other. 'near' is relative to the size of the things being related.
To be 'near' another region or object, the distance from one Object or
Region to the other must be within two diameters of the larger object or region.
NOTE that 'isSupportedBy' is a subproperty of 'isNearTo'.
If two objects are touching, that can be represented as a 'TouchingState'.
In SUMO treated as an attribute:
SUMO: (Near) The relation of common sense adjacency. Note that, if
an object is Near another object, then the objects are not connected..
isAdjacentTo specifies that some GenericLocation (an
Object or a Region) is 'adjacent' to another. This means that it might
be touching, with nothing in between, or might be separated by
some thin space, which might have a name, as in a 'crack' or a
sulcus in the brain. If there is a solid object separating them, two
GenericLocations can be 'near' but not 'adjacent'.
NOTE that this relation makes intuitive sense only when the
adjacent objects are of comparable size. We do not usually
say that a bacterium on the skin is 'adjacent to' the skin.
A different (perhaps more general) relation should be defined for
such cases, because the gap that exists in non-touching cases
can be large relative to one object and small relative to the other.
NOTE: this is similar to the instance-level OBO_REL relation 'adjacent_to',
except that this COSMO relation is solely an instance relation and
is not used at the Type level. For specifying the typical
relations of Types (as in the OBO definition below), a
separate class-level relation and inference axioms will be required.
OBO_REL: relation adjacent_to: (only the instance-level relation
is similar to COSMO 'isAdjacentTo'.
Definition: C adjacent to C' if and only if: given any
instance c that instantiates C at a time t, there is some c'
such that: c' instantiates C' at time t and c and c' are in
spatial proximity.
OBO Comments: Note that adjacent_to as thus defined is not
a symmetric relation, in contrast to its instance-level counterpart.
For it can be the case that Cs are in general such as to be adjacent
to instances of C1 while no analogous statement holds for C1s in general
in relation to instances of C. Examples are:
nuclear membrane adjacent_to cytoplasm;
seminal vesicle adjacent_to urinary bladder;
ovary adjacent_to parietal pelvic peritoneum
A FunctionQuantity is a Function that maps from one or more instances
of ConstantQuantity to another instance of ConstantQuantity.
For example, the velocity of a particle would be represented by
a FunctionQuantity mapping values of time (which are ConstantQuantities)
to values of distance (also ConstantQuantities). Note that all instances
of FunctionQuantity are Functions with a fixed arity. Note too that all
elements of the range of a FunctionQuantity have the same physical
dimension as the FunctionQuantity itself.
A ConstantQuantity is a PhysicalQuantity which has a constant value,
e.g. 3 meters and 5 hours. The magnitude (see MagnitudeFn) of every
ConstantQuantity is a RealNumber. ConstantQuantities are distinguished
from FunctionQuantities, which map ConstantQuantities to other ConstantQuantities.
All ConstantQuantites are expressed with the BinaryFunction MeasureFn,
which takes a Number and a UnitOfMeasure as arguments.
For example, 3 Meters can be expressed as (MeasureFn 3 Meter).
ConstantQuantities form a partial order (see PartialOrderingRelation)
with the lessThan relation, since lessThan is a RelationExtendedToQuantities
and lessThan is defined over the RealNumbers. The lessThan relation
is not a total order (see TotalOrderingRelation) over the class
ConstantQuantity since elements of some subclasses of ConstantQuantity
(such as length quantities) are incomparable to elements of other subclasses
of ConstantQuantity (such as mass quantities).
a metatype that can be used
as an argument restriction for relations that take a subtype
of SystemCondition as one of their arguments..
a metatype that can be used
as an argument restriction for relations that take a subtype
of AilmentCondition as one of their arguments..
A Desire is MentalObject within a CognitiveAgent
that is basically emotional, though the emotion of Desire may
be caused by the conclusion of a rational thinking process.
A Person may desire a thing (i.e. to possess a thing), or
some future situation - for something to happen, or some
process to occur, or some state to come into existence.
a spcialization of 'Desire' is a 'Goal', which similarly
refers to some future situation, but bringing about that
future situation involves some action on the part of the Agent with the Goal.
Although in language we can say that a person 'desires' an
object, in COSMO that would be represented as the person
desiring the 'DesiredFutureSituation' in which that
person possesses that object, so the desired thing is
in all cases a Situation, even if an Object is indirectly referenced
as a participant in that Situation.
NOTE that the restriction on this Type referencfes a 'DesiredFuruteSituation'
rather than merely a FutureSituation. This requires that,
in secifyhing a Desire and the Situaion desired, that Situationj
should be categorized as a DesiredFutureSituation so that
it can contian a pointer back to the Agent who wants it,
and serve as an index of which agents would be pleased to
see a particular Situation happen. (Not all agents
need to be thus referenced, as certain DesiredFutureSituations
such as the election of some person to an office, may be desired
by a very large number of people).
NOTE: In SUMO, 'desires' is treated as a relationship between some
CognitiveAgent and a proposition describing the thing desired,
and a 'Desire' would be the Proposition that is the
object of that relation. But there is another difference.
The SUMO 'desires' apparently is closer to COSMO 'Goal'
since it involves participation of the Agent. The SUMO
relation is described here for reference, but is not equivalent to
'Desire' in COSMO.
SUMO: (definition of 'desires') '(desires ?AGENT ?FORMULA)' means
that ?AGENT wants to bring about the state of affairs expressed
by ?FORMULA. Note that there is no implication that what is desired
by the agent is not already true. Note too that desires is distinguished
from wants only in that the former is a PropositionalAttitude,
while wants is an ObjectAttitude.
A Goal is a MentalObject that relates to a Situation that
an IntelligentAgent desires and intends to make happen by taking some
action. In COSMO a Goal is a Group of MentalObjects that necessarily
includes a Desire - because the Goal references something that an Agent wants
to happen, which is the characteristic of a Desire. A Goal,
in addition to the desire to see something happen, includes the
intention (expectation) that the Agent her/himself will take some
action to help make that thing happen.
NOTE that a 'Goal' includes an Intention, but differs from an
Intention in that the Goal references a situation that the
Agent desires, whereas an Intention to do something
does not necessarily imply that the Agent wants the
FutureSituaion to happen for the Agent's own purposes.
COSMO note: In OpenCyc a Goal is a subtype of
'#ELSentence-Assertible' - i.e. an assertion. Although the Cyc
representation of 'Goal' includes many of the intuitions that seem to be contained in
the usual meaning of 'Goal', the linguistic usage appears to be closer
to the notion of the goal being the realization of the actual situation
that an agent (usually a person) wants to become true; however, the Goal is
in the mind of the IntelligentAgent, and is created by the IntelligentAgent,
but is not a PhysicalObject, threfore is best represented as MentalObject
in COSMO, rather than the situation itself. It necessarily includes
some intention, but is not the intention itself. So the representation
of a Goal must include each of these elements in relation to each other.
NOTE that a Goal references some desired FutureSituation. When the
FutureSituation has occurred and is no longer in the Future,
the Goal itself must terminate its
existence, and the Goal will be located in the past,
Restrictions specify that every instance of Goal must specify the
IntentionalAgent who has the goal (through the relation 'wasCreatedBy')
and the DesiredFutureSituation that has caused that Goal to arise.
Cyc: Typically, this attribute characterizes
relationships holding between Cyc formulas and a particular
agent when the formula describes a state of affairs that the
agent intends to take steps to actualize, i.e., when
actualizing the state of affairs is a goal of the agent.
However, it might also be seen as an attribute of the
relationship between the agent and the static situation
depicted by that cyc formula (see #$StateFn). This is the
most general goal attribute and should be used only when one
is unable to specify more exactly what kind of goal the
relevant state of affairs is for an agent.
ToDO: axioms must specify that the FutureSituation
of the Desire and Intention are the same, and that the
Agent that has the Goal will be a participant in the
FutureSituaion.
bd58fb03-9c29-11b1-9dad-c379636f7270
'hasPriority' is a specialized relation for
Goal, indicating what is the the relative priority (importance)
of that Goal for the agent who has that Goal. A Priority value
can be explicitly an OrdinalNumber (First, Second), or may
be undetermined ('Unranked') or vague ('HighRank', 'LowRank')
.
A Rule is a special kind of Proposition that
asserts that some agent has some Obligation to do (or refrain from
doing) some act. This is not a logical 'rule', which is categorized
in the type 'Axiom'.
NOTE that as a subtype of Proposition, this 'Rule' type
represents the conceptual content, not the abstract symbolic
things (AbstractTexts) that describe the Rule, nor the
physical texts on which the Rule may be visibly written.
Every Rule specifies what is desired or mandatory for some
future situation, and carries the expectation that agents
who conform to the Rule will make that Situation happen.
The definition of Rule subsumes simple games as well
as complicated laws and business rules. The future
situations may be processes, events, or states.
Thus the Rule 'stop for a red light' refers to the situation
where a vehicle approaches an intersection with a traffic
light that is red; - to conform to the Rule, the vehicle must perform
the event of stopping before the location of the light.
That event of stopping is the desired situation that the Rule specifies.
Although Rules are created to be applied to Agents, it
is difficult in many cases to specify the agents to whom the
rules are intended to apply, as the agents may be in
some cases only vaguely defined by membership in a class -
for example, game rules only apply to those playing the game
at some particular time. Laws may apply to anyone
'within the jurisdiction'.
A MentalObjectGroup is a Group consisting
solely of MentalObjects.
A Proposition is the abstract propositional content
(i.e. the 'meaning') of some sentence, formula, or combination of
sentences in any language. A Proposition is the actual meaning
of a sentence or sentences in any language, and is independent of the language and
of the symbol system used to encode the meaning. A related collection of
Propositions is still considered as a Proposition; a prominent example is
the body of accepted lore in some FieldOfStudy. Every Proposition has at least
one topic related by the 'hasTopic' relation.
There may be some temptation to use the subtypes of Proposition
(Assertion, Axiom, Rule) as though they are symbolic objects -
perhaps AbstractTexts. In casual conversation this will create no
problems, and in fact it may not create problems in reasoning
with the COSMO either, since both are abstract entities and not
PhysicalObjects, and thus not disjoint. But it will be good practice
to keep the propositional meanings separate from what are explicit
though abstract linguistic representations of the meanings,
wherever the distinction is clear.
NOTE that this abstract notion of Proposition should not be conflated
with an AbstractText that expresses that Proposition in symbols
(usually linguistic symbols). An abstract 'Proposition' is related
to such a symbolic representation by the relation 'hasAbstractRepresentation'.
SUMO: Propositions are Abstract entities that express a complete thought
or a set of such thoughts. As an example, the formula '(instance Yojo Cat)'
expresses the Proposition that the entity named Yojo is an element of
the Class of Cats. Note that propositions are not restricted to the content
expressed by individual sentences of a Language. They may encompass
the content expressed by theories, books, and even whole libraries.
It is important to distinguish Propositions from the ContentBearingObjects
that express them. A Proposition is a piece of information, e.g. that
the cat is on the mat, but a ContentBearingObject is an Object that
represents this information. A Proposition is an abstraction that may have
multiple representations: strings, sounds, icons, etc. For example,
the Proposition that the cat is on the mat is represented here as a string
of graphical characters displayed on a monitor and/or printed on paper,
but it can be represented by a sequence of sounds or by some non-latin alphabet
or by some cryptographic form.
OPENCYC 1: MAY 23, 2002\n A collection of intangible individuals. Each instance
of #$Proposition is an abstract propositional thing that has some truth value
in some context or world. A proposition is assumed to be representable
(at least in principle) by a sentence in some formal or natural language. But
it should _not_ be assumed that propositions are themselves intrinsically
linguistic items in the way that sentences or formulae are. Indeed, propositions
are often viewed as extra-linguistic, intensional entities that (while not
sentences themselves) are represented or expressed by meaningful sentences
(or, on some versions of this view, by concrete tokens of sentences). On such
a view it is possible for distinct sentences (either from the same language
or from different languages) to express the very same proposition;
e.g. 'Snow is white', 'White is the color of snow', 'Schnee ist weiss'.
(in German), and (arguably) '(#$relationAllInstance #$objectHasColor #$SnowMob #$WhiteColor)'
(in CycL). Similarly, it is sometimes the case that a single sentence - when used
in different contexts - will express distinct propositions; e.g. 'I am hungry.'
said by you and said by me. Most formal languages (such as a first-order predicate calculus)
and natural languages (such as English) include the resources for composing expressions
that represent propositions from component expressions (that might or might not
themselves represent other propositions).\n\nDOLCE: The abstract content of a proposition.
Abstract content is purely combinatorial: from this viewpoint, any content that can
be generated by means of combinatorial rules is assumed to exist in the domain
of quantification (reified abstracts).
Frrom Cyc: OPENCYC 1: MAY 23, 2002\nA specialization of #$AbstractInformationalThing.
Each instance of #$Information-Content is an abstract object that can be the content,
or meaning, of some token in some language. A pair of tokens of linguistic objects mean
the same thing just in case each has the same content as the other.
Instance of this collection can be used to represent the content of an instance
of #$ConceptualWork.
a metatype that can be used
as an argument restriction for relations that take a subtype
of ValuableThing as one of their arguments..
A Communication that involves
the transfer of information via a LinguisticExpression.
Generic 'Conversation' is a Communication between two or
more IntelligentAgents that occurs with little time lag between
sending and receipt of each unit Communication, and the expectation
that each unit Communication from one Agent will receive a response
after a brief interval from one of the other parties to the
conversation. In COSMO, unlike in Cyc, this general concept
is not necessarily performed via speech acts, but can be
accomplished by sign language, by writing on paper in the presence
of another, by texting,over modern cell phones, by instant messaging,
or by rapid exchange of emails among two or more parties who are
all on-line at the same time, or by any other means of rapid,
real-time communication. For purely oral conversation, use
'OralConversation'.
Cyc: Every #$Conversation includes at least two
#$CommunicationAct-Single as #$subEvents, with the
#$senderOfInfo in one being the #$recipientOfInfo in the other.
Each AgreeingEvent is a Conversation between two parties
that results in an Agreement, which is a mental object. In
each AgreeingEvent, at least one party conveys a Promise to the
other, to do something in the future. Therfore an
'AgreeingEvent' is not merely a conversation in
which the parties 'agree' on some facts - this type
of Event creates an Agreement to do something.
A collection of complex information transfer
events. Each instance of #$MultiDirectionalCommunication is
an event in which more than one agent plays the
#$communicatorOfInfo role. For example, a conversation or a
debate, as opposed to a speech or lecture. The predicate
#$infoContributed is used to correlate each sending agent
with the information s/he transmits in such an event. For
communication acts having only one sender, see #$CommunicationAct-Single.
bd5891c4-9c29-11b1-9dad-c379636f7270
The transfer of information from one or more IntentionalAgents
or Automatons (e.g. automated communications devices)
to one or more other IntentionalAgents.
COSMO NOTE: that 'Communication' in COSMO is a subtype
of 'InformationTransferEvent' in which some
IntelligentAgent must be the intented recipient. Not
every creation of an Information BearingThing (IBT) is
a 'Communication', but jotting a note for one's own purposes
is a Communication, even if no one else is intended to see it,
because there is an intended recipient - but the creator
and recipient are the same agent.
Communication(SUMO) communication-event(DOLCE)
SUMO: ('Communication') A SocialInteraction that involves
the transfer of information between two or more CognitiveAgents.
Note that Communication is closely related to, but essentially
different from, ContentDevelopment. The latter involves the creation
or modification of a ContentBearingObject, while Communication is
the transfer of information for the purpose of conveying a message.
SUMO partitions 'Communication' into:
Stating Supposing Directing Committing Expressing Declaring.
SUMO: relatedInternalConcept Communication ContentDevelopment.
In Cyc called 'Communicating':
Cyc: A specialization of #$PurposefulAction and
characterized by one or more #$InformationTransferEvent
sub-events. Each instance of #$Communicating is an event in
which the transfer of information between or among agents is
a focal action; communicating is the main purpose and/or
goal in the event. That may be contrasted with events which
involve communication but wherein the focus is different,
e.g., playing cards (wherein the progressive actions - and
winning - of the game are focal). Since #$Communicating is
a specialization of #$PurposefulAction, each #$Communicating
event must be intentional on the part of the
#$communicatorOfInfo; it may or may not be intentional on
the part of the agent playing the #$infoCommunicatedTo role.
Hence, a speaker on a soapbox haranguing an indifferent
crowd is performing an instance of #$Communicating. In
contrast, Juliet soliloquizing on her balcony, unaware that
Romeo is listening to her, is not #$Communicating; rather
Romeo (and Juliet, unaware) are engaged in an
#$Eavesdropping. Communicating may be either a one-way or a
two-way transfer of information (cf.
#$CommunicationAct-Single, #$MultiDirectionalCommunication).
Every event belonging to #$Communicating contains at least
one transfer of information between at least two agents who
participate in the event. (Note that the latter requirement
excludes reading and writing from #$Communicating, when
those events are just the private accessing or generating of
information.) Communicating may be specialized in various
ways, such as, by the method or medium used (e.g.,
#$AudioCommunicating, #$NonVerbalCommunicating,
#$FaceToFacePresenceCommunicating); by the type of
information involved (e.g., #$MakingAnAgreement); by the
purpose of the communication (e.g., #$Teaching,
#$Negotiating); by the agents involved (e.g.,
#$IntraOrganizationCommunication, #$StageProduction).
Examples of #$Communicating include a symphony performance,
an email message, a telephone call, a speech, a handshake,
issuing a traffic ticket - all of which normally, and
focally, involve communication between two or more agents.
bd589f07-9c29-11b1-9dad-c379636f7270
The SUMO term for the general event
of 'Communication'.
COSMO note: removed 'compositePhysicalAndMentalEvent'
as parent - we want to reserve that for individual actions, but
a SocialOccurrence has multiple participants, and requiring
specifying each agent is impractical.
Cyc: A specialization of both #$PurposefulAction and
#$CompositePhysicalAndMentalEvent. Each instance of
#$SocialOccurrence is an action in which two or more agents
take part. In many cases, #$SocialOccurrences involve
communication among the participating agents. Some
instances of #$SocialOccurrence have very elaborate role
structures (e.g. a typical lawsuit), while others have
fairly simple role structures (e.g. greeting a colleague at work).
COSMO note: Note that InformationTransferPhysicalEvent,
which may be carried out by machines at both ends, is
also classified as a SocialOccurrence, since such
communication is at this time (2007) always performed
at the direction of a Person.
NOTE also that the 'Agents' directly performing this
action do not have to be people or organizations,
they can be machines or software agents.
bd588f3b-9c29-11b1-9dad-c379636f7270
A specialization of #$AnimalActivity. Each
instance of #$HumanActivity is a spatially-localized action
each of whose doers (see #$doneBy) is either a
#$HomoSapiens or a group of humans (i.e. a #$Group all of
whose members are #$HomoSapiens or groups of humans).
bd588deb-9c29-11b1-9dad-c379636f7270
A specialization of #$Action. Each instance of
#$AnimalActivity is a spatially-localized action, each of
whose doers (see #$doneBy) is either an #$Animal or a
group of animals (i.e. a #$Group all of whose members are #$Animals).
bd588daa-9c29-11b1-9dad-c379636f7270
A specialization of both #$Action (q.v.) and
#$Event-Localized. Every instance of #$AnimateActivity is a
spatially-localized action, each of whose doers (see
#$doneBy and #$animateDoers) is either a
#$BiologicalLivingObject or a group of BLOs (i.e. a #$Group
all of whose members are BLOs). Specializations of this
collection include #$AnimalActivity, #$BiologicalEvent,
and #$PhysiologicalProcess.
SUMO A normal process of an Organism
or part of an Organism.
31d87aae-5580-41d7-8025-c8e9f7c3ffca
A Group consisting exclusively of Agents, which may be individuals
(people), or Organizations, or GroupsOfPeople. The most
common AgentGroups will be groups of people, but there are also
groups of Organizations (The United Nations, a Chamber of Commerce)
and groups that are of mixed types (a company's customers
may be individuals and organizations).
Each GroupOfAnimals is Group, each component element of
which is an Animal (including people. For a group of non-human
animals,use 'GroupOfBeasts'). There must be more than one animal in this
kind of Group. This includes GroupOfPeople as a subtype.
hadTransferredItem relates a GeneralizedTransfer event to
the thing transferred during the Event. Note that
more than one thing may be transferred in an
Event, and in particular each Transaction has
at least two things transferred.
This is a Case role for the GeneralizedTransfer event, which includes
specializations such as Communication or property transfer.
Things that are tranferred may be abstract or tangible, so the
range is not restricted.
A specialization of #$Event. Each instance of
#$GeneralizedTransfer is an event in which something
(tangible or intangible) is transferred from one
'place' to another. #$GeneralizedTransfer includes
changes in physical location, in ownership or possession,
transfer of information, and propagation of wave phenomena
through space. See also the related predicate
#$transferredThing, and the specializations of this collection.
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A specialization of #$GeneralizedTransfer. Each
instance of #$InformationTransferEvent is an event in which
information is transferred from a source
(#$informationOrigin) to one or more destinations
(#$informationDestination), where the source and the various
destinations are either intelligent agents or
#$InformationBearingThings (IBTs). Examples include reading
a book (transfer of information from the book to the
reader), saying something to someone (transfer of
information from the speaker to the listener), machine
translation (transfer of information from an encoded IBT in
the source language to an encoded IBT in the target
language), OCR scanning (transfer of information from a
visual information source to another IBT in a different
format), carving initials in a tree (transfer of information
from an agent to an IBT), and making a speech (transfer of
information from an agent to other agents). See also the
specialization #$InformationTransferPhysicalEvent.
NOTE that information can be transferred from a person's mind
to a piece of paper, so the destination of the transfer
does not have to be an IntelligentAgent, and an InformationTransfer
does not have to be a 'Communication'.
COSMO note; why is information transfer not always a PhysicalEvent
in Cyc see 'InformationTransferPhysicalEvent'?
Perhaps so that spirit communication can be included?
In SUMO the appproximate equivalent of 'ContentBearingProcess'.
SUMO: ('ContentBearingProcess') Any Process, for example
ManualHumanLanguage, which may contain a Proposition.
bd589f07-9c29-11b1-9dad-c379636f7270
A specialization of #$AtLeastPartiallyMentalEvent.
Each instance of #$CompositePhysicalAndMentalEvent is an
event that involves some mental event(s), as well as some
interaction between physical objects. Each instance will
thus have at least one #$PhysicalEvent as a sub-event. (It
may or may not itself be an instance of #$PhysicalEvent,
depending on whether it occurs at a specific spatial
location.) Examples include a news broadcast program, a
court trial, someone inheriting property, someone writing a
letter, a physical examination, and a charity ball. Notable
specializations of this collection include
#$PurposefulPhysicalAction and #$SensoryEvent.
bd588d27-9c29-11b1-9dad-c379636f7270
The collection of
#$CompositePhysicalAndMentalEvents that are performed
purposively (see #$performedBy). This collection is the
collection-intersection of #$PurposefulAction and
#$CompositePhysicalAndMentalEvent. Since each instance of
#$PurposefulPhysicalAction is also an instance of
#$CompositePhysicalAndMentalEvent, each instance has both a
mental and a physical component. Driving a car would be an
instance of #$PurposefulPhysicalAction since it involves
mental and physical functioning on the part of the
performing agent and is done purposively. Crashing a car,
conversely, would not normally be an instance (unless the
driver purposefully caused the crash).
beb39562-9c29-11b1-9dad-c379636f7270
A Group consisting exclusively of PhysicalObjects. One may consider the
collection of disjoint parts of a physical object as a Group, but in doing so
one must ignore the relations among the objects, so the ObjectGroup
consisting of the parts of a connected PhysicalObject is not identical to
the whole object itself.
In SUMO, this is called a 'Collection'. NO identical Cyc class seems
to be defined.
SUMO: Collections have members like Classes, but, unlike Classes,
they have a position in space-time and members can be added and
subtracted without thereby changing the identity of the Collection.
Some examples are toolkits, football teams, and flocks of sheep.
wasPerformedByAgent points from a type
of Action to the type of Agent that performs that
type of Action. This relation is used to
add detail to certain action types that include
in their meanings that they are performed by a
certain type of Agent.
This 'perform' relation includes the 'experiencer'
case role for mental events.
Abnormal is a property that can be assigned to anything
that is not just unusual, but unusual in a negative way..
An AbnormalCondition is a SystemCondition which is
not normal (i.e. unusual) for the system in which
it is observed. It may be better or worse than the
usual condition, or just different.
COSMO note: DOLCE distinguishes Events that have temporal parts with
similar character, i.e. the same sort of thing occurs throughout
the tie interval of the Event. In OpenCyc, such 'homogeneous' events
are represented using 'StuffType' metaclasses. A special subclass
is the 'State' where nothing happens over some time interval.
'State' is an important concept in PSL and situation calculus.
DOLCE: An occurrence-type is stative or eventive according to whether
it holds of the mereological sum of two of its instances, i.e.
if it is cumulative or not.
A sitting occurrence is stative since the sum of two sittings is still a
sitting occurrence.
A PersistentState is an Event
in which all relevant attributes or relations
(any one or more 'fluents' in PSL) remains constant over some time interval.
A special limiting subtype would be an InstantaneousState, for which
the time interval is of zero duration.
NOTE That if an Object is specified as having some Attribute during
some interval of time, that is equivalent to specifying the existence of a
PersistentState for that Object during that interval.
COSMO note: DOLCE has a convoluted description of
what a 'State' is. For COSMO, a PersistentState (what appears to be
a 'State' in DOLCE) it is very simply an Event
in which nothing changes over some interval of time
- - i.e. nothing changes that the knowledge
enterer considers significant for her/his purposes. This can be
viewed as the limiting case of an Event, in which so little
of significance happens that it is not worth mentioning.
DOLCE: Within stative occurrences, we distinguish between
states and processes according to homeomericity: sitting is
classified as a state but running is classified as a process,
since there are (very short) temporal parts of a running that
are not themselves runnings.In general, states differ from situations
because they are not assumed to have a description from which they depend.
They can be sequenced by some course, but they do not require a
description as a unifying criterion.On the other hand, at any time,
one can conceive a description that asserts the constraints by which
a state of a certian type is such, and in this case, it becomes
a situation.Since the decision of designing an explicit description
that unifies a perdurant depends on context, task, interest,
application, etc., when aligning an ontology to DLP, there can be
indecision on where to align a state-oriented class.
For example, in the WordNet alignment, we have decided to put only
some physical states under 'state', e.g. 'turgor', in order to
stress the social orientedness of DLP. But whereas we need
to talk explicitly of the criteria by which we conceive turgor states,
these will be put under 'situation'.Similar considerations are made for
the other types of perdurants in DOLCE.A different notion of event
(dealing with change) is currently investigated for further developments:
being 'achievement', 'accomplishment', 'state', 'event', etc. can
be also considered 'aspects' of processes or of parts of them.
For example, the same process 'rock erosion in the Sinni valley'
can be conceptualized as an accomplishment (what has brought the current
state that e.g. we are trying to explain), as an achievement (the erosion process
as the result of a previous accomplishment), as a state (if we collapse
the time interval of the erosion into a time point), or as an event
(what has changed our focus from a state to another).In the erosion case,
we could have good motivations to shift from one aspect to another: a)
causation focus, b) effectual focus, c) condensation d) transition (causality).
If we want to consider all the aspects of a process together, we need
to postulate a unifying descriptive set of criteria (i.e. a 'description'),
according to which that process is circumstantiated in a 'situation'.
The different aspects will arise as a parts of a same situation.
Each InternalState is a PersistentState in which some set of
component parts of a System maintain a stable configuration (the properties
of the components and relations among them are constant within the limits
considered significant) for some interval of time. The system can
be a living organism or part of an organism, or some artifact that
is designed to have alternative internal states (such as a thermostat).
Feelings of cognitive agents are example of InternalState.
A specialization of #$Situation. Each instance of
#$SystemCondition is a state or process undergone by some
natural or artificial system (for example, an organism or a
computer network). The state or process in question may be
either normal or abnormal. A typical instance of
#$SystemCondition is a state or process that has important
temporal aspects, or affects the system's condition
for a significant period of time, such that the condition
may be thought of as an 'episode' in the existence of
the system, or even a permanent aspect of the system.
COSMO note: this Cyc category is interpreted as a
PersistentState (a subtype of Event), meaning that the
situation stays constant over some period of time. If the
condition is some process (rotating), then the
process should be constant over that interval,
e.g. the rate of turn should be constant, within
the limits of interest to the ontologist.
c1346159-9c29-11b1-9dad-c379636f7270
hadResult relates a PhysicalEvent to something
that resulted from that Event. This is the most general
'result' or 'creation' relation. See also
'wasCreatedbyEvent' and 'produced'.
There may be many things resulting from a given Event
(creation or destruction of something,
initiation of a Process or another Event, a PersistentState).
It is useful also to state a restriction on Event types,
specifying the kind of result that an Event may or must have.
This is a relation that is called 'result' in SUMO, and is
one of the CaseRole relations in that ontology.
The Inverse of 'hadResult'.
OPENCYC 1: MAY 23, 2002
A collection of 'objects' with temporal extent. Each instance of
#$Agreement involves two or more parties, who agree that certain
propositions should be true. Making the propositions true may
require some action or commitment of wealth on the part of one or
more of the #$agreeingAgents. Thus, instances of #$Agreement will
usually involve some instances of #$Obligation. Note: Instances of
#$Agreement and #$Obligation differ, however, in that an #$obligatedAgent
is responsible for the truth of all of the propositions in an obligation.
In an #$Agreement, some agents may not be responsible for all of
the propositions in the agreement being true. For example, in a
loan agreement, the borrower agrees to give the lender back the money,
but the borrower is the only #$obligatedAgent for the repayment.
Note that #$obligatedAgents need not be among the #$agreeingAgents
in the agreement that involves or generates the obligation. For example,
the Board of Directors of XYZCorporation may agree that some non-director
will assume the post and duties of President of XYZCorporation.
Moreover, #$agreeingAgents aren't always #$obligatedAgents; e.g.,
Wanda and Paul may agree that Paul alone is obligated to do some task.
Examples include instances of #$PeaceAccord, #$LegalAgreement,
#$InformalAgreement, #$BusinessPartnershipAgreement, #$WorkAgreement,
#$SalesAgreement, #$MaintenanceAgreement, #$Reservation, #$Appointment, etc.
Information-encoding-system[DOLCE]*
DOLCE: An information encoding system is a description
that involves information objects. They can be divided into
1) axiomatic systems, which provide roles and operations to define
formal descriptions (e.g. theories),
2) combinatorial systems, which provide
roles and operations to create valid information objects (e.g. grammars),
3) classification systems, which are contexts of (ev. ordered) lists
of information objects, and
4) informal encoding systems, which provide roles and operations
to define informal descriptions (e.g. narratives).
A Theory is a specification describing a structure of some system,
abstract or concrete. Theories (e.g. scientific) that describe concrete (physical) systems
are usually created to explain some observed phenomenon. Theories that
describe abstract (e.g. mathematical) systems may be created for any
reason, sometimes just for the joy of describing an new and interesting
structure of abstract elments.
NOTE that a Theory is a subtype of 'Information-Content' in COSMO because
although a theory may not be exoerimentally verified, it contains
propositions that reflect the experience of its creator.
A Theory will be a context in which certain assertions may be true,
though the same assertions may not be true in other theories, or indeed
may not be true anywhere other than in that particular theory. Theories
may form a subsumption lattice, in which some theories have
multiple subtheories. Every ontology (including this one) is
a theory - most ontologies are intended to represent some
aspect of the real world.
A KnowledgeOrganizationSystem is a group of assertions
that are created for the purpose of systematically describing some
field of knowledge. They range from dictionaries through ontologies
and executable specifications.
A specialization of both #$Artifact-Generic and
#$InformationBearingThing. Each instance of this collection
is an artifact from which information is extracted by
viewing it (note that a viewer may need to be familiar with
an appropriate set of interpretive conventions in order to
do this). Examples of #$VisualInformationBearingThing
include handwritten letters, newspapers, sculptures,
television sets, and neon signs. (Thus, the information
content of #$VisualInformationBearingThings may or may not
be propositional in nature.) In the proper conditions,
instances of #$VisualInformationBearingThing produce
instances of #$VisualImage (which, unlike instances of
#$VisualInformationBearingThing, are instances of #$Event).
For example, if one shines light on a photograph, a
characteristic #$VisualImage is produced. Likewise, if one
electrifies a neon sign, a #$VisualImage is produced. A
notable specialization of this collection is
#$StillImageSource - sources of #$VisualImage that do not
move (which thus includes all the examples of
#$VisualInformationBearingThing given above except for the
television set). See also the predicate #$visuallyDepicts.
COSMO note: this category has been interpreted as potentially
representing visual signalling events (e.g. 'Gesture', and is therefore
very generic. For physical objects bearing visual information,
use 'StillImageSource'
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The collection of all contexts (all instances of
#$Microtheory, q.v.) which contain assertions expressing
the propositional attitudes (beliefs, desires, intentions)
of some agent or group of agents.
c10af09d-9c29-11b1-9dad-c379636f7270
A specialization of #$AspatialInformationStore.
Each instance of #$Microtheory is an abstract informational
thing that represents a context in Cyc. Each microtheory
(or 'mt') serves to group a set of assertions
together that share some common assumptions; the assertions
in an mt constitute the content of that mt. Note that each
assertion in the Cyc knowledge base must be explicitly
stated to be true in at least one microtheory. Assertions
stated to be true in one mt will also be true (by
inference) in more specialized mts that depend on the
content of that mt. For example, if something is true in
the #$HumanSocialLifeMt (q.v.), then it should by default be
true in the more specialized #$UnitedStatesSocialLifeMt
(q.v.). Specialized microtheories are related to the more
general microtheories on which they depend by the predicate
#$genlMt (q.v.). Note that every query is made in some mt,
and the answer one gets to a query depends on the mt in
which it is asked, since the only assertions which can be
used to answer a query in an mt are those explicitly stated
to be true in that mt, or in some more general mt. See also
the predicate #$ist, which is used to relate an assertion to
the microtheories in which it is true.
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The collection-intersection (and thus a common
specialization) of #$Artifact, #$StillImageSource and
#$HumanAccessibleIBO (qq.v.). Each instance of
#$HardcopyInformationBearingObject is an human-created
#$InformationBearingObject (IBO) in a hard format (e.g.
written on paper, on wood, on palm leaves, engraved in
metal, or carved on stone) that humans can obtain
information from by viewing (if there is sufficient light)
without using a computer or electronic device. In many
cases the information is encoded in visual symbols, whose
#$CommunicationConvention must be understood by anyone who
would access the information. For example, the information
may be stored as English text. Examples of
#$HardcopyInformationBearingObject include: a billboard, a
greeting card, a restaurant check, a magazine, an engraving
by Rembrandt, a Picasso painting, and a hardcopy of a map
with no text on it. Note that this collection does _not_
include IBOs embodied in magnetic media such as tape or
disk (as the information they bear is not directly
accessible to someone viewing them) or Braille books (as
they are not instances of #$StillImageSource, whose
information content must be accessed visually).
bd58e00e-9c29-11b1-9dad-c379636f7270
isDesignedToSupport relates some SupportingObject
object type to the thingg(s) it was desgigned (by Agents or by evolution)
to support. A supportingObject can be uniquely designed to
support some individual object (as a pedestal for a statue)
A SupportingObject is an ArtifactObject that was designed to serve as
a support, to hold something in a particular place in a gravitational
field. This is a very broad category, including chairs, lamp posts,
and various platforms. IT also includes supports that
are part of a path, such as a ladder. But it does not include
floors or other integral parts of structures, or flexible supports such
as a rope stretched across two supporting anchors, or a hammock
stretched etween two trees.
The categories will usually be classified by what the SupportingObject
is designed to support. A chair, for example, is designed to
support one person while sitting.
A SupportingOrganismPart is an OrganismPart that
is solid and serves to support other parts of the organism. The
supporting function need not be its only evolved purpose, but it
should be clearly important for the organism. skeletons
(exo and endo), and tree trunks are examples.
A specialization of both
#$PartiallyTangibleProduct and #$SolidTangibleThing . Each
instance of #$SolidTangibleArtifact is a partially tangible
product that is also a solid. Instances include both solid
objects (for example, instances of the collection
#$Automobile) as well as portions of stuff in solid form
(for example, instances of the collection #$Cloth). Note
that items that are always sold as part of something else
(for example, the instances of #$DiskSector) are not
instances of #$SolidTangibleArtifact.
bd58cf9a-9c29-11b1-9dad-c379636f7270
COSMO note: This is a Cyc class that is interpreted to mean
'anything that can be seen and bears information'.
This is not necessarily a PhysicalObject, as it may
be lightwaves, but according to the Cyc definition of Stillimage (below),
the image should be stable (a constant projection). Hoever, not every
physicalObject is classified as a 'StillImageSource', only VisualInformationBearingObjects.
It use
Cyc 'Stillimage': A collection of visual images. Each element of
#$StillImage is a static visual image. Such images are
typically images reflected from, or generated by, objects
that don't change in time, e.g. an illuminated
photograph. Other examples: images from maps, x-rays,
drawings, labels, or any constant projection of light.
bff5ba08-9c29-11b1-9dad-c379636f7270
A specialization of both #$HumanAccessibleIBT and
#$InformationBearingObject. Each instance of
#$HumanAccessibleIBO is an object (i.e. an instance of
#$PartiallyTangible) that can be interpreted by a #$Person
to yield information. Examples include street signs, product
wrappings and roulette wheels. #$InformationBearingObjects
requiring a device to convert them into human understandable
form (such as DVDs) are not included. Most instances of
#$HumanAccessibleIBO are also instances of
#$StillImageSource. Objects such as Braille book copies,
however, are not (since they are not interpreted visually).
Objects that are instances of #$HumanAccessibleIBT,
#$StillImageSource and #$Artifact fall into the collection
defined as the intersection of these three - #$HardcopyInformationBearingObject.
bdd08ee2-9c29-11b1-9dad-c379636f7270
A RigidObject is a SolidObject that will not distort its shape greater
than 10% in the vertical dimension when supported by three or four
sharply pointed rigid objects, placed at the periphery of the
RigidObject, in the Earth's gravitational field. This will exclude
most semi-solid gels. Long beams may fail this test, though the same
beam in a shorter length (having to support less mass in the middle) may
pass the test. Thus rigidity is a property of objects, not of materials,
and depends not only on the inherent hardness of a material, but its shape
and size. A thin sheet of a material will not be rigid though a beam of
the same material can be.
COSMO: A SymbolicObject (an artifact) created as a symbol of something else,
and bearing information. All texts and images of real-world things are examples.
Approximate equivalents: InformationBearingObject (Cyc) ContentBearingObject (SUMO)
COSMO note: Cyc interprets IBO to include utterances and gestures, but in
COSMO this category is restricted to physical objects that are
artifacts ('ArtifactObjects'), and excludes
actions. In COSMO actions that contain information are included
under 'InformationBearingThing'.
OPENCYC 1: MAY 23, 2002
A specialization of both #$InformationBearingThing and #$CompositeTangibleAndIntangibleObject.
Each instance of #$InformationBearingObject is an object that can be interpreted,
by an interpreter understanding its conventions, to yield a chunk or chunks of information.
#$InformationBearingObject includes all of the following: (1) artifacts made solely for
the purpose of conveying information (e.g., a newspaper, or a children's science video);
(2) artifacts that convey information in addition to their intended function (e.g.,
Neolithic pottery); and (3) non-artifacts, such as a person's fingerprints, gestures,
and utterances, which may be interpreted to yield information.
Note: 'an IBO' abbreviates 'an information bearing object'.
Cf. #$InformationBearingWavePropagation. See also #$containsInformation.
COSMO note: this category is considerd approximately equivalent to the
SUMO 'ContentbearingObject'
SUMO: (ContentBearingObject) Any SelfConnectedObject that expresses
content. This content may be a Proposition, e.g. when the ContentBearingObject
is a Sentence or Text, or it may be a representation of an abstract or
physical object, as with an Icon, a Word or a Phrase.
A Source is any of a wide variety
of Objects from which something (substances, objects, energy,
assets) 'flows' or can be 'withrawn' (in some sense, possibly metaphorical).
This is interpreted very broadly, and can be
a factory as a source of goods, a spring as a source of
water, the sun as a source of energy, or a bank acount as a source
of money. The basic notion is that something comes out of the Source - and
that 'something' does not have to be beneficial (pollution can have a source).
'Source' is a Role that can be used to categorize objects so that a
system can answer the question: 'Where can I get some X from?'
There is no exact WordNet equivalent to this concept - it includes noun sense 5 of
'source' and part of sense 1:
1. (355) beginning, origin, root, rootage, source - (the place where something
begins, where it springs into being; 'the Italian beginning of the Renaissance';
'Jupiter was the origin of the radiation'; 'Pittsburgh is the source of
the Ohio River'; 'communism's Russian root')
5. (31) source - (a facility where something is available)
source
source1n
source5n
A collection of #$InformationBearingThings, each
of which contains information, for a #$Person who
understands how to interpret it. Examples include a copy of
the novel _Moby Dick_, a signal buoy, a #$Photograph, a
#$Flag, an elevator sign in Braille, a map, a US dollar
bill, a word in #$AmericanSignLanguage and a musical
performance. #$InformationBearingThings that must be
processed by some device (movie reels, #$PhonographRecords,
#$DVD-Disks, etc.) are not included in this collection. An
important specialization of this collection is
#$HumanAccessibleIBO, composed of #$HumanAccessibleIBTs that
are also objects (i.e,. instances of #$PartiallyTangible).
Thus the copy of _Moby Dick_, the buoy, the photograph and
the flag mentioned above are also #$HumanAccessibleIBOs --
but not the word in #$AmericanSignLanguage, nor the musical performance.
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The collection of all #$Resources consists in
things that are useful, i.e. things that are either needed or
helpful for carrying out a task or running a system.
Resources include financial resources, energy resources, raw
materials, information, infra-structure, the ability
to perform actions (an AttributeValue) and so on.
Certain types of people may qualify as 'Resource' - employees,
slaves, contractors, etc. But 'Resource' is a Role, and
not all people are Resources - it depends on the situation.
The inclusion of 'Capability' as a specialization of
'Resource' conforms to sense 6 of 'resource' in the
Random House Webster:
'6. capability in dealing with a situation or
in meeting difficulties: a woman of resource.'
Important NOTE: A Resource does not necessarily have to
have a net positive value, it merely needs to be useful in
some situation. Some things that may count as
resources may be, depending on the situation, a
'white elephant', i.e. the cost of ownership may exceed the
monetary value of its practical utility. For resources
that have a net positive value, the subtype 'Asset' is used.
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A GoodThing is a generic class that can be used
to label certain types of objects or situations as desirable,
and therefore something to pay attention to, and perhaps to
try to otain or try to do or get done.
An attribute of things - events, properties, or objects -
that are worthy of paying attention to because they are
often (but not always) important to intelligent agents.
This is an attribute that can be used to mark things that
an agent should keep in mind.
An attribute of things - usually events, objects, or situations,
but also of other types (e.g. time of occurence of some repeating event) -
that are **not unusual** and too common (at least for its type) to be
considered notable; synonyms: everyday, common, ordinary, unremarkable;
for events, 'routine' and 'usual' would convey a similar meaning -
see the subtype 'Routine'. Representing the meanings of the
component senses will require FOL expressiveness.
Corresponds to senses 4 and 5 of 'common' in RHW, modifying
both objects and Events:
4. widespread; general; ordinary: common knowledge.
5. of frequent occurrence; usual; familiar: a common event; a common mistake.
Corresponds to adjective sense 2 of 'common' and sense 2 of
'familiar' and senses 1 and 2 of 'ordinary' in WordNet:
WN 'common':
2. (15) common - (having no special distinction or quality;
widely known or commonly encountered; average or ordinary or usual;
"the common man'; 'a common sailor'; 'the common cold'; 'a common nuisance';
'followed common procedure'; 'it is common knowledge that she lives alone';
'the common housefly'; 'a common brand of soap')
WN 'familiar'
2. (2) familiar - (within normal everyday experience; common and ordinary;
not strange; 'familiar ordinary objects found in every home';
'a familiar everyday scene'; 'a familiar excuse'; 'a day like any other
filled with familiar duties and experiences')
WN 'ordinary'
1. (38) ordinary - (not exceptional in any way especially in quality or
ability or size or degree; 'ordinary everyday objects'; 'ordinary decency';
'an ordinary day'; 'an ordinary wine')
2. (4) average, ordinary - (lacking special distinction, rank, or status;
commonly encountered; 'average people'; 'the ordinary (or common) man in the street')
common
familiar
common
common2adj
familiar
familiar2adj
ordinary
ordinary2adj
ordinary1adj
frequent
frequent
frequent2adj
A synonym of 'Common'.
An attribute of Events that have no special salient qualities and
are too common to be considered notable; synonyms
everyday, common, ordinary.
Corresponds to adjective sense 2 of 'routine' and sense 2 and part of
sense 1 of 'usual' in WordNet. The 'usual time' sense is excluded - that
sense will be assumed by the parent 'Common' in COSMO until more subsenses
of 'common' are defined.
WN 'routine':
2. (2) everyday, mundane, quotidian, routine, unremarkable, workaday -
(found in the ordinary course of events; 'a placid everyday scene';
'it was a routine day'; 'there's nothing quite like a real...train conductor
to add color to a quotidian commute'- Anita Diamant)
WN: 'usual':
1. (29) usual - (occurring or encountered or experienced or observed frequently
or in accordance with regular practice or procedure; 'grew the usual vegetables';
'the usual summer heat'; 'came at the usual time'; 'the child's usual bedtime')
2. (2) common, usual - (commonly encountered; 'a common (or familiar) complaint';
'the usual greeting')
A synonym of 'Routine'.
A collection of all events in #$SocialOccurrence
that can be called 'conflicts'. For each
#$ConflictEvent CONF, there are at least two
#$IntelligentAgents AGT1 and AGT2 such that
(#$opponentsInConflict AGT1 AGT2 CONF) holds. For each
#$ConflictEvent CONF, there are subevents ACT1 and ACT2 of
CONF, which are #$PurposefulActions, and there are GOAL1 and
GOAL2 such that (#$purposeInEvent AGT1 ACT1 GOAL1),
(#$purposeInEvent AGT2 ACT2 GOAL2), and GOAL1 and GOAL2 are
in conflict, i.e., (#$and GOAL1 GOAL2) is not consistent (in
the current #$Microtheory).
NOTE: a ConflictEvent can be friendly, as in a negotiation; it only
requires that the goals have some element of conflict, where better
for one party is worse for the other.
Similar to SUMO: 'Contest'
SUMO: A SocialInteraction where the agent and
patient are CognitiveAgents who are trying to defeat one another.
Note that this concept is often applied in a metaphorical sense in natural
language, when we speak, e.g., of the struggle of plants for space or
sunlight, or of bacteria for food resources in some environment.
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#$PrivateSectorOrganization is a specialization of
#$Organization. Each instance of
#$PrivateSectorOrganization is an organization that operates
in the private sector and has no governmental component.
Instances of #$PrivateSectorOrganizations may be either
#$CommercialOrganizations or #$NonProfitOrganizations.
Examples of #$PrivateSectorOrganizations include #$IBMInc,
#$Cycorp, #$FloridaNationalBank, and #$SierraClub.
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A collection of three disjoint collections,
#$OrganizationWithBusinessCustomers,
#$OrganizationWithIndividualCustomers, and
#$OrganizationWithoutCustomers. The #$Organizations that
are instances of the collections which are instances of
#$OrganizationByClients are distinguished by the types of
customers they serve or by their lack of customers
(customers being used here in the sense of #$customers).
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The collection of environments - i.e., #$Places
that constitute one's surroundings. One environment is
distinguished from others via its #$EnvironmentalAttributes
and its exact location.
COSMO NOTE: in WordNet a 'habitat' is a subtype of 'environment'.
But a habitat is the normal *type* of living place of a *species*
and an environment is the current *specific* location of an *individual*,
so the two are not directly related in that manner. An Environment
is a Place and a Habitat is a more abstract high-level Type.
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An EcologicalPlace can be either an EcologicalRegion
or a PhysicalObject - such as the physical trees that make up
a forest. This Type is intnetionally ambiguous so as to
allow assertions about ecological niches without specifying
whether it is the region of space or the actual physical
objects in that space that are at issue.
A collection of geographical regions. Each
instance of #$EcologicalRegion is a region having one or
more characteristic ecosystems. From knowledge of those
ecosystems, we can posit whether certain organisms can
forage, reproduce, and live successfully there. Information
about ecological regions typically also includes what kinds
of organisms are in fact found there. In theory, any
arbitrary continuous region could be analyzed as an
ecological region, but most regions identified in practice
have some kind of sameness or systematic interconnection in
their topology, climate, and biology. Examples: the
#$WesternDesertOfEgypt, the #$GreatBarrierReef, the #$Amazon-Region.
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A specialization of both #$IntangibleIndividual
and #$SomethingExisting. Instances of
#$IntangibleExistingThing exist stably in time (unlike
instances of #$Event), but lack any material parts (unlike
instances of #$PartiallyTangible). Notable specializations
of #$IntangibleExistingThing include #$DevisedPracticeOrWork
and #$Agreement.
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'isaSubOrganizationOf' is the inverse of 'hasSubOrganization',
and relates one Organization to another, larger Organization
of which the smaller Organization is included as a part. The
smaller Organization may be several levels down, as this
relation is transitive.
NOTE that this is a subproperty of 'wasCretedBy': all suborganizations
are created by their parent organization.
'hasSubOrganization' is the inverse of 'isaSubOrganizationOf',
and relates one Organization to another, smaller Organization
which is a part of the larger Organization. The
smaller Organization may be several levels down, as this
relation is transitive.
The collection #$Department is a subset of
#$Organization. An element of #$Department is a major
sub-organization of a business, government, or academic
organization. An element of #$Department is part of the
organization to which it belongs, NOT a separate legal
entity (such as a partly or wholly owned subsidiary
company), and it performs some of the activity of that
organization. In Cyc, the collection #$Department includes
generically what may be called a division, department,
office, bureau, ministry, etc., within an actual
organization. Common types of departments include those
represented by the subsets #$LegalDepartment,
#$SecurityDepartment, #$PayrollDepartment,
#$AccountingDepartment, #$HumanResourcesDepartment,
#$AcademicDepartment, and CustomerServiceDepartment (and
many others).
Coresponds to sense 1 of 'department' in WordNet:
1. (28) department, section - (a specialized division of a
large organization; 'you'll find it in the hardware department';
'she got a job in the historical section of the Treasury')
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department
department
department1n
GeographicalArea is (in spite of its name) a three-dimensional Region
of space that is on or close to the surface of the Earth. This is
the category that should be used to specify areas of the Earth, such
as the areas defined by Countries and ruled by their governments. Although
three-dimensional, most GeographicalAreas will be relatively thin
and sheet-like in shape, as the areas of interest are close to the Earth's surface.
COSMO note: in Cyc this was 'GeographicalRegion'. In COSMO,
Geographical reasoning uses only the spatial points, areas
and volumes that are defined relative to some set of Geodetic
coordinates. The physical objects that occupy that region
are related to the region, but are classified separately under
'GeographicalObject'.
Note that to be consistent with SUMO usage, one-and two-dimensional
regions are not included in this categeory. They can be represented by
'GeographicalRegion'.
GeographicalArea (SUMO) includes Earth areas only
SUMO: A geographic location on Earth, generally having definite boundaries.
SUMO: Note that this differs from its immediate superclass Region in that
a GeographicArea is a three-dimensional Region of the earth.
Accordingly, all astronomical objects other than earth and all one-dimensional
and two-dimensional Regions are not classed under
GeographicArea.
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A specialization of #$Ellipsoid (q.v.). Each
instance of #$Spheroid is an ellipsoid that is (at least)
very nearly spherical in shape (see the specialization
#$Sphere). The degree to which an ellipsoid may deviate
from a perfect sphere and still qualify as a spheroid is
difficult to specify precisely and partly depends on the
context; but it seem correct in everyday contexts to
consider (e.g.) #$PlanetEarth a spheroid and a jelly bean a
mere ellipsoid.
cc29be1e-e6cd-41d6-8eed-98a95b650fc7
A PhysicalObject that is approximately in the
shape of a sphere (spheroid), such as PlanetEarth
or a baseball..
Any planet orbiting any sun, including
the Earth. We make the distinction in order to
avoid specifying that the Earth is located in the
'OuterSpaceVacuum'
The Planet Earth, orbiting Sol.
The planet where humans evolved. By COSMO convention,
to the Earth is not located in the OuterSpaceVacuum,
which is all parts of the Universe that does not
include the Earth.
Some Properties of the Earth (http://www.rwic.und.edu/unitconversions.php)
Mass of the earth = 5.98E24 kg
Mass of the oceans = 1.32E21 kg
Mass of the earth's atmosphere = 5.29E18 kg
Mean radius of the earth = 6371 km
Mean distance between earth and the sun = 149.7E6 km
Mean gravitational acceleration
at earth's surface = 9.807 m/s(squared)
Speed of rotation of a surface point
on the earth's equator = 460 m/s
Angular velocity of the earth = 7.29E-5 /s
5.9736E27
hasStringLength relates an AbstractString to the
length of that string, as an integer number of characters.
StringOrLine is a (relatively) long thin limp object like a cord,
but thinner. It is not necessarily fibrous, so a
single polyester thread that is as thick as a string,used as a fishing
line, will be an instance.
For strings made of fibers only, use 'PieceOfString'.
A Synonym for AbstractString. For the physical strings that
are like thin cords or flexible lines, use 'StringOrLine'.
An object, not an attribute:
a filament-like object. The length/width ratio
should be at least 6 (greater than a short LongAndThinThing
which may be as small as 3)
416e907a-74bc-11d6-8000-00a0c99cc5ae
A specialization of #$PartiallyTangible. Each
instance of #$CordlikeObject is a partially tangible
non-fluid object (so #$CordlikeObject is disjoint with
#$FluidTangibleThing) whose length is significantly greater
than either its height or width. Moreover, each instance of
#$CordlikeObject has a high degree of flexibility. Notable
specializations of #$CordlikeObject include the collections
#$Nerve, #$Tape, and #$Cable.
COSMO note: in Cyc tapes were also CordlikeObjects, but
in COSMO Tape is a 'RibbonlikeObject'.
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ObjectWithAttribute is a container category to collect
all Types of PhysicalObjects that are defined by some distinctive
attribute, such as 'Collectible' (taken from the openCyc..
A generalization of the Cyc 'Filamentlike'.
The length/width ratio should be at least 3, but
often is longer.
416e907a-74bc-11d6-8000-00a0c99cc5ae
Being LongAndThin, but not straight.
Corresponds to adjective sense 1 in Wordnet:
1. (5) curved, curving -- (having or marked by a curve or smoothly rounded bend;
'the curved tusks of a walrus'; 'his curved lips suggested
a smile but his eyes were hard')
curved
curved1adj
The collection of instances of #$PartiallyTangible
that are long and thin. #$LongAndThinThing is the
#$ObjectTypeByPhysicalStructuralFeature that characterizes a
tangible object which has one dimension whose length exceeds
that of each of the other two dimensions by at least a
factor of three. E.g., pencils, straws, telephone wire,
submarines, skyscrapers. Cf. #$SheetShaped.
8797c068-74bb-11d6-8000-00a0c99cc5ae
A LimpObject is a PhysicalObject that
is Limp. A 'PieceOfString' would be the prototype of
a LimpObject.
Things which are #$Deformable will give way to
some degree when force is applied. They may or may not
spring back to shape after the pressure is released.
e96ee736-74ba-11d6-8000-00a0c99cc5ae
An attribute of PhysicalObjects specifying
that they can bend to some extent and do not retain their
original shape when some force is applied (though they may
regain their original shape when the force is removed). This is
a general category of attribute which can take several
degrees. In Cyc this concept is in effect a PhysicalObject
that is flexible, but in COSMO the attribute and the object
are separate concepts. For the Cyc notion of a flexible object,
see 'FlexibleObject'.
Flexibility can be a property of substances, but is more appropriately
assigned to objects, since the degree of bending for any given force
will depend on the dimensions of an object and where the force
is applied. This attribute includes all perceptible degrees of
flexibility. A sphere or cube of rigid material such as solid plastic,
rock, metal, or glass should not be characterixed as flexible in
any degree, though they may be 'Compressible'.,
'flexible' can be distinguished by degrees of flexibility:
(1) 'slightly flexible', meaning that an object such as a metal beam
or airplane wing, or wooden plank, is relatively rigid, but can
flex to some extent (perhaps not much more than 10% of its
length) when some pressure is applied at the point furthest from
the point where it is fixed to an immovable object. This property
is not disjoint with 'Rigid' or 'Stiff'.
(2) 'bendable'
(3) 'foldable'
(4) 'creasable'
As of version 0.32 not all of these distinctions are included in COSMO,
and none have been axiomatized.
Cyc: (the object, not the attribute) The collection
of instances of #$PartiallyTangible
that can be flexed, twisted, contorted. #$Flexible objects
which retain their contorted shape are instances of
#$Bendable (q.v.); #$Flexible objects which vigorously
bounce back to their original shapes when contorted are
instances of #$Elastic.
cb70e488-74be-11d6-8000-00a0c99cc5ae
A #$SpatialThingTypeByDimensionality and a
specialization of #$GeometricallyDescribableThing,
#$TwoOrHigherDimensionalThing, and #$ShapedThing (qq.v.).
Each instance of #$ThreeDimensionalGeometricThing is a
three-dimensional geometrically-describable object.
Examples include spatially-localized objects, such as the
Pentagon, as well as abstract 3-D geometric objects.
Specializations of this collection include #$Polyhedron,
#$Ellipsoid, and #$Hemisphere.
SUMO: The class of GeometricFigures that
have position and an extension along three dimensions, viz. geometric solids
like polyhedrons and cylinders.
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A specialization of both #$RoundObject and
#$ThreeDimensionalGeometricThing (qq.v.). Each instance of
#$Ellipsoid is a three-dimensional object such that the
planar sections along its respective internal axes are
#$Ellipses. In other words, the shape of such objects
should be roughly describable by taking some two dimensional
ellipse and rotating it around its major axis in
three-space. Note that #$Sphere and its generalization
#$Spheroid are specializations of #$Ellipsoid.
bfd0a066-9c29-11b1-9dad-c379636f7270
A MacroscopicObject that is much larger than a Person,
i.e. it should be bigger than a large house. there is no upper limit
on the size.
A surface attribute meaning that the
surface's overall shape is dominated by an outward
bulge or mound, or consists of projecting corners between
planes. In most contexts, it may have relatively small
subregions which are concave or flat, etc., so long as
overall shape is convex. Viewing something as convex
assumes a perspective. From the opposite perspective, on
the 'other side', a #$Convex surface would look #$Concave.
5b6cb4b4-74be-11d6-8000-00a0c99cc5ae
A specialization of #$PhysicalObject. Each
instance of #$ConvexTangibleObject is a tangible object that
is convex; i.e., that has no significant concave surfaces,
cavities or crevices (where the size of allowable minor
concavities may depend on the context). Each instance of
#$ConvexTangibleObject occupies about the same space as its
convex hull - see #$ConvexHullFn and #$ConvexHullSpaceFn. A
solid physical sphere or cube is an instance of
#$ConvexTangibleObject, but a cup or doughnut cannot be.
c0b9215a-9c29-11b1-9dad-c379636f7270
COSMO: collect all Cyc paths here.
An instance of #$Collection, and a specialization
of #$Path-Generic. Each instance of #$Path-Simple is a path
with two distinct ends that do not overlap each other (in
the case of spatial paths, the two ends are spatially
disjoint). Since no instance of #$Path-Simple has ends that
join at one point, #$Path-Simple is disjoint with
#$Path-Cyclic. Although instances of #$Path-Simple have
distinct ends, some instances may have more than two things
that are its end-points . For example, a path between
Austin and Pittsburgh can also be a path between Texas and
Pennsylvania. Notable specializations of #$Path-Simple
include #$Pipe-GenericConduit, #$Nerve, and #$Stream.
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A specialization of both #$Path-Generic and
#$EnduringThing-Localized (qq.v.). Each instance of
#$Path-Spatial is a path that has spatial extent, and that
joins spatially located things. So instances of
#$Path-Spatial include roads, corridors, wires, blood
vessels, and nerves; however, purely abstract paths, such as
those in kinship diagrams and mathematics, are _not_
instances of #$Path-Spatial. Instances of #$Path-Spatial
may be pre-existing paths in a #$CustomarySystemOfLinks
(q.v.) or they may be paths in some specially specified
#$PathSystem (q.v.) consisting of spatial paths.
c095e890-9c29-11b1-9dad-c379636f7270
COSMO note: In Cyc a 'Path-Customary'.
A Path-Customary is reinterpreted as 'Path-Physical' in
COSMO, being a linear arrangement of physical material that permits or
assists something to 'move' in some sense along the path. It is
therefore a physical object, and certain types of communications
'channels' such as a point-to-point radio link, do not
qualify. because the 'path' involved (the 'ether') does not assist
the movement of the signal.
At this point we have not formalized the notion that it is
easier (takes less effort) for objects to move along a path
than to move where that kind of path does not exist.
Note that we add a restriction specifying that every instance
of path must have some instance of PhysicalObject that can
move along it. This existential should not be too burdensome,
since we can generally mention some individual physical object
that *can* move (not necessarily does move) along every path tht is
instantiated.
Cyc: A specialization of #$Path-Spatial. Each instance
of #$Path-Customary is a spatial path which was either
designed as a path by some intelligent agent, or which has a
significant known function as a path for movement. Examples
include roads, railroads, sea-lanes, cowpaths, boardwalks,
tubes, channels, blood vessels, fibers, wires, and
communication links. An instance of #$Path-Customary may be
either an instance of #$Path-Simple (in which case it would
be a path with two distinct ends, not forming a cycle) or an
instance of #$Path-Cyclic.
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COSOMO note: 'Tendency' is an AttributeValue that specifies
how objects will normally behave over some interval of time. An
instance of 'Tendency' can be complex, including multiple
possible ways an object may behave, depending on different
situations or stimuli. @ToDo: the detailed structure of tendency
has not yet (v0.52) been elaborated.
In BFO this Type is called 'Disposition' but the term 'Tendency' is used in COSMO.
This high-level category is very general. Specializations of
'Tendency' can attributes of inanimate objects or of animate objects,
and can point to simple physical behavior, such as the tendency of
heavier-than-air objects to fall to the Earth, or of chemical behavior,
such as the tendency of organic materials to decompose, or of
animal and human behavior, such as the tendency of animnals to get hungry
over time, the tendency of geographical features (e.g. mountains) to stay where
they are for a very long time. The properties referenced by a Tendency may also be
implied in other relations (such as the laws of physics, chemistry and biology),
but the 'Tendency' Type is useful to provide a cumulative aggregated description of
the *significant* behaviors of objects that are likely to affect the course
of events in some real-world situation. In a way, assigning a Tendency
to an Object can help in resolving the 'Frame Problem', which reflects the
inability to predict with accuracy how conditions may change over time.
If Tendencies are assigned with realistic probabilities, then the
state of a system at some time in the future will be more accurately
predictable than in the absence of such knowledge. For most problems
that have been modeled in computer systems, the model has been simplified
to make it tractable, but to deal with real-world situations, the
complexity of reality must be represented in some way. This category
of 'Tendency' is one tool with with to do so.
'Tendency' is an AttributeValue, rather than an AttributeType. Thus the
tendency ('OrganicDecomposition') of organic tissue that is no longer part of an organism to
decompose (due to chemical, biochemical, and bactrial processes) would
be one subtype of 'Tendency'. It would be an Attribute of tissues,
and would be one of several AttributeValues that are values for the
AttributeType 'Stability'.
There is some relation between tendencies and QualitativeAttributes,
so Tendency subtypes may be deisngated as instances of QualitativeAttributeType,
and be used wuth the ;'hasQualitativeAttribute' relation, as well as
the 'hasTendencey' relation. The implications of either relation should be the same, when
a FOL representation is implemented.
BFO Definition: A realizable entity that always or with a significant
degree of regularity initiates a process or transformation in the independent
continuant it is a disposition of, under specific circumstances. A general formula
for dispositions is: X (object) has the disposition
D to (transform, initiate a process) R under conditions C.
BFO Examples: the disposition of vegetables to decay when not refrigerated,
the disposition of a vase to break if dropped, the disposition of blood
to coagulate, the disposition of a patient with a weakened immune system
to contract disease
disposition
The BFO term for 'Tendency'.
A less common term for 'Tendency', .
A less common term for 'Tendency', .
A less common term for 'Tendency', .
This AttributeValue and its subtypes can be used to
indicate the expected behaviors of PhysicalObjects under
certain conditions. The likelihood of shape change over time
varies dramatically as one goes from solid objects to liquid and
gaseous ones. The subtypes of this Type will specify
how shapes may change for certain Types of objects under
certain conditions.
A TendencyToDroop is the characteristic Tendency of objects
that are 'Limp', in that, when held by one edge or end so that that end
is pointed horizontally, the remainder of the object will curve downward
toward the Earth (near the Earth's surface). Some stiffness of a 'Limp'
object (such as a piece of paper) may cause the direction of a 'droop'
to increase only gradually over some distance from the fixed anchor point,
until it reaches the final direct-downward direction. A very limp string will point
downward at a short distance (millimeters) from the anchor point.
This tendency will depend not only on the substance composition of an
object, but of its shape and size, and the manner in which it is anchored to
a fixed holding point; a piece of paper may droop if held out flat by
one edge, but may not droop at all if curled up..
Limp is an attribute of objects that
have little resistance to bending, and when held by one
end in gravity, the middle will already be bent downward.
This is the property of string, and is the opposite of 'Rigid'.
An #$ObjectType and a specialization of
#$OneOrHigherDimensionalThing (q.v.). Each instance of
#$ShapedThing is a spatial object that has some well-defined
shape (though what counts as a well-defined shape can vary
from context to context); see #$objectShapeType.
Specializations of #$ShapedThing include
#$TwoDimensionalGeometricThing and #$AnimalShapedThing.
Contrast with #$AmorphousThing.
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Rigid is an attribute of objects that
strongly resist bending; it is a quality that occupies the
higher range of 'Stiff' - droop should be less than 2 degrees.
This is relative to size and shape.
A 4mm wide aluminum rod only a few inches long may have
no perceptible droop when held horizontally, but a rod of similar
diameter and 10 feet long may droop very noticeably from one end to
the other. The longer length would not be classified as 'rigid'
Each subtype of Capability is a type of action that some
Object can perform or assist in performing. One subtype of this
is 'Function', specifically a type of action for which an object
has been designed, either by some IntelligentAgent or by Evolution.
@ToDo: more elaboration needed. NOTE the triangular relation:
an Artifact hasDesignFunction which is
an ActionType, A Capability or Function wasRealizedByAction which is an
*instance* of an Event or Action Type..
A specialization of both
#$GeometricallyDescribableThing and #$ShapedThing. Each
instance of #$RoundObject is a two- or three-dimensional
object with a round shape. Specializations of #$RoundObject
include #$Circle, #$Ellipse, #$Sphere and
#$RingShapedObject. Examples include spatially localized
objects, such as the equator, as well as abstract shapes.
COSMO NOTE: This is an approximate concept. We included mostly
rounded objects with some edges, such as lenses and other
disks-shaped objects in this category. For 'diameter' relations, the
largest diameter would be what is specified. A RoundObject
will in general have no acute angles that are prominent or
necessary: a lens that has sharp edges is still a RoundObject
because the sharp edges occupy a very small part of the
lens, and are not essential to its properties.
NOTE that being Convex does not imply that one is
also Round - Convex objects can have sharp edges.
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Stiff is an attribute of objects that
resist bending somewhat, but may not be as resistant
as something that is Rigid. This is relative to size
and shape, and relative to other
objects of similar size and composition. To be 'stiff'
an Object should not droop noticeably (
(by less than 5 degrees from horizontal) when held
horizontally at one end. A short length of a rod
of a certain diameter may be stiff, but a longer length may not
be.
For a 'Card','Stiff' means al least that it is stiffer than
a piece of paper of 24 pound stock.
A DesignFunction is the ability to do something or
to enable doing something by acting as an instrument. This notion
encompasses two different roles in an Event, and is therefore
an aggregate concept that is high-level in COSMO. Its
subtypes will be Events which may be Actions (doing something)
or merely non-active participations (being an instrument).
This is the function that an artifact is designed to perform,
when it is designed to perform a function, or the
function that an evolved part of an organism is designed
to perform, by evolution.
TendencyType is a metatype that can be used
as an argument restriction for relations that take a subtype
of Tendency as one of their arguments. This metaclass is
of importance in predicting behaviors over time,
and may require probability assignments; therefore
is is considered distinct and not a subtype of 'QualitativeAttributeType'..
COSMO: a Capability is an attribute of some physical object or
PhysicalSubstance that specifies some role that that object or substance
may play in events or processes. This is
a very broad concept, including participation in actions and passive processes.
In general, it is not necessary or desirable to list all the roles that
an object may play, as in many cases those roles may be very numerous.
This 'attribute' would be used rather to indicate the more salient roles that
an object can play. For example, a Person who has a particular talent
or skill could have that skill specified (e.g. 'AbilityToDanceTheTango'); a company
that can make a particular product would have that capability specified
(e.g. 'AbilityToManufactureWidgets'). For people, Capabilities to do specific
actions often come in a wide range of degrees of expertise. Another important
'Capability' is categorized under the subtype 'Tendency', which specifies the way
that an object is likely to behave; the tendency of non-living organic
material to decompose when not frozen is an example of such a tendency.
See 'Tendency' for additional discussion of that subtype. NOTE that
to have a Capability does not mean that it is possible for the
agent to perform that action at any time, or even that the agent has
performed that action. There may be motivational inhibitions or
blocking conditions that prevent an agent from exercising a Capability
at any given time and place.
Each CapabilityType represents the ability to serve in some Role in some
type of Action or Event. The RoleType and ActionType are specified by
the relations 'isAbilityToServeInRole' and 'isAbilityToServeInActionType',
repsectively. For any given Capability Type, the Roles and ActionTypes
specified are interpreted to mean that the entity having that capability
can serve in any of those Roles, in any of those Actions. **But** is is
understood that for any given situation, there may be circumstances that
prevent the Agent or Object from serving in that Role. The Roles may be
as Agent, to initiate evens, or as Instrument, to facilitate the actions of
an Agent.
@ToDO: do **computer programs** have Capabilities or only the computer that runs the
program? If the program itself has capability, then this attribute would not
be a property only of PhysicalObjects. How to specify that a ComputerProgram
enables a computer to do things? Not resolved as of v0.48. Similar to a learned capability?
Is a ComputerProgram a form of learning - at least when installed?
To dissect individual capabilities, it is useful to create instances of
the subtypes of this Type (InstrumentCapability or AgentCapability),
and each of those instances should specify exactly what type of
Action the role (Agent or Instrument) is effective in. A Capability
will usually be labeled with an infinitive verbal form, with or without an object,
such as 'ToDance' or 'ToEnableTelecommunication'.
Each subtype of Capability is a role in some type of action that some
Object can perform or assist in performing. One subtype of this
is 'Function', specifically a type of action for which an object
has been designed, either by some IntelligentAgent or by Evolution.
Capabilities generally have more than one degree - as in 'Intelligence'.
In CYC, classes representing types of capability are signaled by
making them instances of a metaclass of 'capabilities'. COSMO
avoids metaclasses except where necessary to serve as the type restriction
on a relation's argument. Thus 'CapabilityType' is defined for
that purpose.
Instead of asserting a Capability on an Object, where the Role and
ActionType are referenced by the CapabilityType, it is also possible oin COSMO to
directly specify that an Object can serve as an Agent or Instrument by
use of relations on instances or Types of Objects:
canServeAsAgentInActionType
canServeAsInstrumentInActionType
. . . but the rules relating the logical implications of these
assertions and those of asserting a CapabilityType are not
representable in a simple OWL format.
Extensions may use SWRL for this.
The relation between a 'Capability' and the actual instance of
physical action is 'wasRealizedByAction'.
@ToDo: more elaboration needed (v0.45). Higher-arity relations
would be useful here:
{{?x hasCapability ?y} impliesThat
{?x canPerformRole ?ROLE inEventType ?EVENTTYPE}}
NOTE the triangular relation:
an Artifact hasDesignFunction which is a CapabilityType,
A Capability or Function wasRealizedByAction which is an
*instance* of an Event or Action Type.
see also 'ableToAffect'
Cyc NOTE: Cyc has several higher-arity relations that relate an object or
person to their ability or intended function. Similar relations may be
defined when COSMO is convertable to FOL
********
QuaternaryPredicate rdf:ID='actsInCapacity'>
rdfs:comment The predicate #$actsInCapacity indicates the
capacity in which an agent participates in certain kinds of
actions. (#$actsInCapacity AGENT ROLE SCRIPT-TYPE CAP)
means that the agent AGENT plays the role ROLE in instances
of SCRIPT-TYPE, and s/he does that role in the capacity CAP.
CAP is a #$CapacityAttribute (q.v.) which describes the
AGENT's mode of participation-e.g., as a job, hobby,
main function, support function, etc. Contrast three cases
of acts of #$GreetingSomeone, when #$performedBy: (1)
instances of #$Receptionist, in their #$JobCapacity and as
their #$MainFunction; (2) instances of #$FlightAttendant, in
their #$JobCapacity but as a #$SupportFunction; and (3)
instances of #$TrainEngineer, in a #$HobbyCapacity (though
they do it while working, it's not part of their job)
/QuaternaryPredicate
TernaryPredicate rdf:ID='actsInCapacity-IntendedFunction'
rdfs:comment: An instance of #$CapacityPredicate
(#$actsInCapacity-IntendedFunction AGENT ROLE EVENT-TYPE)
holds just in case when AGENT is performing ROLE in events
of type EVENT-TYPE the agent is performing the event as one
of its intended functions. For instance, if a stock broker
is the buyer of stocks in some #$StockTrading, then
(#$actsInCapacity-IntendedFunction Bob-TheStockBroker
#$buyer #$StockTrading) holds.
/TernaryPredicate
TernaryPredicate rdf:ID='actsInCapacity-JobCapacity'
rdfs:comment(#$actsInCapacity-JobCapacity AGT ROLE EVT-TYPE)
holds just in case AGT's ROLE in acts of EVT-TYPE is in
the capacity of a job.
/TernaryPredicate
******************
CapabilityType is a metaclass used as the Type restriction on certain relations
that take subclasses of Capability as their argument.
LimitationType is a metaclass used as the Type restriction on
certain relations that take subclasses of Limitation as their argument.
OuterSpace is any part of the region beyond the limits of the Earth's atmosphere,
including locations on or inside of other planets. It is disjoint with GeographicalArea.
It is also disjoint with locations under the Earth's surface (which are not included
in GeographicalArea).
Called 'SpaceRegion' in Cyc and SUMO:
Cyc: A specialization of both #$SpatialThing and
#$IntangibleIndividual (qq.v.) whose instances are regions
of space that exclusively act as possible locations for
other spatial objects, and thus are immobile. A space
region might be three-, two-, one-, or zero-dimensional; and
spatial objects occupy such regions accordingly.
Three-dimensional space regions (see #$ChunkOfSpace) can be
occupied by solid objects. Two-dimensional space regions
(or #$SpaceSurfaces) can be occupied by a purely
two-dimensional objects. And similarly for one-dimensional
space regions (#$SpaceLines) and zero-dimensional space
regions (#$SpacePoints). Another important specialization
of #$SpaceRegion is #$SpaceRegion-Empirical, whose instances
are pieces of the embedding space for spatio-temporal
objects (see #$SpatialThing-Localized). For more on spatial
location and occupancy, see #$AbsoluteLocationalPredicate
and its instances.
SUMO: The class of all Regions which are not
GeographicAreas.
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The Cyc and SUMO terms for 'OuterSpaceRegion'
COSMO note: In Cyc this was a subtype of 'Microtheory'
but this seems to unnecessarily broaden the meaning of 'Microtheory'
to include any information ('Memory' is a subtype of PropositionalinformationThing').
In COSMO PropositionalInformationThing is made a direct subclass of
Information-Content, and the link to Microtheory is severed.
This abstract notion includes information represented on physical
objects of any kind, from the brains of people to data storage
media, provided that the information is propositional. For this
purpose, we include simple images as being propsitional information, because
an image encodes spatial relation information that could be represented
as logical propsitions (the head bone connected to the neck bone, etc.)
Cyc:A specialization of both #$InformationStore and
#$Microtheory. Each instance of
#$PropositionalInformationThing (or PIT ) is an abstract
object - a chunk of information consisting of one or more
propositions. The propositional content of a PIT is not
essentially encoded in any particular language, and it may
be representable in many languages. PITs are used to
represent the informational contents of
#$InformationBearingThings. Objects or events which are
instances of #$InformationBearingThing are linked to the
abstract PIT contents they embody using the predicate
#$containsInformation (see also the function #$PITOfIBTFn).
An instance of #$PropositionalInformationThing may be
something as simple as the information content of a command
to stop one's vehicle, expressed in a road sign or in a
traffic officer's gesture, or it may be something as
complex as the entire contemporary knowledge of
#$Mathematics, embodied in many and various sources.
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The collection of Microtheories each containing
those propositions that describe what some #$Agent needs to
be true. This may be distinct from what the #$Agent wants
to be true, and depends on some additional assessment of the
#$Agent's need by someone else. It may include
physical, financial or formal legal 'needs' of the #$Agent.
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COSMO we add the parent 'AbstractSymbolicObject' to the
Cyc concept 'Statement', which makes it clearly a mental object, rather
than a physical object. This is interpreted as the
abstract symbolic representation of a statement, not any
physical representation, and not the propositional
(logical) content of the statement.
NOTE that a Statement does not necessarily have to have an
audience in mind (it could be demented rambling speech),
and therefore is not necessarily part of a Communication. The
subtype 'LinguisticAssertion', however, must have an audience in
mind, and is therefore constrained to be mentioned in (it might also
be a part of) some Communication.
The propositional content of a Statement is a Proposition.
Cyc: A #$Statement is the #$InformationBearingThing
created in a #$StatingSomething. An #$Agent must create the
#$Statement and it contains propositional information. The
illocutionary force of its contents are an #$Inform.
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An AbstractDocument is an abstract symbolic object that has at least
one part that is an AbstractText. Note that this 'document'
is abstract, not a physical document. Each AbstraactDocument has
at least one physical object that represents that document.
Note that a one-way message can be considered as a complete document,
but is more specific in having a sender and a list of intended recipients.
This type merges the Cyc 'SupposedToBeMicrotheory'
and 'CodeOfConduct' - renamed to make clear the interpretation of this
category in COSMO. In COSMO, RulesForConduct
is a Group containing at least one 'Rule', and
possibly other elements, such as descriptions of
the history or purpose of the Rules.
NOTE that the Rules contained in each set of
RulesforConduct each refer to some desired FutureSituation.
But at this point (v0.3) that future situation or
situations is referenced only by the Rules individually,
not by this aggregate concept of a set of Rules.
To specify what is desired by a set of Rules,
create the individual Rules, and from those Rules
point to the states that each Rule specifies as desired.
Cyc 'SupposedTobe Microtheory'
Cyc: A specialization of #$Microtheory. Each instance
of #$SupposedToBeMicrotheory is a microtheory that describes
how things are supposed to be according to some source.
Instances of this collection can be used to represent things
like the policies of a company, the laws of a country, the
tenets of a religion, the rules of proper conduct for
employees of a particular corporation, etc. The assertions
in a #$SupposedToBeMicrotheory may or may not describe the
world as it actually is. Examples instances include
#$BasicWesternLegalConceptsMt,
#$SportsRulesOf-BoxingSportsEvent, #$CycStaffCalendar,
and #$OfficeCodeOfConductMt.
Cyc: CodeOfConduct:
An instance of #$MicrotheoryType, and a
specialization of #$Obligation. Each instance of
#$CodeOfConduct is a microtheory containing rules and/or
expectations governing the behavior of those agents subject
to it.
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An AbnormalOrganism is an Organism in which some typical feature of
the adult form is either imperfectly developed (as by a developmental
problem), or had developed and was altered to a less functional form.
An immature form in which the normal functions are not yet developed .
are not instances of this category, but of 'ImmatureOrganism'.
NOTE carefully that in COSMO the category 'Organism' is intended to
represent typical adults forms of an organism. Therefore we can make certain
necessary assertions about an 'Organism' without being concerned about exceptions.
When exceptional circumstances are encountered, one should use the
catgegory 'ImmatureOrganism' or 'AbnormalOrganism'. Rather than
reify such categories for each organism type, they can be generated
by use of functions on the typical organism Type. If functions are
not available in some implementation, reification may be necessary.
A System consist of a group of two or more physical objects that
are designed (by people or evolution) to work together to perform
some function, plus the AttributeValues attached to those objects,
and the relations among those objects - the attributes and relations
are component elements of the Group, thus distinguishing a System from
a simple group of Objects. There is therefore some significant relation
between any Object in a System and some other Object in the System.
The System is an aggregate consisting not only of the Objects, but also
of the relations between them. This is the basic Entity that participates
in Situations. The Attributes of the System as a whole are not component
elements of the Group that comprise the system. A PersistentState of
a System may include any subset of the Group of Attributes and Relations
that are part of the System, and possibly some relations of the System
as a whole to its external environment (e.g. orientation).
NOTE: In Cyc something as simple as a shield or TurtleShell can qualify as
a 'System' so the requirement for two objects may need to be taken
liberally: a shield needs a handle to function, so the handle and plate of
the shield can qualify as the two objects. Usually a System has several
distinct Objects that interact
in some way beyond merely being attached to each other.
@@ToDo: Although this generic notion of System is not a PhysicalObject, it
can have PhysicalObjects as subypes and instances. Representing a particular
PhysicalObject or type of Object as a System is to assert a view of
the PhysicalObject as something functional, and to provide a formal mechanism
for discussing the structure and states of the System. The restriction
that requires specifying an 'ObjectGroup' (or GroupType) will force
the ontologist to specify at least some of the components of a
System - the ObjectGroup specified should but does not have to include
all of the Objects that characterize the System; therefore one
may specify that an Object is a System but not be required to
describe all of the component objects, just some of them.
The view of a PhysicalObject as a System may at first seem to
be a contradiciton: how can something be a GroupOfObjects
and also be a System, which is a Group containing the same Objects,
plus other things -(Attributes and Relations). This is not a
Contradiction, precisely because an Object that is viewed as
a System is not merely a GroupOfObjects - the view as a System
describes the Object as a whole, whereas a View of its component
parts is only a partial view of the Object. As of v0.52
this inclusion of different views of a complex object does not
appear to be logically incoherent, and it does not appear that
these alternate views will cause any problems. This is in a way reminiscent of
Cyc's CompositeTangibleAndIntangible category, but judiciously used.
Possibly the relations should be considered not as a part of the
System, but an attribute, and that could avoid any logical problems.For later.
Because a System is more than just the Objects it contains (it includes
the relations), it is not represented as an ObjectGroup, but
is related to the Objects it contains by the 'containsObjects'
relation. Formally, the relations among the objects are part
of the system but at this point it is not clear that attempting
to represent those relations generically will be useful. Perhaps
that will be useful at a future point.
Note that a System, whether artifactual or natural, must have
a DesignFunction. If the System is broken, diseased, or malfunctioning it
may not be able to perform that function, but will still retain
its identity as a System because the identity arises from the
purpose (human or evolutionary) for which the System was created.
TextualMaterial is a PhysicalObject that has some
text (linguistic symbols) written on it in some language, and
the text should be a significant part of the purpose of creating
the object, not just an incidental identification mark or
graffiti. If an Object is not originally textual (e.g. blank paper),
but had text added for the purpose of conveying information via
the text, and the main function of the object then becomes
to hold that text, that object become textual material after the text
is added. A building wall with elaborate graffiti is not
textual material, though the physical material of the
graffiti marks themselves (located on the wall) could be
classified as textual material.
In SUMO called simply 'Text'.
SUMO: LinguisticExpression or set of LinguisticExpressions
that perform a specific function related to Communication, e.g.
express a discourse about a particular topic, and that are
inscribed in a CorpuscularObject by Humans.
COSMO note: This is a physical text, so it is
not an AbstractSymbolicObject, and therefore we have
removed 'InformationStore' as a parent, and changed the
parent 'InformationBearingThing' to 'InformationBearingObject'.
Cyc: A specialization of #$InformationBearingThing
(IBT). Each instance of #$TextualMaterial is an IBT a
significant part of whose informational content is both (i)
encoded in some #$CommunicationConvention (q.v.), usually a
#$Language, and (ii) represented or displayed in a spatial
format. Examples include a copy of a newspaper printed in
English using the Roman alphabet, a copy of a book printed
in English using Braille, and a poster written in Chinese
characters. Condition (i) excludes things like hardcopies
of drawings, while condition (ii) excludes things like
magnetic tapes containing recorded speech. A piece of
textual material always involves one or more
spatially-localized representations - usually physical
inscriptions (see #$CharacterStringToken-Inscribed) - of
#$CharacterStrings (q.v.). Textual materials are usually
tangible objects (such as the examples given above), but
are sometimes intangibles like patterns of light projecting
words onto walls or screens. Specializations of
#$TextualMaterial include #$OfficialDocument and
#$NonPublishedText. Note that, while there is considerable
overlap between #$TextualMaterial and
#$HardcopyInformationBearingObject, these collections differ
in that the latter both includes IBTs that involve no
character-string representations and excludes intangibles of
any sort.
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The SUMO equivalent of 'TextualMaterial'.
A MentalEvent in which an IntelligentAgent
explicitly creates a series of one or more assertions
that lead from premises to a conclusion.
To be an instance of this type, the Reasoning does
not have to be valid. This is a description of
a human action, not of a valid logical structure
An Assertion that is created by a Reasoning
Event. It is the Consequent part of an Argument, and may have
more than one clause connected by 'and' or 'or.
The collection of all contexts which contain
assertions expressing the desires of some agent or group of agents.
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SUMO: This is the subclass of ContentBearingObjects which are
language-related. Note that this Class encompasses both Language
and the the elements of Languages, e.g. Words.
COSMO NOTE: This SUMO concept is a PhysicalObject. Most
linguistic concepts in COSMO are abstract, though they will
oftenhave physical representations. Most reasoning
about information objectsin COSMO is done with the
subtypes and instances of 'AbstractSymbolicObject'.
LinguisticExpression[SUMO_only]
The intersection of #$StrictlyMentalEvent and
#$PurposefulAction, and also a specialization of
#$IntentionalMentalEvent. Each instance of this collection
is an event involving intentional mental activity on the
part of at least one performer (see #$performedBy).
Solving a math problem (cf. #$DoingMath), planning an attack
and performing a thought experiment (cf.
#$ThoughtExperimenting) are all examples of
#$PurposefulMentalActivity. However, daydreaming or having
undesired obsessive thoughts are not examples. A borderline
example might be arriving at the solution to a math problem
in one's sleep after intentionally working on the
problem during the previous day.
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COSMO note: the retriction requires that all
Thinking occur at some Intellect, but the 'occursAt'
relation is a type-level relation that does not require
actual instantiation of the Intellect where the
Thinking occurs.
Cyc: A specialization of both #$IntentionalMentalEvent
and #$StrictlyMentalEvent. Each instance of #$Thinking is a
mental process with at least some propositional content (cf.
#$Proposition), differing in this way from the mere
experiencing of sensation or emotion (cf.
#$ExperiencingEmotion). The collection includes both
'atomic' mental events of having a single thought
with propositional content, and 'composite' mental
events involving the processing or analyzing of thoughts.
It is widely considered to be necessarily accompanied by
consciousness (cf. #$Consciousness), but it is at least
arguable whether this is really the case (consider as
possible counterexamples subconscious thoughts, or the
thinking of an intelligent machine). Instances of #$Thinking
also need not necessarily be instances of
#$PurposefulMentalActivity (q.v.) - consider obsessive
thoughts, for instance. Notable specializations of this
collection include #$Concentrating and
#$GroupingThingsMentally. Note that as a specialization of
#$StrictlyMentalEvent, #$Thinking does not include mental
activities which essentially involve some relationship to
extra-mental objects - such as, for instance,
#$ThinkingAboutTheStateOfTheWorld. Thus, mental activities
such as #$Evaluating and #$InventingSomething are
specializations of #$ThinkingAboutTheStateOfTheWorld rather
than of #$Thinking.
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mentionsTopic relates an AbstractDocument,
abstract Proposition, or communication to one or more topics
discussed in the document. The Topic can be of any type. There may be more
than one topic, but there should be at least one. Peripheral or insignificant topics
could be, but would not usually be expected to be mentioned using
this relation. The domain is 'AbstractDocument' but the range - the topic - could
be of any type at all.
isMentionedIn relates an entity of any type - class, individual, relation,
proposition - to some form of communication or text in which it is mentioned..
hasTopic relates a Document, Text, or Communication to one or more
topics discussed in the Message. This is a specialization of 'mentionsTopic',
and the Topics related by this relation would be expected to be
more in focus than the Topics related by the 'mentionsTopic'
relation. There may be more than one topic, but
there should be at least one. Peripheral or insignificant topics
are less likely to be mentioned using this relation than
when using the 'mentionsTopic' relation.
The more specific domain here is 'Message' but the range - the topic
- could be of any type at all.
NOTE that any of the arguments of a RelationInstance (subject, value,
other arguments) is a topic of that Assertion.
Linguistically, this relation can be phrased as (Doc is about Topic).
describes relates a document or AbstractString to some term or word
that is defined or described by the first string.
Each 'ThinkingAboutSomething' is a Thinking which
has some specific main topic.
An assertion is a Proposition that is expressed in one logical sentence,
which can be a complex sentence formed by an 'and' (a conjunction)
or by an 'or' (disjunction'), or any combination of those.
It stands by itself as being evaluable as true or false. It cannot
have variables in it. Factual assertions in a knowledge base
will be instances of this Type.
NOTE that this Type represents the abstract *content* of an Assertion, not
the symbolic representation. The symbolic representation of an Assertion,
in a human language or logical language, is an instance of
'LinguisticAssertion'.
For rules in the form if-condition-then-condition, use 'Axiom'.
wasCreatedByEvent relates an instance of PhysicalObject
or Artifact to the specific Event as a result of which it was created.
NOTE that this is a subproperty of 'wasCreatedDuring' - if an
object was created as a result of an Event, it was created during the
time interval in which the Event took place.
It may be possible to use this OWL relation inappropriately by
error (if the Event is represented as one time interval, and
the actual time of creation was sometime later). A rule to
test for such discrepancies should be included in the CL version
of COSMO.
the inverse of 'wasCreatedByEvent'.
This relation points from an Event to an Object
(physical or abstract) which was created as a result of that
Event.
isTheProductOf relates an Object (abstract or physical) to
the PhysicalEvent in which it was created.
NOTE that more than one Event can give rise to a specific
product, therefore there may be more than one value of this
relation on any given object or substance.
produced relates an Event to something that is produced
in the Event. It is the inverse of 'isTheProductOf'.
NOTE that 'produced' does not necessarily mean 'created'
in the sense that the thing produced did not exist before
the Eent: Bleeding is an Action that 'produced' Blood,
and the Blood existed before the Bleeding, but it was
part of an animal before the bleeding and became independent
of the animal as a result of the Bleeding process
(which is a subtype of EmittingStuff). Creating in the sense
of something going from nonexisting to existing is
represented by the subproperty 'causedCreationOf'.
In Cyc, a similar but not identical relation is called 'outputs'.
Cyc ('outputs'): This predicate relates a particular creation or
destruction event to any of its outputs . (#$outputs EVENT
OBJECT) means that OBJECT is an output of EVENT. That is,
OBJECT is either created/produced as a result of EVENT (see
the specializations #$outputsCreated, #$products,
#$byProducts) or something left after another thing was
destroyed in EVENT (see the specialization
#$outputsRemaining). For example, silicon chips are both
#$outputsCreated in and #$products of a chip manufacturing
process, while a hunk of scrap metal is an
#$outputsRemaining after a car is put through a crusher.
When appropriate, instead of using #$outputs, use one of its
specializations (of which those mentioned above are the nearest).
A Difference is an Attribute of an OrderedPair of entities,
which is represented as an OrderedPair of AttributeValues that differ
between those entities, with the ordering of the Attributes
being the same as the ordering of the pair being compared. The
entities being compared may consist of the diachronically same entity
at different times (the entities may be instances of TimeSlice).
The Difference is formally an Attribute, and therefore each Difference
must specify the AttributeType (Color, Length) within which the
comparison is being made. The value of the Difference is contained
within an OrderedPair of Attributes, but may be
expressed differently depending on whether the values being compared
are quantitative and commensurate. A Difference in commensurate
QuantitativeAttributeValues can be expressed linguistically as a single
QuantitativeAttributeValue of the same dimension ('they differ
by six inches in height').
**NOTE** that, as an Attribute, it would be possible to specify the
value using a 'hasValue' relation; following the representation
chosen here, that AttributeValue should be an OrderedPair of
the two AttributeValues being compared. However, for convenience,
this layer of indirection is not represented, and the two
components of the AttributeValue are specified directly by
making the Difference itself an OrderedPair, and using the
'hasFirstElement' and 'hasSecondElement' relations to identify
the two compnents of the value. IF this proves confusing or
logically problematic, it can be changed back to a representation
consistent with other Attribute representations. (v0.50, rev 679)
** For differences between commensurable quantitative attributes, the difference
between pair {a, b} will be attr(a) - attr(b) (the attribute value of first element
minus the second).
** For qualitative attributes or relations, the Difference consists of a group of
one or more paired AttributeValues, one pair for each type of AttributeValue
or Relation for which the value differs. Linguistically a qualitative difference
can be expressed thus: if, for the pair {a, b} if a is red and b is blue,
one may say 'a is red but b is blue'.
NOTE that in order to be considered as a 'Difference' the pairs of AttributeValues
constituting each difference must consist of AttributeValues that are
disjoint from each other, which in general means that they must be
of identical or commensurate AttributeType. To say that 'A is 5 feet long and Y is red'
does not specify a legitimate Difference between X and Y. The AttributeValues
that differ must shape a common AttributeType, and that AttributeType
must be specified using the 'hasAttributeType' relation on each instance
of 'Difference'..
If there are no attribute values or relations that differ, the two
entities might actually be identical - but if they have different locations,
two entities will not be mathematically (logically) identical even if the locations
are not specified in the description of the entities. The problem in deciding
identity from a list of differences is that one never knows that *all* properties
of two entities are known to be compared. Quantum mechanical issues
create additional complications in comparisons at the subatomic level.
A difference is one or more pairs of Attributes, qualitative or
quantitative, that is derived as the result of a comparison process between
one or more attributes of two entities, or between that attribute of a single
entity after some period of time, as after an Event. A comparison process
may also result in a partially complementary list of similarities (see 'Similarity').
There is no exact WordNet concept that expressses this meaning, but this is
closest to WordNet sense 1 of 'difference:
WN: the quality of being unlike or dissimilar;
'there are many differences between jazz and rock'
WN-N04692996: sense 1 of 'difference' in WN 2.1.
In the case of wordnet sense 1, it appears that this is intended to
represent an overall difference, which could be a set of differences
between two entities.There is, however, no other sense of 'difference'
in WordNet that is more general, so this sense is assigned the
most general 'difference'
A common-sense problem arises when we classify a difference as
merely an attribute which expresses the result of 'subtracting' one
attribute value from another. If there is no difference, this
result constitutes both a difference (value = 0) and a
similarity (i.e. no difference). This is counterintuitive, from a
linguistic point of view. Accordingly, though logically a 'similarity'
could be classified as merely a 'small difference', the term
'similarity' will not be arranged as a subtype of 'Difference', but directly
under 'AttributeValue', as is 'Difference'.
To 'compare and contrast' two entities, both the similarities
and the differences might be listed.
This corrspnds most closely to noun sense 1 of 'difference'
in WordNet:
1. (77) difference - (the quality of being unlike or dissimilar;
'there are many differences between jazz and rock')
difference
difference1n
'haveDifference' relates an OrderedPair to some
Difference (also an OrderedPair, of Attributes) that
someone considers significant and worth representation.
NOTE that to specify that two individuals are not identical
to each other (the same invidividual), the OWL property:
owl:differentFrom can be used.
'Different' is a QualitativeAttributeValue
for some Pair of entities. This should be interpreted as
meaning that the two entities are not identical (are not
the same individual), and the same notion can be represented
by linking the two entities by an 'owl:differentFrom' relation.
This correspponds approximately to adjective sense 5 of
'different' in WOrdNet:
5. (1) different - (distinct or separate;
'each interviewed different members of the community')
different
different
different5adj
A Change is a Difference in some attribute of a single Object
at one time, compared to the same attribute at an earlier time.
Corresponds to sense 2 of noun 'change' in WordNet:
2. (45) change - (a relational difference between states;
especially between states before and after some event;
'he attributed the change to their marriage')
change
change
change2n
Age is the quantitative measure of an Age. Its units
will be units of time. It is a Difference between the reference
time (usually 'now') and the time at which something was
born or created. In COSMO units such as 'yearsOld',
'monthsOld' and 'daysOld' are use as the units for Age.
The OrderedPair is the same Object at different times, and
the Attribute is 'time point at which the object exists'.
'causedChange' relates an Event to a Difference
(an attributeValue) caused by the Event.
'produces' is a type-level relation that can be
used to specify that every instance of an Event reslts in production
of some type of Object - but is used at the type level so that
there will be no need to specify an instance of the object produced,
nor an automatic skolemization of such an instance
A specialization of #$AtLeastPartiallyMentalEvent.
Each instance of this collection is an event which is
'strictly mental' in the sense that if the event
is instantiated by some physical situation, that
instantiating situation is not essential to the event being
an event of that type. For instance, perceiving an apple is
not an instance of #$StrictlyMentalEvent insofar as it
essentially requires sense organs and an apple (and thus
#$Perceiving is not a specialization of
#$StrictlyMentalEvent). However, the phenomenological
aspects of this event, e.g., the experience of redness or
roundness, do not require the sense organs or the apple, and
it is conceivable that a disembodied mind could have such
experiences. (Thus, #$ExperiencingPerception is a
specialization of #$StrictlyMentalEvent.) Note that the
property defining this collection is primitive and
notoriously difficult to define, except via examples. If an
event is not clearly an instance of
#$ExperiencingPerception, entertaining a thought
(#$Thinking), or #$ExperiencingEmotion, or fully
decomposable into a collection of such events, then one
should be very careful about making it in an instance of #$StrictlyMentalEvent.
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wasCreatedDuring relates a PhysicalObject or an Artifact to the
time interval (or Event) during which it was created. This is the companion to
'wasDestroyedDuring', specifying the ending time (if the entity
is no longer in existence). For cases where the creation or destruction times are
vague, broad time intervals can be used.
NOTE that this can be used to represent the fact that something was craeted
within the time interval in which some Event occurred, even if one does
not know the actual time interval in which the Event happened.
If in fact the Object was created as a result of an Event, the subproperty
'wasCreatedByEvent' should be used.
wasDestroyedDuring relates a PhysicalObject or an Artifact to the
time interval (or Event) during which it was Destroyed. This is the companion to
'wasCreatedDuring', specifying the ending time (if the entity
is no longer in existence). For cases where the creation or destruction times are
vague, broad time intervals can be used.
A specialization of #$MentalSituation (q.v.) each
instance of which has a single agent (normally an
#$IndividualAgent) as its subject . A subject in this
sense is an agent who has, undergoes, experiences,
entertains, or performs the mental situation, as the case
may be. Instances of #$MentalSituation-SingleSubject can
be mental _events_ (see #$AtLeastPartiallyMentalEvent) such
as acts of perception or mental _states_ (see
#$MentalState) such as Alice's loving Bob. This
collection excludes any mental situations that have more
than one subject, such as (perhaps) an event of mutual
recognition between two people, as well as any mental
situations that have no proper subject at all, such as
(perhaps) an event of mass hysteria or a state involving
the Jungian collective unconscious . It of course does not
exclude a given mental situation merely because it happens
to _involve_ more than one agent; Alice's loving Bob
involves two people, but Alice is nevertheless its only
subject. The two notable specializations of this collection
are #$IntentionalMentalSituation and #$StateOfUnconsciousness.
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A LinguisticAssertion is sentence or combination of sentences in some
language which expresses in linguistic symbols the content of a
logical Assertion (which is an abstract Proposition). The Assertion
may be a complex combinations of simple (atomic) assertions.
In COSMO every LinguisticAssertion is a topic of some 'Communication'.
The reason for this is that the act of creating an assertion in linguistic
format entails that the creator had some audience in mind - even if that
audience was the creator him/herself. This may leave out mindless rambling
speech, but that kind of speech can be represented by a more general linguistic
entity, such as 'Statement'. NOTE that the restriction here requires that a
LinguisticAssertion be mentioned in some communication (not necessarily
part of a communication). It can be mentioned without being part of
a Commujnication if it is referred to or summarized without being
presented in full in that communication.
A sequential group of Words or other symbols (such as
punctuation or logical symbols) in a Language, which function
as a unit, i.e. as a unit they express some
meaning in the Language. It is an AbstractString consisting of
substrings that are words and punctuation. To be a Phrase it must
have some meaning beyond the content of a single word. Expletives
are borderline, but the context and punctuation of an expletive
provides meaning not contained in the lexical unit alone.
A Phrase may be parsed in more than one way, and a Word may be
defined as more than one lexical unit, having embedded spaces.
Therefore a given string may be represented by more than one
Phrase.
A Phrase can be a single word. Therefore it cannot be an OrderedGroup,
which must have more than one element. It is a subtype of
both Group and List.
A GenericLabel is either an abstract or a physical artifact that
is created with the intention of designating some entity or type of entity.
This Type corresponds with the English word 'label' which is ambiguous as
to abstract or physical labels. A designator (abstract) is an instance
of this GenericLabel type, and a physical label that is attached to an individual
object (such as the computer I am typing this on) is also an instance
of this Type.
A Designator is a SymbolicObject that is created as a means of
reference to some entity other than itself; in addition to being an AbstractSymbolicObject,
it plays a Role in designating some other entity, and is therefore also a Role.
The most common kinds of Designators are names of people and places, but many other kinds of
Designators exist, in particular Identifiers that are numbers or
have a numerical component. Every word in a language, natural or artificial,
is a Designator of some kind of entity. Designators do not have to be
strings or words in a language: symbolic objects such as icons can also
be Designators.
A term of a Language that plays the Role of Designator for
some concept. It is an AbstractString, even if it consists of a single
ideogram or hieroglyph.
A specialization of #$AspatialInformationStore.
Each instance of #$LinguisticObject is an intangible object
that is part of some language or other, in a broad sense of
part whereby #$LinguisticObject's specializations
include such diverse collections as #$Title, #$WordSense,
#$SententialConstituent, and #$NonlexicalLinguisticObject.
NOTEP: in SUMO a LinguisticExpressi0on is concrete, but in
COSMO it is interpreted as Abstract.
SUMO: (LinguisticExpression) This is the subclass of
ContentBearingObjects which are language-related. Note that this Class
encompasses both Language and the the elements of Languages,
e.g. Words.
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A SupportingWheel is a wheel that was designed to serve as the
support for a wheeled conveyance. Note that wheels on airplanes
are considered supporting wheels, even though airplanes are
not WheeledTransportationDevices (which must use **only** wheels
to assist their movement); the wheels on an airplane do support it while
the plane is moving on the ground.. The wheels on a wheelbarrow,
or on a push cart are also supporting wheels. The small wheels
on the casters of a piece of movable furntiture are borderline members of
this class.
Note that SupportingWheels are RigidObjects, and should not
distort more than 10% (by design) when supporting their
own weight. They may distort more when supporting a vehicle, or,
if inflatable, when flat (though not functional when flat, as
an Artifact it still retains its identity as a SupportingWheel,
with a "non-functional' or 'poorly functional' attribute).
A Wheel is a SolidTangibleArtifact that is at
least approximately discoid in shape, circular and significantly
thinner in width than the diameter of the circle. Wheels include
things like the geared wheels of machines and clocks, so
perfect circularity is not required. Note that wheels are
always designed to be part of a larger object, though they are
not necessarily installed before they are destroyed.
Cyc: The collection of all instances of the most
general kind of wheel. Each instance is a disk-shaped thing
which can be rotated on an #$Axle which typically goes
through the center of its circular cross-section. #$Wheels
are found on #$LandTransportationDevices, serving the
function of allowing #$RollingOnASurface for such devices.
Wheels may take the form of #$Gears, parts of a #$Pulley, or
may be present instead of ball bearings in places where a
device needs to roll against a surface - like on the edges
of some #$GarageDoors, which roll in a track when they are
raised (#$LiftingAnObject).
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A MentalObject that specifies in a Proposition
how one IntelligentAgent is related to another. One example
is an Obligation. This is a broad category.
To have a Responsibility is to have a certain SocialRelation
to some Event, past, future, or hypothetical, in which the Agent
with the responsibility participates. This is also treated in
'ResponsibilitySituation' and the exact logical representation of
these concepts in COSMO has not been finalized. @ToDo - relations
between Responsibility and ResponsibilitySituation. The restriction
on 'refersToExternalEntity' requires that each instance of Responsibilty point to the
Action or ActionType that the Agent is responsible for.
To have a Responsibilty for some past Event, the Agent with the Responsibility
must have performed the Event or must have been able to prevent it by
reasonable effort. See, e.g. the subtype 'Fault'.
Agents are related to their Responsibilities by the relation 'hasResponsibility'.
A subtype of Responsibility is an Obligation, which represents
a situation where the Agent with the Obligation must perform some
FutureSituation, or suffer some negative consequences. This differs
from the parent type Responsibilty in that Responsibilty can relate to
past situations - a person can be responsible for having performed
some action - and the consequences of that past Action may be positive -
the Agent may get credit for doing something praiseworthy.
WordNet mixes this concept into senses 1 and 2 of 'Responsibility';
'Responsibility' in COSMO includes 'Obligation' as a subtype, so WN sense 1
is closest to this type; however sense 3 is interpreted as the trait of being habitually
consciencious in discharging one's responsibilites, and is not included here,
even though the example seems to be an example of sense 2 (!)
1. (17) duty, responsibility, obligation - (the social force that binds you
to the courses of action demanded by that force; 'we must instill a sense
of duty in our children'; 'every right implies a responsibility;
every opportunity, an obligation; every possession, a duty'- John D.Rockefeller Jr)
2. (2) province, responsibility - (the proper sphere or extent of your activities;
'it was his province to take care of himself')
3. (2) responsibility, responsibleness - (a form of trustworthiness;
the trait of being answerable to someone for something or being responsible
for one's conduct; 'he holds a position of great responsibility').
responsibility
responsibility1n
responsibility2n
Each 'ResponsibiltyForPastEvent' is a Responsibility that
asserts that an IntelligentAgent either performed,assisted in, or allowed to
happen some past event. that past Event may have been a good or
bad thing. If it was a Bad thing (from someone's perspective, then
that responsibility is also a Fault (see 'Fault').
An 'UndesirableEvent' is an Event that is considered an UndesirableThing
by some Agent. Membership in this category reflects the viewpoint of some
Agent.
'Fault' is a Responsibility for some past UndesirableEvent.
Corresponds to noun sense 1 of 'fault' in WordNet:
1. (346) fault - (responsibility for a bad situation or event;
'it was John's fault')
fault
fault
fault1n
hasResponsibility relates an IntelligentAgent
to some Responsibility (which points to an Action or Type of Action
that agent has performed, or has a Responsibility to perform).
isaResponsibilityOf relates a Responsibility (which
could be a management post) to the IntelligentAgent(s)
who perfromed that action or have a responsibilty to
perform that Action.
A MentalObject that refers to some FutureSituation that
the Agent having the Obligation must cause to happen or
refrain from doing, with some negative consequence that
may be incurred for failure to perfrom the Obligation. The
type of negative consequence (legal punishment, social
condemnation, eternal damnation, pangs of conscience, being grounded
by one's parents) will be characteristic of different types of Obligation.
Each Obligation is assigned by some Authority, which could be a person's
own conscience (reflecting learned social mores), or the mores of the community.
In the case of a Debt, the Authority may be the person owing the debt
and the person to whom the debt is owed, if the debt arises from
some agreement or transaction.
An Obligation may be created in an ObligationCreatingEvent (which see).
The notion of 'Obligation' is too primitive to be easily described
by simple relations. In essense, an 'obligation' is a relation
of an Agent to an Event that is derived from a belief about
what kind of behavior is best in a situation. The exact formalization
of this notion is still incomplete as of 0.49. See also
'ResponsibilitySituation' for a closely related concept.
Linguistically an Obligation is expressed in several ways:
'Tom has an obligation to do X'
'Tom is obliged to do X'
'Tom has a duty to do X'
'Doing X is Tom's (obligation/duty).'
'Tom ought to do X'
'Tom must do X'
'Tom should do X'
'Tom is responsible for doing X'
Similar phrases may be used to express an action that is not an
Obligation, but is a prerequisite for some desired situation:
'In order to get into college, Tom must get good grades.'
The linguistic analyzer must recognize the discourse relations
that distinguish obligations from prerequisites. The type
'Obligation' in COSMO represents only true Obligations.
Each instance of Obligation will represent an Action that the
agent with the Obligation is obliged to perform or refrain from.
When expressed linguistically, that action will be prefaced by
the word 'to', e.g. 'to drive no faster than 60 miles per hour'.
Cyc: A collection of microtheories; a subcollection of
#$SupposedToBeMicrotheory. Each instance of the collection
#$Obligation is a microtheory which contains assertions
describing what some agent (the #$obligatedAgents) is
obliged to do, or make true, for one or more other agents,
possibly including society in general. An obligation is the
most general case of some agent owing something to another.
Obligations may be undertaken in conjunction with various
kinds of #$Agreements. Unlike an agreement, however, an
obligation need not have a second known party (though some
do). An obligation can exist and be understood without
identifying another particular agent as the
'holder' of the obligation - and that may be
true, even if the beneficiary (#$obligationOwedTo) can be
identified. For example, assuming that parents have an
obligation to care for their children, it is not clear with
whom a parent has 'agreed' to take care of his or
her child. Some common ways to incur an obligation are
through social transactions (e.g. family duties, friendship,
favors) or through financial transactions (e.g. a
#$PaymentObligation). In addition, obligations may be
imposed on those who are subject to one or more instances of
#$CodeOfConduct, e.g. #$SportsRulesOf-BoxingSportsEvent or
#$OfficeCodeOfConductMt.
Corresponds to senses 2 and 3 and part of sense 1 of 'obligation' and
sense 2 of 'duty' in WordNet:
NOTE that sense 2 is a state, and linguistically would be expressed
by a phrase like 'under an obligation', rather than the word 'obligation' itself.
Sense 3 should be a subtype,but is not yet represented.
1. (14) duty, responsibility, obligation - (the social force that binds you
to the courses of action demanded by that force; 'we must instill a sense
of duty in our children'; 'every right implies a responsibility;
every opportunity, an obligation; every possession, a duty'- John D.Rockefeller Jr)
2. obligation - (the state of being obligated to do or pay something;
'he is under an obligation to finish the job')
3. obligation, indebtedness - (a personal relation in which one
is indebted for a service or favor)
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obligation
obligation1n
obligation2n
obligation3n
duty
duty2n
In COSMO 'Duty' is a synonym of 'Obligation'.
ObligationArisingFromAnAgreement is a subtype of
'obligation' created by an Agreement.
A Mission is a Goal, to which the IntelligentAgent has a higher level
of commitment (or determination) than for a common Goal; in addition, the Goal
needs to have as a beneficiary some purpose other than benefitting the
IntelligentAgent itself. A Mission may include a number of individual Goals,
a and will be motivated by some sense of duty, which may be self-imposed.
The Random House dictionary defines this sense of Mission as:
'16. an assigned or self-imposed duty or task; calling; vocation.'
. The level of commitment required to make a Goal into a Mission is vague,
but for this ontology it merely needs to be significantly higher than for a typical
Goal. The commitment may be imposed by some authority other than the Agent
with the Mission, e.g. by an employer or supervisor. A military 'mission'
will typically be assigned by someone other than the persons performing
the mission.
Having a Mission does not necessarily mean that the IntelligentAgent with the Mission
will not benefit from its accomplishment; it merely means that some other
Agent must also benefit. Thus a commercial company can have as its 'Mission'
the total satisfaction of its customers. That benefits both the company
and its customers.
ToDO; axioms must specify the above conditions.
A specialization of #$PoweredDevice. Each
instance of #$KineticEnergyPoweredDevice does not have any
on-board energy source incorporated into it, at least not
one supplying the bulk of the power requirements of the
device. Instead, its operating power is supplied by the
kinetic energy from something else in motion - such as
animal muscle power (including human labor), wind energy,
or hydraulic power. Specializations of this collection
include #$Pulley and #$Piano-Acoustic. (Cf.
#$SelfPoweredDevice, which includes, e.g., electric organs.)
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COSMO note: this Object can be Abstract or Physical.
Cyc: A specialization of #$SpatialThing. Each instance
of #$RadiallySymmetricObject is a spatial thing whose
spatial parts are regularly arranged about a central axis.
Instances of #$RadiallySymmetricObject include wheels and
adult starfish.
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isTypicallyaPhysicalPartOf relates types physical objects to
other types of physical objects, where the one is typically
(more often than not) a part of the other. This relation is
a type-level relation and is not time-dependent - though the
relation may be invalidated of the definition of a physical
object type changes. It expresses a probability, and its
transitive closure also expresses
a similar probability. Its inverse is 'typicallyHasPhysicalPart'
though the probabilities in the two directions are not necessarily
the same.
'typicallyHasPhysicalPart' relates types of physical objects to
other types of physical objects that are usually found as (or designed to
be) a part of the first object. This relation is
a type-level relation and is not time-dependent - though the
relation may be invalidated of the definition of a physical
object type changes. It expresses a probability, and its
transitive closure also expresses
a similar probability. Its inverse is 'isTypicallyaPhysicalPartOf'
though the probabilities in the two directions are not necessarily
the same.
A ProcessedNaturalSubstance is a substance found in nature that has been
removed from its natural setting or modified in place by people, for some purpose.
When the modification is intended to create some substance that has a purpose,
that object also becomes an ArtificialSubstance.
COSMO note: PhysicalPartOfObject is here interpreted as
a Role, which means that anything classified under this category
must have as part of its definition that it is necessarily a
part of some larger physical object, in the sense specified
in the ontology..
Cyc: The collection of things that are best thought of
as parts of other things, and about which we might have
something useful to say. Think of table legs, sleeves of
garments, etc. This is just to make it easier to search
through all this part stuff when someone needs to do so.
None of us (#$Guha, Karen, Nick ...) are very happy with
this collection ...
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TransportationDeviceType is a metaclass used as the
Type restriction on certain relations involving
TransportationDevices.
A Conveyance is an ArtifactObject that has a primary design purpose
to move objects other than itself in a controlled fashion between two
locations. This is a very general category, which includes conveyor
belts and other stationary conveyances, as well as the usual vehicles,
airplanes, and watercraft. It does not include animals used for riding
or for pulling wagons, though the wagons pulled by animals would
be classified in this category.
Not all Conveyances are Devices. For example, skis or roller skates
are borderline Conveyances, but are not Devices.
A specialization of both #$Conveyance and
#$PhysicalDevice. Each instance of #$TransportationDevice
is an artifact designed to move an object from one location
to another, by (for example) carrying, pulling, or pushing
the transported object. Instances of this collection may or
may not have their own power source (see
#$SelfPoweredDevice). Those that do, such as automobiles
and speedboats, constitute the specialization
#$TransportationDevice-Vehicle. Other transportation
devices (for example, instances of #$Wheelbarrow or
#$Bicycle) require an external motive force. Because
#$transporter and #$transportees are specializations of
#$objectMoving, it follows that any object in the role of
#$transporter moves as a whole with those objects playing
the role of #$transportees. Consequently, since any
instance of #$TransportationDevice has playing the role of
#$transporter as its intended function, stationary objects
which cause motion, such as conveyor belts, escalators,
rocket launchers, and slingshots, are excluded from the
collection #$TransportationDevice. Although they facilitate
travel, ice skates, shoes, skis and other instances of
#$WearableConveyance are also excluded from the collection
#$TransportationDevice, since they are devices which are
worn rather than ridden on, ridden with, or ridden in.
SUMO: A TransportationDevice is a Device which serves as the
instrument in a Transportation Process which carries
the patient of the Process from one point to another.
COSMO note: In SUMO, an Oar was a subtype of TransportationDevice,
but in COSMO that was not adopted. COSMO adopts the
Cyc usage that a TransportationDEvice must be ridden in,
ridden on, or ridden with. An Oar is an accessory part of
a boat, not a TransportationDevice in itself.
A TransportationDevice should have an unambiguous front
and back - the front is the direction in which
the transportation device typically moves. For
devices that can move in either direction with
equal facility, the 'front' may be designated arbitrarily,
by some distinctive criterion.
This provides a reference direction with which an 'orientation'
can be described.
isDesignedToTransport relates a type of
TransportationDevice to the type of object it is
designed to transport.
A Device is an ArtifactObject designed to perform some action,
or assist performing some action either using some internal mechanism,
or merely by virtue of certain properties, such as shape and hardness.
Device is very general, and includes simple things like hammers and
candles.
NOTE: somewhat nonintuitively, even things created by animals can be
'Devices', such as a 'SpiderWeb'.
A Device is distinguished from certain other ArtifactObjects such as art objects, which
do not perform a function directly, but only via mediation by a mental process.
Note also that every device has an owner, even if the owner has abandoned it.
COSMO NOte: in an earlier version of Cyc this is called 'PhysicalDevice':
OPENCYC 1: MAY 23, 2002
A specialization of both #$Artifact and #$SolidTangibleProduct. Each instance
of #$PhysicalDevice is an artifact with a relatively rigid, set shape,
designed for a specific use or to perform a specific function.
Specializations of #$PhysicalDevice thus include (among others)
#$RoadVehicle, #$Motorboat, #$HandTool, and #$PlumbingFixture.
Note that artifacts which can only be 'used' in a very loose or
metaphorical sense, such as instances of #$Sculpture, #$FlowerBed,
or #$Advertisement-IBT, are _not_ instances of #$PhysicalDevice.
Moreover, artifacts which have a specific use or function, but which
do not have a relatively rigid, set shape are _not_ instances
of #$PhysicalDevice; for this reason, neither #$GasolineFuel nor
#$AntiFreeze are specializations of #$PhysicalDevice.
#$Device-SingleUser is a specialization of
#$PhysicalDevice. Each instance of #$Device-SingleUser is a
device that typically has exactly one (i.e., one and only
one) user who is the only individual who derives the value
of its single function at a single time. A screwdriver (an
instance of #$Screwdriver) is a #$Device-SingleUser, but a
grand piano (an instance of #$GrandPiano) is not. A
borderline non-example is a multiple-passenger car ---
although only one person operates it, several can use it
at once, i.e. derive the value of its primary function
(transportation). So a multiple-passenger car is not a
#$Device-SingleUser. A borderline example is a telephone --
although it requires two or more users (each on telephones)
for meaningful use, each phone generally has just one user
at a time. So a telephone is a #$Device-SingleUser, but a
telephone-circuit is not.
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isNormallyLocatedAt is a relation that relates
individual Objects or Object types to a location where it
is typically (more often than not) found, thus
specifying where they would 'normally' be located. This is
a crude way of encoding defaults and probabilities in
locating objects. Perhaps the most useful function
of this relation is to specify where parts of things are
suppose to be located, when they are in their proper place.
The proper location for Body parts or device parts can
be specified using this relation. The location
can be a Type, or can be a specific location.
Similar to Cyc, 'ArtificialMaterial'. But in Cyc
a Substance is an object of homogeneous composition, while in COSMO it
is not an Object, but a distinctive Type of its own. An ArtificialSubstance
is one that does not exist in nature in the form it was created. Thus a pure
version of something that exists in nature only in low concentration in mixtures
would be an ArtificialSubstance. See also ProcessedNaturalSubstance,
a related concept.
Cyc: A collection of substances; a subcollection of #$Artifact.
An instance of #$ArtificialMaterial is a portion of artificial stuff that
was intentionally made by some agent(s), such as #$Plastic or #$SweetNLow.
Since #$ArtificialMaterials are intentionally produced, this class does not
normally include materials which are merely #$byProducts or #$wasteProducts
of an intentional process. However, what is a by-product at one time or in
one context may be a useful material that would count as an instance
of #$ArtificialMaterial in another.
COSMO note: ArtificialSubstances are resources, since they would not
be artifacts unless they were considered useful for some purpose.
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A specialization of #$PhysicalDevice. Each
instance of #$PoweredDevice is a device that requires some
power input in order to perform its intended function(s).
The power supplied might be muscle power, kinetic energy,
electricity, fuel-generated, and so on. Note that
#$PoweredDevice and #$NonPoweredDevice partition the
collection #$PhysicalDevice.
A collection of physical devices; a subcollection
of #$PoweredDevice. An instance of #$FuelPoweredDevice is
directly powered by combustible fuels such as gasoline,
coal, and natural gas. Common examples of
#$FuelPoweredDevice include automobiles with
gasoline-powered engines, kerosene heaters, propane torches,
and jet airplanes.
COSMO note: the Cyc parent 'MechanicalDevice' has been
removed because purely electronic FuelPoweredDevices using
fuel cells are now possible.
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Points from a Role to the Object that fills that
Role. The Role will always have a start and end point, though
they may not be known.
the type Part is not solely a relation in COSMO, as it is in
some ontologies, but a Role category. Of course, there are 'part' relations
such as 'isaPhysicalPartOf', but the Type 'Part' serves a separate
though related purpose. Artifacts that are created
with the purpose of serving as part of a larger artifact will
fit under this category, as will parts of organisms that evolved
to serve a function in the organism.
The ruling body of a GeopoliticalArea, a subtype of Organization.
A HabitatRegion is a GeographicalRegion - part of the
Earth's surface - that has been identified as the typical
region where most of the naturally free-living individuals of
a particular species of Organism will be found. Instances of
this Type can be used as the object argument of the
'hasTypicalHabitat' relation, when a type of
Organism is known to be located mostly in one region
of the Earth.
A Judging is a mental event in which some
consideration of evidence and weighing of alternatives is
involved. It is not as specific as a Deciding, in that
Deciding implies that some future course of action is
being considered, whereas the more general Judging may
have no consequence other than an evaluation of some
situation for one's own internal appreciation or
information. An esthetic appreciation can be a Judging
without any Deciding on what the results of that Judging
should entail.
MeasureType is a metatype which is a specialization of rdfs:Class that
can serve as type for measures and an argument restriction for
relations concerning types of measure (Length, Temperature, Color).
MeasureType instances may be either AttributeTypes or AttributeValues. It may
be better to distingish the two, but as of v. 0.46, the same metaclass is used
for the two different aspects of quantitative attributes.
This is a primitive mechanism to accommodate OWL limitations on relation arguments.
COSMO note: This type is interpreted as being
an overall MilitaryOrganization that has some independence,
such as a government's Army, navy or Air Force. Smaller subdivisions
of the main organization are represented as 'MiltaryUnit'
Cyc: A specialization of #$Organization. Each instance
of #$MilitaryOrganization is an organization whose function
(and expertise) is the use of armed force, or the threat of
such use, against enemies, especially other organized, armed
enemies. A military organization includes its fighting
forces and their command structure, together with dedicated
support services controlled by that military command.
Typically, there are special conditions in the relationships
between a #$MilitaryOrganization and its workers, going
beyond what is expected in work agreements in civilian
settings, including strict sanctions to enforce obedience.
This collection includes #$GovernmentMilitaryOrganizations
such as the armies, navies, and air forces of the
world's governments, and in addition private armies,
rebel armies, and organized mercenary units.
In SUMO called 'MilitaryForce':
SUMO: MilitaryForce is the subclass of
Organizations that are organized along military lines and for the
purpose of either defensive or offensive combat, whether or not
the force is an official GovernmentOrganization.
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The SUMO term for 'MilitaryOrganization'.
A Business is any individual, group, or
Organization that sells products or provides services for
a fee. Every business has some customer, or anticipated type
of customer. NOTE that this usage differs from CYC, in that
a 'Business' is more general than CommercialOrganization,
because it can include individuals as well as Organizations.
A 'Business' can be large or small,and can be a single worker
doing household repair work for hire. It should, however, be
sustained long enough to have an expectation of some
benefit from word-of-mouth or advertising; a cool-aid stand
or hand car wash operated for one day would not be a
Business in this sense.
A Business can be sold, even if it is operated by a single Person;
(the name of the business may be valuable 'goodwill'). Therefore
it can be owned, and is a ValuableThing
NOTE; a 'Business' in COSMO is not a subtype of Organization,
Cyc: A specialization of #$CommercialOrganization
(q.v.). Each instance of #$Business is an organization
intended to make profits, i.e. to make money for agents who
own them. Note that not all #$CommercialOrganizations are
#$Businesses. For example, in a franchise #$Organization,
while the parent company (see #$parentCompany) is regarded
as a business, the sub-organizations are commercial
organizations but not businesses. Also, #$Businesses are
typically #$LegalAgents, while #$CommercialOrganizations
need not be.
SUMO: (CommercialAgent) An Agent that provides products and/or
services for a fee with the aim of making a profit.
#$Business.
Corresponds to noun sense 1 of 'business' in WordNet:
1. (1268) business, concern, business concern, business organization,
business organisation - (a commercial or industrial enterprise and
the people who constitute it; 'he bought his brother's business';
'a small mom-and-pop business'; 'a racially integrated business concern')
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business
business
business1n
hasCustomers relates an individual Business to the
type of Customer that it serves, or to individual
Customers. A Customer i any agent that buys
something (goods or services) from a Business.
NOTE: the generic relation specifying what kind of business has
what kind of cutomer is not yet (v0.5) represented in COSMO,
thought it is in Cyc.
isaCustomerOf relates an IntelligentAgent to
an individual Business from which that Agent has purchased something.
The past tense in the label for this relation merely
indicates that some transaction occurred at some time
in the past - the agent may continue to be a Customer
of the same business. There is no differentiation in this
relation between past and present Customer relations.
However, being a prospective Customer is *not* covered
by this relation - some transaction must have occurred.
A 'Customer' is an agent that buys something -
goods or servies - from a Business. This includes
individuals, groups, organizations - any IntelligentAgent.
Corresponds to noun sense 1 of 'customer' in WordNet, but
note that the Wordnet documentation does not anticipate organizations
as cusomers, and the Wordnet sense is interpreted boradly to
include such agents.
1. (25) customer, client - (someone who pays for goods or services)
The SUMO term approximately equal to 'Business'.
COSMO: A Business that is an Organization.
Cyc: A specialization of #$Organization. Each instance
of #$CommercialOrganization is an organization whose primary
goal is to generate a profit for its owners, usually through
the buying and selling of goods or services. A given
instance of #$CommercialOrganization may also be an instance
of #$Business, or it may merely be a sub-organization of
some instance of #$Business.
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company
company1
COSMO note: a 'Competition' is not a life-or-death
struggle like a war, but a less significant Event in which someone
wins a prize, however trivial, but no one loses anything they had before
the Competition; all sports games and board games are included
provided that there are no stakes involved. Gambling is not included
(use 'Gambling'). For conflicts where someone loses something
(other than Gambling) , use 'ConflictEvent'
or some other specialization. An individual copetitor
can be specified by the relation 'hasCompetingAgent'; the
whole list of competitors can be specified by the relation
'hasCompetitors' - pointing to a Group of IntentionalAgents.
For the business sense, the case where one business gets a
customer who had previously done business with someone else
is also not interpreted as a 'loss' if the business gained is
new, rather than (e.g.) the cancelling of a contract. The loss
of a customer in a business competition should be represented
by a different specialization of 'ConflictEvent'.
This covers three of the senses of 'competition' in WordNet:
1. (17) competition - (a business relation in which two parties
compete to gain customers; 'business competition can be fiendish at times')
2. (4) contest, competition - (an occasion on which a winner
is selected from among two or more contestants)
3. (4) competition, contention, rivalry - (the act of competing as
for profit or a prize; 'the teams were in fierce contention for first place')
Cyc: A specialization of #$ConflictEvent. An instance
of #$Competition is a conflict event that typically involves
one or more agents who are each striving to attain a
certain goal uniquely or to outdo the other competitors with
respect to some game or task. Examples include arm
wrestling contests, football games, fighting for prey,
competitive courting, racing events, and spelling bees.
Note that it is possible for the competitors in a
competition to be unaware that a competition has been going
on until after it is over (e.g. the first year a Best
Restaurant in Town award is given out in a particular
city). See also #$competingAgents.
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compete
competition1
competition2
competition3
A specialization of #$PurposefulAction and
#$ThinkingAboutTheStateOfTheWorld. Each instance of this
collection is an event in which at least one agent evaluates
some real-world thing or situation. Notable specializations
of #$Evaluating include #$MeasuringSomething,
#$MedicalTesting, and #$Navigating. This collection differs
from #$AnalyzingSomething in that the latter does not
necessarily involve some extra-mental entity.
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An Assertion that is created by an Evaluating
Event. In an Evaluation, the Premises are derived from
observation of the thing(s) being evaluated, as well as
from prior knowledge.
HabitatType is a metatype which is a specialization of
the Protege owl:Class that can serve as type for regions or
physical areas with particular characteristics, and can serve
as an argument restriction for the relation 'hasTypicalHabitat'
OrganismTypes.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
A Habitat can be a specific region of the Earth's surface,
or some type of region such as a 'Forest', or even some
substance such as 'SeaWater'. Because it is so heterogeneous,
it is a vague high-level category under 'Individual'
@@ToDo: Should this be a metatype with the different habitats as
instances???
Every Type that can serve as the object value for the
'hasTypicalHabitat' relation should be a subclass
of this Type.
NOTE that in WordNet a 'habitat' is a subtype of 'environmrnt'.
But a habitat is the normal *type* of living place of a *species*
and an environment is the current *specific* location of an *individual*,
so the two are not directly related in that manner. An Environment
is a Place and a Habitat is a more abstract high-level Type.
hasTypicalHabitat relates some OrganismType
to some type of region or environment in which the
naturally free-living organisms of that Type are usually found.
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An instance of #$AnimalTypeByMaturity (q.v.) and a
specialization of #$Animal. #$JuvenileAnimal is the
collection of all animals that are not fully grown or fully
mature. Cf. #$AdultAnimal.
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A Person under 18 years - a Role
In Cyc 'YoungHuman' is a peron under 35, but that
level of discrimination is not needed yet. (v 0.32)
SUMO: The class of Humans that are younger than
18 years of age.
Cyc:A specialization of #$HomoSapiens. Each instance
of this collection is a human less than 35 years of age.
This collection is disjoint with #$OldHuman - the
collection of humans more than 60 years of age. Notable
specializations of #$YoungHuman include #$HumanChild,
#$HumanTeenager and #$HumanYoungAdult.
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A specialization of #$YoungHuman, and an instance
of #$HumanTypeByLifeStageType. Each instance of this
collection is a human in the childhood stage of life.
Functionally, this life stage ends when the child begins to
take responsibility for themselves, work, have children of
their own (or, at latest, when the person's age greatly
exceeds that at which most people reach those milestones).
Generally, this means that it spans the period from birth to
teenage years. Notable specializations of this collection
include #$MaleChild, #$FemaleChild, #$HumanToddler and #$HumanInfant.
SUMO: A HumanYouth between birth and puberty, i.e a
Human who is NonFullyFormed.
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COSMO note: ControllingSomething includes
controling in the sense of managing or directing the
actions of other agents. This type is taken from Cyc, but
in Cyc the substypes are mostly for controlling inamimate
objecgts. It appears to be closely similar to the SUMO : Guiding':
SUMO: 'Guiding' (subtype of IntentionalProcess)
Any IntentionalProcess where the agent tries to direct the behavior
of another Object, whether an Agent or not.
Cyc: A specialization of #$PurposefulPhysicalAction
(q.v.). Each instance of #$ControllingSomething is a
purposeful physical action in which an agent intentionally
controls an object (i.e. instance of #$SomethingExisting).
It is not necessary that the agent touch the object being
controlled (see #$objectControlled), only that s/he
exercise control over some of its movements, functioning, or
actions. Specializations of #$ControllingSomething include
#$GuidingAMovingObject (some instances of which involve a
#$RemoteControlDevice), #$HandlingAnObject, #$Braking,
#$SteeringADeviceByHand, #$PlayingAMusicalInstrument,
#$CuttingFabric, #$CarryingWhileLocomoting, and
#$FlushingAToilet. When a #$ControlDevice (q.v.) is being
used by an agent for its primary function, a
#$ControllingSomething event is typically taking place.
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A SUMO term approximately equivalent to 'ControllingSomething'.
In Cyc called 'Projectile-Device'.
A Projectile is an ArtifactObject designed to be
propelled by the impulse delivered either by another object,
or by thrust generated from part of the object itself.
In many but not all cases, after the impulse is delivered,
the Projectile then travels solely under ballistic (gravitational)
forces. It may or may not not be a weapon; a baseball thrown to
a catcher is a Projectile, as is a football or javelin.
However, a rock thrown just to be skipped
across the surface of a lake is not designed as a Projectile
and is not an instance of this Type. The role of
'projectile' taken by various natural or artifact objects
thrown by people or forces of nature would be
specified by a case role relation.
Cyc: The collection of all projectiles. Some instances
of this collection, such as cannon balls, arrows, missiles
are (intended to be) thrown, hurled, fired, or launched at
their targets. The other instances, such as pistol
cartridges, shot gun cartridges, or #$ArtilleryShells have
parts which are intended to be fired at their targets.
Many are #$ProjectileWeapons, e.g. instances of #$Arrow,
#$ProjectileSlug-Bullet, or #$Torpedo, while others are not,
e.g. #$FootballBall-American. The motive force in a
propelling of a #$Projectile-Device may come from a distinct
#$ProjectileLauncher or #$Person, but many are
self-propelled after leaving the launcher.
NOTE that in SUMO every Projectile is a Weapon. See
'ProjectileWeapon' for the SUMO 'Projectile'.
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A physical attribute. #$Foldable is the
#$PhysicalStructuralAttribute of being foldable in a
flexible way, like towels or paper. Note a distinction
between #$Foldable objects and #$Collapsible objects:
#$Collapsible objects are #$Rigid objects collapsed by means
of #$HingedJoints, while #$Foldable objects are flexible overall.
5ed469d2-74bc-11d6-8000-00a0c99cc5ae
A specialization of #$InanimateThing. Each
instance of #$HumanlyOccupiedSpatialObject is a place that
humans occupy. Instances include both movable things, such
as cars and ships, and things having a more or less
permanent location, such as houses or office buildings.
Instances include things made by human beings, such as
subway stations or concert halls, as well as things not made
by human beings, such as caves.
InfluentialPerson is a Person that has some kind of influence in
changing the attitudes or beliefs or actions of some other people,
outside of the immediate parent-child relation.
ContainerAndContents is a category created to resolve some
problems arising from linguistic usage, where the
contents of a container may be referred to in a way
that also suggests some participation of the container.
One example of this is the notion of Stream and river,
where the stream may exist even when dry, but the water
content of a stream may be the more frequent referent.
A BodyOfWater (a geographical thing) is a ContainerAndContents,
and a StreamBed would correspond to the container that is
part of a Stream. This is also useful when one wants to
represent statements like 'I bought a carton of milk', where
what was bought was both the milk and the containing carton.
However, linguistic interpretation depends on context; to assert
that 'I drank a carton of milk' does not imply that the
containing carton was consumed; in this case only the contents
would be the interpretation of 'carton of milk'.
hasContainer relates a ContainerAndContents to the
Container part.
hasContents relates a ContainerAndContents to the
Contents it contains, which may be a Substance or an Object.
HumanRole is the root category for people who are
referenced in some particular role - professional, or by the Role they play
in some Event.
For many HumanRoles, people occupy that role only for some interval of
time, therefore the participation in a Role must be time-indexed
in some way. One method used in COSMO is to use the relation
'isServingInTheRoleOf'. This is an assertion that in itself carries
no time-indexing, therefore would have to be used in an assertion
that was reified and related to the valid time period by
one of the 'holds' relations. Another method is to
attach to each distinguishable Role its own specific
relation, such as (for 'Student') 'startedAsStudent' and
endedAsStudent', each relation pointing to a particular date.
When there can be multiple disjoint periods of time that
a Role can be occupied (as with Student), that relation
cannot be functional. A third method to express the
time indexing of a role is to point to an instance of
RoleSituation, which is a StaticSituation, and can
specify all of the arguments of the Role.
A physical attribute. #$Bendable is the
#$PhysicalStructuralAttribute of an object that tends to
stay in the contorted shape when contorted. Note: for
something to be bendable, it must be #$Flexible.
dbac7fe6-74ba-11d6-8000-00a0c99cc5ae
LifeStageType is a metaclass used
as the Type restriction on certain relations that
pertain to organisms at particular stages of their life cycle.
The collection of all cavities, containers, and
hollow objects. An instance of #$CavityOrContainer
spatially subsumes a hollow space region, and might include
as #$physicalParts either no enclosing walls
(#$CavityInteriorRegion), just the inside surface of the
walls (#$CavityWithWalls), or the complete walls
(#$ContainerShapedObject). #$Containers, such as coffee
cups, buildings or stomachs, have well-defined outside
walls. Instances of #$Cavity such as caves and rooms do
not have well-defined outside walls. #$CavityOrContainer
was reified since certain properties hold true of both
instances of #$Container and of #$Cavity, and since we wish
to use certain predicates interchangeably. For example, we
wish to use the same predicate, #$pipeEndsAtCavity for
talking about relationships holding between esophagi and
stomachs in addition to that which holds between hallways
and rooms.
be1aa632-9c29-11b1-9dad-c379636f7270
The collection of #$CavityOrContainers which have
a distinct or clearly defined outside surface (see
#$ClearlyDefinedEntireExternalSurface). Unlike instances of
the more specialized collection #$Container, instances of
#$ContainerShapedObject do not necessarily contain things as
their main function. Examples of #$ContainerShapedObject
include the cap of an #$Acorn, the flower of a
#$Tulip-Plant, a #$RadioTelescope dish, or a table tennis
ball. Negative examples include a #$Cave. Although a cave
is a #$CavityOrContainer it does not have clearly defined
outside walls. However, the existence of clearly defined
*inside* walls entails that any #$Cave is a
#$CavityWithWalls (q.v.).
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A specialization of #$SpatialThing. Each instance
of #$BilaterallySymmetricObject is an object which is
symmetric on both sides of a bisecting axis.
bd58b94b-9c29-11b1-9dad-c379636f7270
A specialization of #$Weapon. Instances of this
collection are either instances of #$ProjectileWeapon or #$ProjectileLauncher.
36848248-e3c7-41d7-8908-ece3d7ce582f
A specialization of #$Weapon. Each instance of
#$ProjectileWeapon is a weapon that is thrown, hurled, or
launched at its target. Notable specializations of
#$ProjectileWeapon include #$Arrow, #$ProjectileSlug-Bullet,
and #$Missile. See also the related collection #$ProjectileLauncher.
NOTE that in SUMO a Projectile must be fired from
a Weapon (perhaps it is closer to the Cyc
'ProjectileWeapon-Fired', whereas in Cyc a ProjectileWeapon
can be hand-thrown such as a HandGrenade. In COSMO the
more general Cyc usage is adopted, and a HandGrenade
is a subtype of 'ProjectileWeapon'.
NOTE also that according to Cyc usage, a ProjectileWeapon
does not have to follow a ballistic course after being
projected, but can also be SelfPowered, such as a
Torpedo.
In SUMO called simply 'Projectile':
SUMO: A missile, bullet, etc. that is fired from
a Weapon
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#$ProjectileLauncher is a specialization of
#$Conveyance-Stationary and #$PoweredDevice. Each instance
of #$ProjectileLauncher is a physical device used to launch
a #$Projectile-Device. A few notable specializations are
#$Slingshots, #$Guns, and #$MissileLaunchers. The launcher
and projectile start out at the same location, possibly even
as parts of the same object, but once the projectile is
fired it leaves the launcher.
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has greater than Inelastic Elasticity
e3810508-74b9-11d6-8000-00a0c99cc5ae
#$EconomicEvent is the most general collection of
events having an economic character, such as buying and
selling, inflation and recession, and economic policy-making.
In the REA model, every EconomicEvent involves some
economic Resource, and some Agent.
c0340457-9c29-11b1-9dad-c379636f7270
A specialization of #$Movement-TranslationEvent.
Each instance of #$DirectedTranslation is a movement event
that is #$performedBy an #$Agent that intends for the
#$objectMoving to reach a particular #$target. Examples:
William Tell shooting the apple off his son's head,
John Wilkes Booth shooting Abraham Lincoln, the last time
you tossed a frisbee to someone, a pilot landing an
airplane, and a skiier skiing one run of the downhill course.
bdb6c421-9c29-11b1-9dad-c379636f7270
An attribute of dangerous situations or dangerous things.
COSMO note: treated as a way to assign the attribute
'Dangerous'. Everything that is dangerous is an instance
of 'DangerousThing'.
Cyc: A specialization of #$Individual. Each instance of
#$DangerousThing poses danger to either just humans or
organisms in general. Important specializations include
#$DangerousTangibleThing and #$DangerousSituation.
d358c5f4-8c6d-41d7-86ff-a8d78ffda6d4
COSMO note: treated as a way to assign the attribute
'Dangerous' to substances. Every Substance that is dangerous is an instance
of 'DangerousSubstance'.
#$DangerousTangibleThings are those
#$PartiallyTangibles which have some combination of density,
size, material strength, etc., that makes them particularly
efficient at transferring #$EnergyStuff in a way that it
#$damages other #$PartiallyTangible things. The classic
examples are those things whose #$typePrimaryFunction are to
be #$instrument-UsedAsWeapon, namely #$Weapons. Simply being
a spec of this collection does not imply that something is
intended to be used to harm others; for example,
#$Automobiles are #$DangerousTangibleThings even though
that's hardly their #$typePrimaryFunction.
COSMO note: this is not a specialiation of
EdibleStuff, as we redefine edible stuff as Organic.
In the Cyc terminology,this would be 'EdibleOrDrinkableStuff'.
The problem is that 'EdibleStuff' can be poisonous, so
it is not the same as Food. This type should be
made disjoint from Poisonous stuff.
NOTE: Food would be a 'ConsumableProduct' if all
Food were commercial products, but some foods are
not commercially produced.
Cyc: A specialization of #$EdibleStuff (q.v.). Each
instance of #$FoodOrDrink is a substance which instances of
some type of organism (that is, some sub-collection of
#$Organism-Whole) normally consume a significant part of.
Important specializations of #$FoodOrDrink include #$Food
(instances of which require chewing in order to be consumed)
and #$Drink (instances of which are liquids that can be
consumed without chewing).
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Any Position which requires learning a set of skills.
Body Of Water
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NOTE: this is a physical object located on the surface of a planet,
which contains mostly water, but will also include a part of the
land which serves as container for the water; thus it is a subtype of
'ContainerAndContents'. This is not a region or area, but it can serve (as can
other physical objects) as a location. Certain bodies of water can be 'located at'
themselves, when they occupy a named region, such as a river.
Every physical BodyOfWater should specify the region in which it is located, which
may have the same name. For logical clarity, we distinguish regions
of geographic space containing water from the water itself, though in
ordinary speech the distinction may not be made, and may not
in specific cases be important. Where the object itself may be
most significant is in cases where one discusses the composition
of the water, e.g. salinity, polllution, etc.
For spatial regions coinciding with bodies of water, use 'WaterRegion'.
The SUMO terms 'BodyOfWater' and 'WaterArea' were merged in this
Type
SUMO: (bodyOfWater) A BodyOfWater is a connected body of water with established
boundaries marked by either geographical features or conventional borders.
SUMO: (WaterArea) A body at the surface of the Earth which is made up predominantly
of water, e.g. rivers,lakes, oceans, etc.
OPENCYC 1: MAY 23, 2002
A collection of topographical features. Each instance of #$BodyOfWater is a
natural or artificial body of water. Instances may belong to specializations
as #$Lake, #$Stream, and #$Ocean. #$BodyOfWater includes #$Reservoirs,
#$Canals, and navigation channels that are developed and/or enlarged by humans.
However, it does not include smaller purely-artificial bodies of water such as
#$SwimmingPools or tanks of water. #$Glaciers and snowpacks are not included,
but lakes and ponds that are sometimes liquid are included, even if they have an
ice crust or are solidly frozen. Examples of #$BodyOfWater: #$HudsonBay,
#$PanamaCanal, #$AdriaticSea, #$BayOfBengal, #$NiagaraFalls.
A SUMO term approximately equivalent to 'BodyOfWater'.
A PropellingDevice is a PhysicalObject (not necessarily
and Artifact, in spite of the name) which is designed by
agents or by evolution to propel something (see 'Propelling').
This includes not only human artifacts like guns, bow and arrow,
slingshot, trebuchet, etc., but the natural body parts of
certain animals that evolved to propel things like liquids
at prey or at predators.
Each GeographicalObject represents the physical objects
that are contained within some GeographicalArea or GeographicalRegion.
For every GeographicalObject of sufficient interest to be
defined, there should be some GeographicalArea (for Earth) or
GeographicalRegion (for any planet-like astronomical body)
that has already been defined to specify the region of interest.
One might, for example, want to defined 'ThePortOfBaltimoreObject'
to discuss all of the physical objects that are located within
'ThePortOfBaltimoreArea'.
As of verion 0.23, the only specialization of GeographicalObject
defined is BodyOfWater - the physical water contained in some
region such as a lake or the AtlanticOcean.
Kids who aren't old enough to start school
yet (under 5 years of age).
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A TopographicalFeature is a kind of Place, and
is ambiguous as to whether it is a region of space on
the surface of a planet, or a physical object (e.g. an ocean)
that characterizes some region of space on the surface of
a planet. Both types may be subtypes of this category.
Cyc: A specialization of #$GeographicalRegion. Each
instance of #$TopographicalFeature is a three-dimensional
feature of a planet's surface, typically with
boundaries defined by formations of rock, dirt, water, etc.,
or by significant changes in elevation. Some important
specializations of #$TopographicalFeature include
#$Mountain, #$MountainRange, #$Peninsula, #$Harbor,
#$Shoreline, and #$Arroyo. Note that collections of regions
defined by the presence of human artifacts (e.g.
#$CitySkyline) or ecological characteristics (e.g. #$Forest)
are _not_ specializations of #$TopographicalFeature.
Instances of #$TopographicalFeature include
#$KyushuIsland-Japan, #$SaintThomas-Island, #$LakeErie,
#$VictoriaFalls, and #$MalayPeninsula.
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GeographicalRegion_Cyc-includes_other_planets
In COSMO, this type includes those physical portions of a planet
that are near to the surface including the atmosphere of the
planet, which is a physical object. But the usage here
differs somewhat from that in Cyc, in that this category must
be a physical object, and is not a space region.
Cyc comment: A specialization of #$GeographicalThing and
#$Surface-Physical. Each instance of #$GeographicalRegion
is a tangible spatial region that includes some piece of the
surface of a planet (usually #$PlanetEarth), and may be
represented on a map of the planet. This includes purely
topographical regions like mountains and underwater spaces,
places defined by demographics (e.g., language areas) and
territory otherwise demarcated (e.g. #$TimeZones). In
dualist geopolitical contexts [see
#$DualistGeopoliticalMt], instances of #$GeopoliticalEntity
are also considered to be instances of #$GeographicalRegion.
In all cases the region in question must contain some
tangible component with which it is possible to make
physical contact. The instances of #$GeographicalRegion
contrast in this respect with the instances of
#$GeographicalThing-Intangible, which are wholly intangible.
Examples of #$GeographicalRegion include
#$RockyMountainStates-USRegion, the #$ContinentOfAustralia,
#$SinaiPeninsula, and - in dualist geopolitical contexts
- #$YaleUniversity and #$CityOfPittsburghPA. Some
important types of regions are represented by the
sub-collections #$LanguageArea, #$TimeZone,
#$PostalCodeRegion, #$EcologicalRegion, #$ConstructionSite,
and - in dualist geopolitical contexts --
#$GeopoliticalEntity. No instances of #$GeographicalRegion
are wholly indoor locations.
GeographicalRegion[Cyc-includes_other_planets]
FunctionalObject is a container category to collect
all Types of PhysicalObjects that are defined by some distinctive
function that they play in some event or activity. These Types
will in general serve as Roles.
NOTE that the 'function' may be one that evolved naturally,
and a FunctionalObject is not necessarily an Artifact. Thus
a heart has the function of pumping blood. In COSMO,
'purpose' and 'function' include any teleological goal-oriented
role, whether arising from intentional design or evolutionary development.
COSMO note: in Cyc, 'Container' is construed
very broadly, and includes vehicles and buildings. We follow
the broad Cyc usage, and create specializations where needed.
All containers are PhysicalObjects. NOTE that a 'Container'
can be natural, including biological 'containers' in organisms,
and geological reservoirs of oil, gas, and water.
Cyc comment: The collection of tangible objects whose primary
function (see #$primaryFunction) is to contain something
(see #$ContainingSomething). Note that just about anything
can serve as a container without actually being a container.
For example the palm of your hand when cupped may contain
some marbles. But because your palm is not always
configured as and does not function primarily as a
container, it would not be represented as a #$Container but
would rather stand in a particular *relation* to the marbles
via some containment predicate. To relate contents to the
thing containing them (whether or not that thing is a
#$Container) use one or more specific predicates indicating
the type of containment present (#$in-ContOpen,
#$in-ContClosed, #$in-ContFullOf, #$in-Held, #$packagedIn,
#$physicallyContains, #$protectiveContains, ...). If the
type of containment is not known use the general predicate
#$in-ContGeneric.
NOTE: In SUMO the same notion appears to be represented by the
term 'Transfeer' In COSMO the more expressive Cyc term is used.
COSMO note: in COSMO this is interepreted as including Actions
where an animal causes a part (but not the whole) of its
body to move, such as in an event where a person deliberately
touches something. The thing moved is not the whole animal,therefore
the Agent and the thing moved are not identical.
Cyc: A specialization of both #$ActionOnObject and
#$Movement-TranslationEvent. In each instance of
#$CausingAnotherObjectsTranslationalMotion, one object
causes another object to undergo a translational motion.
The object causing the motion is related to the event by
#$providerOfMotiveForce (q.v.), while the object which is
caused to move is related by #$objectActedOn and
#$objectMoving (qq.v.). One way to cause another
object's motion is to carry it along with oneself (see
the specialization #$CarryingWhileLocomoting); other ways
include throwing it, kicking it, or knocking it away. Some
instances of #$CausingAnotherObjectsTranslationalMotion may
also be instances of #$Translation-Complete (such as
instances of #$CarryingWhileLocomoting), whereas others
(such as instances of #$PumpingFluid) may be instances of
#$FluidFlow-Translation. Instances of
#$CausingAnotherObjectsTranslationalMotion include a train
transporting passengers, a person pushing a coin into a
vending machine, the release of a bowstring which propels an
arrow, and a magnet attracting a nail.
SUMO: Any instance of Translocation where the agent
and the patient are not the same thing.
A specialization of#$SolidTangibleThing. Each
instance of #$HolderGripper is an object that can apply
pressure to another object and thereby grip it in such a way
that its motion is restricted.
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Water: the substance is not an object, but the semi-abstract
substance of which each WaterObject is constituted. it has conceptual
dimensions of density (e.g. grams per cc). The Type 'Water' includes all
substances consisting mostly of pure water, including aqueous
solutions Ithis differs form the Cyc usage, below). NOTE that the
Cyc 'Water' is an object, and differs logically from COSMO
'Water' as do other Cyc substances from their COSMO equivalents.
'pure water' would be a subtype of 'Water'.
Cyc comment: An instance of #$ChemicalCompoundTypeByChemicalSpecies and a specialization
of #$InanimateThing. Each instance of #$Water is one piece
of some (pure or impure) portion of the chemical compound
H2O. Instances of #$Water may be in a gaseous, liquid, or
solid state (see #$stateOfMatter); they may be salty or not,
drinkable or not. Examples include portions of the ocean,
such as the #$BayOfBiscay and the #$BayOfBengal (see also
#$SeaWater); bodies of fresh water, such as #$NiagaraFalls
and the #$GangesRiver; quantities of chlorinated water (see
#$PoolWater); and the contents of bottles of tonic water
(see #$SeltzerWater). Any portion of liquid that consists
mostly of water but differs from it in one or more important
properties (as does e.g. urine, coffee, and lemonade) is not
itself an instance of #$Water, but has an instance of
#$Water as its main constituent (see #$mainConstituent).
For the specialization of #$Water whose instances are pure,
see (#$PureFn #$Water).
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An AqueousSolution is a solution for whicht the Solvent is Water.
The collection of persons who have a (skilled or
unskilled) occupation. Most (but not all) instances of
#$PersonWithOccupation spend a significant part of their
waking hours doing activities that are characteristic of
their occupations. Typically their actions are performed
for pay (but not always: consider a starving artist who is
unable to sell any of her works - the occupation is determined by
an intent to make money from the activity). Note that a
#$PersonWithOccupation need not be working over the entire
duration of when s/he has an occupation; e.g. college
professors on summer break and the temporarily unemployed
still have occupations. Most reified specializations of
#$PersonWithOccupation classify workers according to their
job titles, the kinds of work they perform, or the skills
involved; while a few exploit other (usually quite broad)
features of their working lives (e.g. #$SelfEmployedWorker
and #$DeskWorker). But note that many collections
corresponding to what are colloquially considered
professions or occupations (e.g. #$Lifeguard, #$StockBroker,
#$Housekeeper, and many others) are _not_ specializations of
#$PersonWithOccupation, as those collections include people
for whom the work in question is not their occupation.
SUMO (OccupationalRole): A Role of a Human in a OrganizationalProcess.
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'typicallyWorksAt' relates an individual 'PersonWithOccupation'
or a type of person (HumanRoleType) to a location or type of location
where that person typically works.
UndesirableThing is a generic class that can be used
to label certain types of objects or situations as undesirable,
and therefore something to avoid, and therefore something
that is salient. The property of being undesirable ('Bad') is
relative to some Agent's purposes, and the restriction requires that the
Agent to whom something is Undesirable should be specified. Some things
may be undesirable to everyone (e.g. illness).
NOTE that being undesirable is not necessarily to be unpleasant.
'isUndesirableTo' relates and UndesirableThing to
the Agent to whom it is undesirable.
HeterogeneousCategory is a catch-all of classes
that subsume other classes of varied basic types. Among
other things, it is a mechanism for assigning qualitative
adjectives that may apply to more than one basic type (like
'dangerous'), and to provide a parent aggregate
Type for some relations. Thes subtypes may also be defined
functionally,and may include entities of different innate
character.
The collection of collections of things that are
useful in nature.
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COSMO note: This Cyc category has been redefined to
represent those substances found in nature (or easily recoverable from
substances found in nature) that are useful to people.
A liquid mixture (solid 'solutions' are not reified here).
The most abundant component in a solution is called the solvent.
Other components are called solutes.
A solution, though homogeneous, may nonetheless have variable composition,
as a liquid solution may be layered if not well-mixed.
Any amount of salt, up to a maximum solubility limit, can be dissolved in a given
amount of water to form a Solution.
NOTE: ToDo: the restrictions do not capture the proper semantics, and need
to be converted to FOL axioms when possible. The 'mainComponentSubstance' should
be a liquid that has the Role of Solvent in this solution.
Cyc comment (modified): An instance of #$ExistingStuffType, and a specialization of #$Mixture.
Each instance of #$Solution is a mixture of two or more chemically
distinct substances, the Solvent (a liquid) and the Solute.
Instances of #$Solution are homogeneous, meaning that the
composition at any one point in a given instance is the same
as that at any other point (for 'points' having a volume
larger than the grain size). In contrast, instances of
#$Suspension are mixtures in which small discontinuous
solid particles are surrounded by a continuous fluid. The
#$solvent of every #$Solution has the #$stateOfMatter
#$Liquid-StateOfMatter. Thus #$Solutions also normally
exhibit the properties of a liquid, since #$solvents are
#$mainConstituents. Examples of #$Solutions include a
sample of seawater, a cup of coffee, a tincture of iodine,
some vanilla extract. In some rare cases a Solute may have
a higher weight percentage of the Solute than the Solvent.
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A subcollection of #$Artifact, instances of which
are primarily designed as instruments for disabling,
physically harming, or destroying animals (often humans),
buildings, or other #$ConstructionArtifacts. Subcollections
of #$Weapon include #$LethalWeapon, #$NonlethalWeapon,
#$Gun-Portable, #$Bomb, and #$Napalm. Also included are
various types of military hardware used to kill, destroy, or
immobilize. Note that in the case of weapons which are
'fired' or otherwise distributed, both the
launcher and the unit of ammunition are considered #$Weapons
in this sense. E.g. a bow, an arrow, a missile launcher, an
ICBM, a weapons-grade sprayer, a cloud of mustard gas, a
gun, and a bullet are all #$Weapons. Non-artifacts and
artifacts designed for some other purpose (as a found rock
or brick) may be used as weapons, but are not instances of
the collection, #$Weapon.
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A 'BecomingEvent' is an Event in which some
Object changes its type or changes some attribute that is of
moticeable significance. This is intentionally vague so as to
encompass any Event that could be referred to by a statement
such as 'the object became . . .". A change of color could
suffice: 'the apple became red after three days'; 'the bananas
turned yellow overnight'. Longer time intervals would also
qualify: 'This little baby became a fearsome warrior'.
Subtypes such as 'ChangeOfStatusEvent' and 'CreationOrDestructionEvent'
are included.
The number of subtypes is likely to expand as more and more
specific events are found to be referred to by a phrase meaning
'become', such as 'turned' or 'turned into' or 'was transformed'.
It may be hard to exclude any Event other than a PersistentState,
but the usage will have to be determined by its applicability
in language processing, and kept as narrow as possible while
accommodating common usage.
Corresponds to noun sense 1 of WordNet 'change':
1. (76) change, alteration, modification - (an event that
occurs when something passes from one state or phase to another;
'the change was intended to increase sales';
'this storm is certainly a change for the worse';
'the neighborhood had undergone few modifications since his last visit years ago')
This is a general sense including the intransitive and transitive sense
of 'change' in WordNet, verb senses 1 to 3:
1. (69) change - (undergo a change; become different in essence;
losing one's or its original nature; 'She changed completely
as she grew older'; 'The weather changed last night')
2. (67) change, alter, modify - (cause to change; make different;
cause a transformation; 'The advent of the automobile may have
altered the growth pattern of the city'; 'The discussion has changed
my thinking about the issue')
3. (13) change, alter, vary - (make or become different in some particular way,
without permanently losing one's or its former characteristics or essence;
'her mood changes in accordance with the weather';
'The supermarket's selection of vegetables varies according to the season')
change
change
change1n
change1v
change2v
change3v
Another term for 'BecomingEvent'
COSMO note: this type is interpreted as the
transitive sense of the verb 'change' - the Object acted on
must be somehow changed.
Cyc: A specialization of both #$Action and
#$PhysicalEvent; the collection of physical events in which
some doer acts on an object. Each instance of
#$ActionOnObject is an action in which both the roles of
#$doneBy and #$objectActedOn (qq.v.) are filled. Examples
include someone typing on a keyboard and a tornado
destroying a building. Non-examples include a person
dancing and wind blowing.
NOTE: these ations should be represented linguistically
by a TransitiveVerb.
A specialization of
#$ChemicalCompoundTypeByChemicalSpecies. Instances of
#$LigandType are collections whose instances are substances
capable of surrounding and bonding to a central metal ion,
forming a metal complex (or simply complex). In forming a
complex, the ligands are considered to coordinate to the metal.
3bc47b54-3937-41d7-9033-bdfc2024a247
Called 'MovementEvent' in Opencyc, 'Motion' in SUMO.
OpenCyc: A specialization of #$GeneralizedTransfer and
#$MovementOrShapeChangeEvent (qq.v.). This is the most
general collection of physical movements. Each instance of
#$MovementEvent is an event in which at least one object
(see #$objectMoving) either translates some distance or
moves from one rotational orientation to another, relative
to a frame of reference that is not part of the
translating/rotating object. The movement in question might
be periodic or not, continuous or not. Notable
specializations of #$MovementEvent include #$Translocation,
#$Movement-Rotation, #$Movement-Periodic, and #$MovementProcess.
SUMO: Any Process of movement.
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The Cyc term for the Event in which Motion occurs..
SUMO: Translocation is that class of Motions
in which an object moves from one place to another. In the case of round
trips, the origin and destination are the same, but the intervening
motion passes through other locations. Translocation represents linear
motion, in contrast to rotation or other movement in place. A vehicle is
not necessary; Ambulating is a kind of Translocation.
Cyc comment: A subcollection of #$MovementEvent. Each instance
of #$Translocation is a movement across a distance; thus
there is both a location that it is a movement from (see
#$fromLocation) and a location that it is a movement to
(see #$toLocation). (These two locations might or might not
be distinct, considering round-trips.) Note that instances
of #$Translocation might or might not involve a salient
moving object (see #$objectMoving); for those that do see
the specialization #$Movement-TranslationEvent; for some
that don't see #$WavePropagation.
bf81a890-9c29-11b1-9dad-c379636f7270
Each subtype of 'GoodnessValue' is an EvaluativeAttribute
that expresses a judgment regarding the degree to which the thing
evaluated is beneficial for the purposes against which it is judged.
The subtypes are ranked from most good to least good, with some
overlap as:
'TheBest' 'Outstanding' 'Excellent' 'VeryGood' 'Good' 'Fair'
'So-so' 'Mediocre' 'Bad' 'VeryBad' 'Execrable' 'TheWorst'
There are many degrees of goodness, and the lesser degrees
are not necessarily salient, so this is not a subtype of 'Salient'.
This corresponds to adjective sense 1 of 'fair' in WordNet:
1. (190) good - (having desirable or positive qualities especially
those suitable for a thing specified; 'good news from the hospital';
'a good report card'; 'when she was good she was very very good';
'a good knife is one good for cutting'; 'this stump will make
a good picnic table'; 'a good check'; 'a good joke';
'a good exterior paint'; 'a good secretary'; 'a good dress for the office')
The highest degreee of Goodness.
A even higher degree of Goodness than 'Excellent';
extremely good, better than the best within any local group.
Corresponds to adjective sense 1 of 'outstanding' in WordNet:
1. (5) outstanding - (distinguished from others in excellence;
'did outstanding work in human relations'; 'an outstanding war record')
outstanding
outstanding1adj
A higher degree of Goodness than 'VeryGood'.
Corresponds to adjective sense 1 of 'excellent' in WordNet:
1. (19) excellent, first-class, fantabulous - (of the highest quality;
'made an excellent speech'; 'the school has excellent teachers';
'a first-class mind')
excellent
excellent
excellent1adj
A higher degree of Goodness than 'good'.
A very broad EvaluativeAttribute that
expresses a judgment that the thing evaluated is beneficial
for the purposes against which it is judged. The purposes
may be those of the person doing the judging, or
those of someone else or of some group. Each attribution
of 'good' must have some purpose as the criterion of
'goodness'
NOTE that the adjective 'good' is represented by the
instance of Adjective 'ENG_good'
There are many degrees of goodness, and the lesser degrees
are not necessarily salient, so this is not a subtype of 'Salient'.
This corresponds to adjective sense 1 of 'good in WordNet:
1. (190) good - (having desirable or positive qualities especially
those suitable for a thing specified; 'good news from the hospital';
'a good report card'; 'when she was good she was very very good';
'a good knife is one good for cutting'; 'this stump will make
a good picnic table'; 'a good check'; 'a good joke';
'a good exterior paint'; 'a good secretary'; 'a good dress for the office')
good
good
good1adj
An attribute value that expresses a judgment
that the thing evaluated is slightly better than average,
but not 'Good'.
.
An average degree of Goodness; better than 'Poor'
and worse than 'Fair'.
An attribute value that expresses a judgment
that the thing evaluated is slightly worse than average,
but not 'Good'.
.
A very broad EvaluativeAttribute that
expresses a judgment that the thing evaluated is deleterious
for the purposes against which it is judged. The purposes
may be those of the person doing the judging, or
those of someone else or of some group. Each attribution
of 'bad' must have some purpose as the criterion of
'goodness'. It is approximately equivalent to
'undesirable'.
There are many degrees of badness, and the lesser degrees
are not necessarily salient, so this is not a subtype of 'Salient'
This corresponds to adjecgtive sense 1 of 'bad' in WordNet:
1. (51) bad - (having undesirable or negative qualities;
'a bad report card'; 'his sloppy appearance made a bad impression';
'a bad little boy'; 'clothes in bad shape'; 'a bad cut'; 'bad luck';
'the news was very bad'; 'the reviews were bad'; 'the pay is bad';
'it was a bad light for reading'; 'the movie was a bad choice')
A lower degreee of Goodness than 'Bad'.
A lower degreee of Goodness than 'VeryBad';
extremely bad.
The lowest degreee of Goodness.
A broad EvaluativeAttribute that
expresses a judgment that the thing evaluated is in
some sense 'Desirable'. This differs form 'Good' in that
it suggests that the thing thus described can be either
obtained (Object) or performed (Action), and that there
is some option on someone's part whether or not to
have it.
Corresponds to sense 1 of 'desirable' in RHW:
1. worth having or wanting; pleasing, excellent, or fine:
a desirable apartment.
Corresponds to sense 1 of 'desirable' in WordNet:
1. (16) desirable - (worth having or seeking or achieving;
'a desirable job'; 'computer with many desirable features';
'a desirable outcome')
desirable
desirable
desirable1adj
A broad EvaluativeAttribute that
expresses a judgment that the thing evaluated, if
obtained, would be of negative value; the opposite of
'Desirable'. In COSMO there is a middle ground between being
'Desirable' and 'Undesirable', so being 'not desirable'
is necessary but not a sufficient condition.
Corresponds approximately to adjective sense 1 of 'undesirable'
in WordNet:
1. (2) undesirable -- (not desirable;
'undesirable impurities in steel'; 'legislation excluding undesirable aliens')
undesirable
undesirable1adj
A specialization of #$Surface-Generic and
#$PartiallyTangible. This is the collection of all physical
(and thus technically three-dimensional) surfaces, i.e.
tangible surfaces of tangible objects. Each instance of
#$Surface-Physical has a (non-zero) thickness that is much
less than its average length or width. A physical surface
might have holes, tears, or be unconnected and in multiple
pieces; it might be flat, curved, or crumpled. Examples
include the skin of an apple and the top side of a tabletop.
Cf. #$Surface-Intangible.
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An AtomicSymbol is a ChemicalFormula representing
one atom of a chemical element,
Chemical formulas should use the 'CHEM_' namespace prefix,
so as to minimize ambiguity, even if the bare formula
appears unambiguous. Thus Boron has the AtomicSymbol
'CHEM_B'.
Any Mixture that satisfies two conditions,
viz. it is made up predominantly of at least two things are Substances and any
component other than Liquid in the Mixture is either dissolved, as in a solution,
or in the form of fine particles The general category includes suspensions
as well as solutions, and the suspended particles would in the general
case be considered part (a component) of the LiquidMixture. But specialized
categories could be defined to exclude any solids that are suspended
in the Liquid. A LiquidMixture can have a significant component of
particulates, such as BodyFluids, which includes Vomit.
A specialization of Event specific to Cyc:
Cyc: A specialization of #$PhysicalEvent whose
instances include translational or rotational movements of
whole objects (see #$MovementEvent), objects changing shape
(see #$ShapeChangeEvent), as well as events in which salient
parts of an object move or change shape in relation to the
reference frame of the whole object. For example, although
a ticking grandfather clock is not normally undergoing
either a #$MovementEvent or a #$ShapeChangeEvent, it can
still be said to be moving - and thus undergoing a
#$MovementOrShapeChangeEvent - in virtue of the fact that a
salient part of the clock, the pendulum, is swinging. (Of
course, the pendulum itself is periodically undergoing
#$Movement-Rotation, and the tip of the pendulum is
undergoing a #$Movement-TranslationEvent.) As a negative
example, a catatonic person should not be thought of as
undergoing any #$MovementOrShapeChangeEvent. Although blood
moves through such a person's veins, her lungs expand
and contract, and so on, these things would not normally be
considered salient enough to entail that the person herself
was undergoing a movement or shape change event.
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The ability to cause damage to some object,
not specific as to the level of damage. This is a very
broad attribute of dangerous things.
A Solvent is a LiquidSubstance that serves
to dissolve the Solute in a Solution. A Solution of
a Solute that is a solid at the ambient temperature
will be liquid only because the Solvent is liquid at that
temperature.
NOTE that referring to a substance as a 'Solvent'
necessarily refers to a situation where that substance
is liquid at the ambient temperature and pressure of the
situation being described, even though the same substance may
be solid or gas at normal temperatures and pressures.
A Solute is the PhysicalSubstance that is
dissolved in the Solute in a Solution. A Solute may be
a solid or a liquid at the ambient temperature in
the Situation being represented. A Solution of
a Solute that is a solid at the ambient temperature
will be liquid only because the Solvent is liquid at that
temperature.
A specialization of #$PartiallyTangible. Each
instance of #$Mixture is a homogeneous partially tangible
thing composed of two or more different constituents (see
the predicate #$constituents) which have been mixed. The
inputs to this mixing do not form chemical bonds among
themselves, and at a later time the mixture may be separated
back out into these inputs. Specializations of #$Mixture
include #$Blood, #$Mud, #$Air, and #$CarbonatedBeverage.
Note that each instance of #$Mixture has a composition but
not a structure; thus, the following are _not_ instances of
#$Mixture, since all have some structure: a wet sponge, a
person, or a portion of plywood.
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The Capability to act as an Agent in some Action.
NOTE that an AgentCapability is a subtype of 'Resource',
because the term 'resource' is sometimes used to refer to
a person's abilities. 'She has resources she has not
yet shown.' This conforms to sense 6 of 'resource' in
Random House Webster:
'6. capability in dealing with a situation or
in meeting difficulties: a woman of resource.'
isAbilityToPerformActionType specifies the
action Type (or group of actions) that an Agent can perform when that Agent has
a specific AgentCapability.
This relation entails that the Agent that has this capability
is also the subject of the relation 'canServeAsAgentInActionType',
with the same ActionType as the Object. The combination
of 'hasCapability' and 'isAbilityToPerformActionType'
imply the relation 'canServeAsAgentInActionType'..
A Group consisting exclusively of 'Action's.
The collection of all outcroppings which stick out
from other objects. Instances of this collection are all
#$externalParts of some large object. Examples of subsets
of this collection are #$Mountains and #$Tail-BodyParts
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COSMO Note: This is a heterogeneous category,
which could be a region or a PhysicalObject.
Cyc: The collection of all cavities, including
instances of #$Crevice, deep concavities or holes, and
cavities of containers (for example, the interior of a
box). Instances of #$Cavity can include walls as parts, in
which case they are instances of #$CavityWithWalls.
Instances of #$Cavity, unlike instances of #$Container, do
not have well defined outside walls.
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COSMO note: LandStuff (land) is considered
as a substance in COSMO, not an object.
Cyc: A specialization of #$NaturalTangibleStuff. Each
instance of #$LandStuff is a portion of the stuff that the
ground of a planet (at or near its land surface) is made of,
including rocks, boulders, sand grains, soil, mud, lava, and
mixtures of those things (such as islands or whole
continents). Examples of #$LandStuff include
#$ContinentOfAustralia, #$CapeCod, Zion Hill, and the lava
pouring out of #$MountEtna-Volcano.
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The physical material at the surface of a GeographicalArea
that is mostly solid and is not located on a BodyOfWater,
although (1) it may contain some body of water that is
less than half its total mass (e.g. a continent) and (2) may be
located under a BodyOfWater, such as a river bed or ocean bottom.
Being a LandArea specifies that an object is composed of land and is
located near the surface of the Earth, but does not require that the
land area be exposed to the atmosphere. For the latter, use 'DryLand'
NOTE that a 'LandArea' can also be the ground **under** a body
of water. LandArea is not disjoint with BodyOfWater.
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DryLand is a LandArea that is not coverend with water
other than for temporary time periods after a rain or flood..
COSMO note: an object is considered as an OrganismPart
even if it was severed from the Organism of which it was originally
a part. The distinction, when required, between in situ and
separated parts is made by assigning attributes to the part.
A specialization of both #$PhysicalPartOfObject
and #$BiologicalLivingObject. Each instance of
OrganismPart is an anatomical part of an organism. This
collection includes the gross anatomical parts and
microscopic anatomical parts of every individual of every species.
In SUMO, approximate equivalent is 'AnatomicalStructure'
SUMO: A collection of Cells and Tissues which
are localized to a specific area of an Organism and which are not
pathological. The instances of this Class range from gross structures
to small components of complex Organs.
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An object that can be folded.
A specialization of #$Artifact. Each instance of
#$PersonalProduct is an object or substance designed for use
on and the benefit of the physical body of a person,
including personal care products (e.g., deodorant, hand
soap), personal care devices (e.g., razors, heating pads),
and cosmetics. These are items which a person would seek
out or apply to him/herself; i.e., it excludes products used
on the body of a person by physicians (e.g., scalpels),
dentists (e.g., dental drills), or morticians.
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A specialization of both #$InformationStore and
#$PartiallyIntangibleIndividual. Each instance of
#$SymbolicThing symbolizes some thing or event or
achievement, without describing it in any detail. Examples
include halos (#$Halo-Symbolic), #$NationalAnthems, school
colors, and physical objects such as national flags which
are instances of the (notable) subcollection
#$SymbolicObject. Note that instances of #$SymbolicThing
can be #$InformationBearingThings or #$ConceptualWorks. They
generally do not have propositional information
(#$PropositionalInformationThing) contents - rather, they
are typically associated (by an informed interpreter) with
particular entities. To emotional interpreters, such as
#$Persons, symbolic objects are often evocative of certain
attitudes associated with the entities symbolized - such as
nationalism, respect, school spirit, hatred, reverence, etc.
#$SymbolicThing differs from #$Signal in that #$Signals are
one-time-only occurrences, whereas #$SymbolicThings are open
to their characteristic interpretation any time they are
encountered. See also #$signifiesTo, #$signifies.
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#$ExternalAnatomicalPart is a specialization of
#$OrganismPart. Each instance of #$ExternalAnatomicalPart
is a part of the external anatomy of an organism. Example
subcollections include #$Earlobe and #$Leaf.
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A specialization of #$PublicSectorEmployee. Each
instance of #$GovernmentEmployee is a person employed by
some government. The government in question may be the
government of any instance of #$GeopoliticalEntity,
including a city, county, province, or nation-state.
NOTE not every person clasified in COSMO as a
'GovernmentgEmployee' is necessarily an Employee in the
strict sense, as elected politicians and heads of state
may not be 'employees' in the business sense.
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A specialization of #$GovernmentEmployee. Each
instance of #$NationalGovernmentEmployee is a person who is
employed by the national government of some instance of
#$Country. Instances of #$NationalGovernmentEmployee would
include, among others, heads of national governments,
diplomats, and members of a nation's armed forces.
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A specialization of #$MilitaryAgent. Each
instance of #$MilitaryPerson is a person belonging to one of
the national military services (see the collection
#$BranchOfMilitaryService) of some instance of #$Country.
Notable specializations of #$MilitaryPerson include
#$ArmyPersonnel, #$NavyPersonnel, and #$MarinePersonnel.
SUMO: Someone who is a member of a
ModernMilitaryOrganization.
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The collection of people who have graduated from
some educational institution.
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A specialization of both #$PurposefulAction and
#$SocialOccurrence. Each instance of #$HostileSocialAction
is a hostile or pugnacious event, adverse to some agent(s),
in which multiple agents, at least one of whom is acting
deliberately, take part. Specializations of this collection
include #$PhysicallyAttackingAnAgent and #$PoliticalDispute.
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A specialization of #$PurposefulPhysicalAction and
#$AttackOnObject. Each instance of #$AttackOnObject is an
action intentionally performed by an actor or actors (see
#$performedBy) with the goal (see #$purposeInEvent) that the
action damages (see #$damages) the object attacked (see
#$objectAttacked). The object that is attacked in an
instance of #$AttackOnObject need not be a tangible object
- for example, it could be a web site or a person's
character. For attacks against tangible objects, see the
more specialized collection, #$AttackOnTangible.
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A specialization of #$HostileSocialAction. Each
instance of #$ViolentAction is a purposeful action of a type
commonly considered violent - generally because it is an
action which intentionally attacks, damages, or destroys
another agent, or attacks, damages, or destroys something
close to some (target) agent. (This closeness may be
physical or may consist in the fact that the agent owns or
feels strong positive regard for the thing attacked.)
Notable specializations of this collection include
#$WagingWar, #$Torture and #$Bombing.
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A collection of Cells and Tissues (or subcellular components) which are
localized to a specific area of an Organism (plant, animal, microorganism) and
which are not pathological. The instances of this Class
range from gross structures to small components of complex Organs, or
even subcellular organelles or cellular components. The term 'Body'
in the name of this type may be misleading, because it includes
parts of microorganisms, which are not usually called 'bodies'.
@@ToDo: Create a subtype and change the name?
Note that this is a Role, which only means that the part was created
or evolved for the purpose of being a part of an organism. When removed
from the organism, it is still a BodyPart, but will have different
attributes (e.g., not in situ).
NOTE that this includes only solid parts containing cells; blood and lymph
are not included here, see 'BodyFluid'..
#$InternalAnatomicalPart is a specialization of
#$OrganismPart. Each instance of #$InternalAnatomicalPart
is a part of the internal anatomy of an organism. Example
subcollections include #$CirculatorySystem and #$MiddleEar.
NOTE that this includes only solid parts; blood and lymph
are not included here.
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COSMO note:
NOTE that there is a concept of 'scale' of the manufacturing
process that distinguishes 'manufactured' from handcrafted
goods. This is a continuous measure, therefore there will
be a fuzzy borderline between 'Product' and handcraft.
Where doubt exists, things manufactured in numbers more than
a few and offered for public sale and distribution using any form of
advertising will be considered as members of this class.
Cyc: The collection of all #$Artifacts that are made or
processed in large-scale industrial operations for
distribution (normally sale) to agents outside the
manufacturing organization. This includes manufactured
stuff, e.g. Finlandia vodka; refined ore, e.g. iron;
otherwise procesed natural material, e.g. cut diamonds, as
well as manufactured objects. This collection excludes
handicrafts; privately made stuff, e.g. moonshine; and other
artifacts produced by one or a few people on a small scale.
An instance of #$ExistingStuffType and a
sub-collection of #$PartiallyTangible. Each instance of
#$NaturalTangibleStuff is a naturally occurring partially
tangible thing. Specializations of #$NaturalTangibleStuff
include #$LandStuff, #$Wood, and #$Air. Man-made materials
are _not_ instances of #$NaturalTangibleStuff.
COSMO NOTE: a 'NaturalTangibleStuff' can be a substance
that is still in situ in its natural enviroment, or can be
an ArtificialSubstance, if it is extracted from
its natural place for use by people.
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A PhysicalFeature is either a part of a PhysicalObject,
or some hole, cavity, or path through an object that has some
spatial shape and can reasonably be referred to as something having
some kind of identity. It is parasitic on the PhysicalObject that
gives it its identity, and therefore has the character of a
Role. It is possible in some cases, like a handle, to be an Object
that has had a separate identity at manufacture time, but is always viewed in its
role as being or intended to be part of another object.
Holes in Objects or bumps on objects are common Features that
are not simply identifiable as traditional parts of objects.
Features also include parts that are colored differently from other
parts of an object: a tatoo on a person's skin is a PhysicalFeature.
Also included are parts that are attached or embedded, such as the hair on
an animal, or the absence of hair in certain parts (e.g. a bald patch at the
crown of the head).
This category is heterogeneous, its subtypes being either
regions or PhysicalObjects, or the absence of parts of PhysicalObjects where
they might ordinarily be.
hasTemporalLocation is a general relation that can be used to
specify *when* events occurred or physical objects existed. This
relation has as its domain the union of PhysicalObject and TemporalThing, and
that union serves much the same purpose as the OpenCyc 'TemporalThing',
which has been redefined for COSMO. The TemporalLocation will be
a TimeInterval (in the universal timeline of our world or some alternative
reality), which in COSMO may be a single TimePoint. For Events, the more
specific relation 'occurredInTimeInterval' should be used.
NOTE that to have a TemporalLocation does not mean to fill that tempopral
location - an Event may have a particular Year as a TemporalLocation,
but may have occurred only on a particular day of that year.
Thus we may also specify that some Process has a particular
TemporalLocation, without being precise about when it
started and when it ended.
NOTE the distinction between TemporalThing and PhysicalObject, both of
which *may* have a TemporalLocation. A TemporalThing *must* have a
TemporalLocation, that is the essence of its definition. A PhysicalObject
*may* have a TemporalLocation - the ontology may choose to specify
when it existed, but does not have to. If an instance of
PhysicalObject is also made an instance of TimeSlice, the TimeSlice
should have beginning and end time points that fit within the
TemporalLocation.
'occurredInTimeInterval' is used to specify that
an instance of Event (or RelationInstance or TimeSlice) occurred (or holds)
**at some point within** (not necessarily at every point within)
a certain TimeInterval. This can be used to state that an Event
occurred on a certain day, or in a certain year, without being more
specific as to exactly when that happened. If the location
of an Event is in a small area, the date or time should be
calculated in the local time zone.
NOTE that if one wants to assert that some RelationInstance holds
**at all time points** within a TimeInterval, the relation
'holdsInContext' should be used.
isDesiredIn relates a goal or Rule or communication
to the future situation that the agent with the Goal
(or who created the Rule or Communication) wants to make happen.
hasDesiredSituation relates a Desire,
Goal, or Rule, or Communication to the future situation that
the agent with the Goal (or who created the Rule or
Communication) wants to make happen.
NOTE that this differs from the relation 'desires'
in that 'desires' relates a CognitiveAgent to the
thing desired, whereas 'hasDesiredSituation' relates
a MentalObject or Communication to some Situation which the MentalObject
expresses as desired by some Agent.
wasAssignedByAuthority is a general relation
relating any a number of type of things to the Authority
that assigned those things, commonly rules.
Note that the object of this relation is 'IntelligentAgent',
not the more specialized 'Authority'. This is because
the assignment of some rule or specification may be done
bu an agent who adopts the 'Authority' role for a particular
situation, rather than doing that as one of a routine series
of actions in some recognized and formal 'Authority' role.
hasTendency relates individual Objects, ObjectTypes, substances
or SubstanceTypes to some attributes indicating a Tendency
(Disposition, proclivity) that that attribute has to behave
in a certain way, especially over some period of time.
servesAsaPathFor relates a Path-Physical to some physical object that can move
more easily along that path than if the path were absent. This
relation can answer the question 'what moves along this path?'
Note that we can have paths for electricity and light waves (optical
fibers), because electrons and photons are considered as physical objects
in the COSMO ontology.
COSMO-TODO: This is a relation that should be defined on types, i.e.
a particular type of path typically serves for a particular type of object
(that can move along it). To avoid excessive use of metaclasses, at
this point (v0.2) this relation is used as a relation on instances,
and used in restrictions, which do
not express precisely what is intended. A general metatype
for physical objects may be needed, but may be avoidable.
containsObjects is a specialization of 'contains'
that points to an ObjectGroup that is contained in some
aggregate entity or region. This relation allows the definition
of some Group of PhysicalObjects and relating it to another entity where
that group is 'contained' in some sense, without being part of the
containing thing.
See also intendedPrimaryFunction - merge?? This specifies the Action part of
SituationRole, where the Situation is an Action. An axiom should relate them.
hasDesignFunction relates an Artifact or a System (i.e. something created
for a purpose, which may be a natural biological System)
to the action(s) that it is intended to perform, or can help perform.
This relation answers the questions 'what is it good for?' or
'What does it do?'.
Note that this is close to but not identical to the relation
'enablesOrAssists' for resources. The distinction is threefold:
(1) resources do not have to be artifacts; (2) each artifact is
classified by its design (intended) function, but it may actually
not be useful for that purpose; (3) an Artifact may enable
or assist actions that it was not designed to be used for.
***************** CAUTION *********************************
**NOTE** This relation points to an ActionType or EventType. There
are instances of ActionType that are subtypes of Action, but also there
are Types that are subtypes of 'DesignFunction' which are also instances
of ActionType, but these latter types are **note** subtypes of Event, rather
subtypes of 'AttributeType'. This is a very unusual use of a
relation to point to arguments of very different inherent type.
The 'Functions' that are pointed to by this relation may in turn
be related to actual instances of Event by the relation
'wasRealizedByAction' (which see), There is thus a triangular relation
between Functional objects, the Functional capabilities (attributes) they
have, and the actual Actions that may be carried out or assisted by
those Objects. These relations
Permitting the ontologist to point either directly to Actions,
or to Attributes that point to actions, provides some flexibility.
it should be underestood and used with care.
***************** CAUTION *********************************
Many artifacts will be related to actions by both relations. If not for
caveat (2), 'hasDesignFunction' would be a subrelation of
'enablesOrAssists'. Another difference is that the design function of
artifacts will in general be more specific than the actions
enabled by resources.
refersToExternalEntity relates a MentalObject
(e.g. a document, goal, fear) or a Communication to some
external entity that is explicitly referenced in the MentalObject
or Communication. The
external entity may be any kind of entity: physical object,
topic of study, event past or future. A Goal may, for example,
focus on some Event or State that the agent wants to happen.
@@@ToDo
NOTE that by allowing 'Communication', an Event, to be a
subject of this relation we are to some extent conflating
the Communication act with the subject of the communication.
These parts should be distinguished, but because of the limnited
expressivity of OWL, at v0.36 this conflation is allowed,
to make the ontology easier to work with until a better
tool is adopted.
isaPhysicalPartOf relates physical objects to the larger objects of
which they may be parts. This is time-dependent and applies only to
instances at a particular time. It is transitive, for
any given time point.
NOTE that this is an instance-level relation. To express the
typical part-whole relation of physical object types, use
'isTypicallyaPhysicalPartOf'.
'(#$ableToAffect AGENT THING)'; means
that AGENT is capable of causing some change in THING. This
does not imply that AGENT ever actually does cause any
change in THING, but that THING is within AGENT's
'zone of influence'. For instance, I am able to
affect the ceiling panel above my head, even though
I've never done anything to it. In contrast, I cannot
affect the moon. This is an inherently vague notion, since
one's ability to influence objects tends to diminish as
they grow larger--or smaller--and farther away. However,
it's an important common sense concept, since we must
learn what we can and cannot affect in order to understand
our capabilities and limitations and plan actions accordingly.
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This predicate relates agents to things of which
they have part or whole ownership. (#$hasOwnershipIn AGENT
THING) means that AGENT owns a part (or the whole) of THING.
For example, Ted Turner #$hasOwnershipIn Atlanta's
Olympic Stadium; there may be other owners. See also
#$legalOwnerOf and #$ownsShare.
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COSMO note: there is an issue involved in
deciding whether a minor living with parents can actually own
thing in his/her own right, if it is not earned by the child.
In COSMO we will assume that a child *can* own things. Therefore
this sense of ownership may not be legally enforceable.
Cyc: A predicate that relates #$SocialBeings to things
that they own. (#$owns AGENT OBJECT) means that AGENT has
full ownership of OBJECT. Thus, AGENT enjoys #$FullUseRights
(q.v.) over OBJECT. OBJECT might be a physical artifact, a
parcel of land, an animal, a piece of intellectual property
, or anything else that can be owned. Note that, although
ownership often involves control, #$owns is _not_ a
specialization of #$controls, as there are many exceptions.
For example, when the owner of a building leases it to
someone, the former gives up almost all control over the
buiding for the term of the lease.
This corresponds to verb sense 1 (the onlysense)of 'own' in WordNet:
1. (47) own, have, possess - (have ownership or possession of;
'He owns three houses in Florida'; 'How many cars does she have?')
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own
own
own1v
COSMO note: in Cyc named 'assets'.
Cyc comment: Assets are economic resources (things of value)
owned by an agent which are expected to benefit future operations.
NOTE that hasAssets is a subproperty of 'owns' and therefore must
point to something fully owned by the agent. If a LegalAgent has only
a part ownership in something, that part ownership must be
reified as an entity in itself in order to use this relation to point to
that part ownership as an asset.
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isOwnedBy is the inverse of 'owns'. Since 'owns' implies
full ownership (which may be exercised by a group of people), this relation
is functional
hasCapability relates an Agent or
Object to some type of Action that the Agent or Object
has the ability to perform or serve as instrument in.
'hasAssociatedObject' relates one
PhysicalObject (or PhysicalObjectType) to another PhysicalObject
that is associated with it in some significant way.
The subproperty 'hasPhysicalPart' is the most
common, but this relation can also be used to specify
'attributes' of Objects that involve some relation
with other Objects. For example, a Fingerprint is an
Object, and an Object cannot be an Attribute, therefore
a Fingerprint cannot be the value of a 'hasAttributeValue'
relation. However, an AttributeValue ('FingerprintAttribute')
can be defined that points to a Fingerprint using this relation.
Other such specialized AttributeValues may also be conveniently
described this way.
Inverse of isaPhysicalpartOf. Used at the instance level, this
craetes a Time-dependent assertion that some
physical object has a particular part. Note that to
'have' a physical part does not necessarily mean that the
physical part is connected to the main body of the object
that has it. A musical instrument, disassembled in its
carrying case, can be said to exist and have all of
its parts present, even though they are not connected.
To be sure that an object is **functional** requires more than
just knowing that all of the required parts are present.
When used between types, an assertion using this relation is to
be interepreted as meaning that every instance of the subject has
an instance of the objects as a part; but this form of relation
does not require that the object instance be instantiated.
How to handle this information will depend on the program using the
ontology.
'isContainedIn' is the inverse of 'contains' and
expresses a very general notion of some physical entity being 'contained' in some
way in something else. This does not apply to abstract entities - see
'isContainedInSymbolicObject'. Although this relation implies that the
contained thing 'isLocatedAtOrOn' the containing thing, this cannot be a
subproperrty because substances are included in this relation.
This generic location relation only
specifies that the thing contained is somewhere either
(1) within the convex hull of the containing thing, or
(2) piled on or resting in an open-top container, being held in place by
the force of gravity. Things that are contained
in a container must move in synchronization with the container
when the container is moved. Thus a flower in a vase, that
extends above the top of the vase, 'isContainedIn' the vase.
NOTE: the case of something that is partly in an object,
extending beyond the limits of the object, but held
to the object by some topological constraint is not
included in this relation. That relation would be subsumed
by 'isConnectedTo'.
contains is a very general relation that specifies
that some PhysicalObject or PhysicalSubstance.is contained,
in some way, in the subject entity. The subject entity
does not have to be a Container. For the 'containment'
relation between AbstractSymbolicObject's (texts, documents,
strings) use 'containsSymbolicObject' or its inverse
'isContainedInSymbolicObject'.
@ToDo: needs review for relationship to substance containment (substances may not be
needed here). This may be too hetereogeneous.
NOTE that a Region of space can also 'contain' something.
NOTE that this differs from 'isLocatedAt' in that the containment
relation requires that the thing contained is not a part of
the containing thing. Thus one PhysicalObject can contain another
PhysicalObject only if the containing PhysicalObject has a cavity of
some kind. This restriction does not hold for the
general 'isLocatedAt' relation. However, 'contains' does not
include Events as either subject or object. For Events, use
'occurredAt'.
As a generic 'contains' relation, this relation will also
include the 'containment' of Substances by PhysicalObjects.
The relation on Substances is more properly handled by
the specific substance relations 'hasConstituentSubstance' and
'containsSubstance' This 'contains' relation is more generic,
to accommodate the ambiguous linguistic 'contains' assertion,
to provide a direct conceptual definition of that notion.
OBO_REL: 'contains' is similar to this relation, but has some
differences
OBO documentation for OBO rel 'contained_in':
OBO Definition: C contained_in C' if and only if: given any instance
c that instantiates C at a time t, there is some c' such that:
c' instantiates C' at time t and c located_in c' at t, and it is not
the case that c *overlaps* c' at t. (c' is a conduit or cavity.)
OBO Comments: Containment obtains in each case between material and
immaterial continuants, for instance: lung contained_in thoracic cavity;
bladder contained_in pelvic cavity. Hence containment is not a
transitive relation. If c part_of c1 at t then we have also, by our definition
and by the axioms of mereology applied to spatial regions, c located_in c1 at t.
Thus, many examples of instance-level location relations for continuants
are in fact cases of instance-level parthood. For material continuants
location and parthood coincide. Containment is location not involving parthood,
and arises only where some immaterial continuant is involved. To understand
this relation, we first define overlap for continuants as follows:
c1 overlap c2 at t =def for some c, c part_of c1 at t and c part_of c2 at t.
The containment relation on the instance level can then be defined
(see definition above)
A Code is an ordered Group of symbols, at least one of which is the CodeSymbol
(usually a CodeString) and at least one other being the explanation
or interpretation of the CodeSymbol (the 'CodeDescription'). We adopt the
convention that a Code is always part of a CodeList, even if there is
only one element in the List. A Code should never be used unless the
CodeList and CodingAuthority are also specified. A CodeList will
sometimes be included in a CodeSpecification, which has additional
explanatory information on the usage of the CodeList. But a Codelist
may simply be a CodeTable in a database, which may have only two
columns, the CodeString and the CodeDescription; the CodingAuthority for
a CodeTable can be the DatabaseAdministrator.
NOTE: a system of encoding, often commonly called a 'Code' would
be termed a 'CodingSystem' - not yet described as of v0.3.
A CodeSpecification is an AbstractDocument that
contains a CodeList and will typically contain some other
explanatory materials such as who created the CodeList,
and how and in what circumstances the Codes are to be
used.
NOTE the restriction: every CodeSpecification contains
a CodeList.
A CodeList is a list of Codes, each Code is a Group of elements
containing at least a CodeString and the meaning of the CodeString,
with possibly other elements The internal structure of a Code
not yet fully defined (v0.2). The relations should be:
(1) each CodeString is an element of a (Group) Code, and
(2) each Code isInList (some CodeList).
NOTE that some CodeString might be assigned by more than one
CodingAuthority, meaning that the same code may mean different
things for different CodingAuthorities and on different
CodeLists. The meaning must be found by referencing the
specific CodeList used. In the event that the same code is
used in one system (ontology or application) to mean different
things, the amiguity must be resolved by specifying a
CodeList as the parent Type for each data instance represented
as a Code. This is important where numbers are used as
Codes in databases; each such number will be an instance of
a CodeString from a CodeList (which will often be represented as an
enumeration in a data model). Thus an enumeration in a
data model functions (and may be represented) as a CodeList.
Each CodeString is an AbstractString that represents a Code that was
created by some CodingAuthority to represent some other word, phrase, or concept.
Every CodeString must be part of a CodeList and must have a CodingAuthority who
created it, defined it, and maintains it. What is commonly called a 'Code' is
here referred to as a CodeString. A CodeString may be a number.
NOTE: that the name of each instance of CodeString in this ontology must be unique;
therefore, the name of the CodeString is created by prefixing
a code string prefix to the actual string that serves as the
code. The actual code itself can be recovered by using the
'representsCode' datatype relation.
NOTE that some CodeString might be assigned by more than one
CodingAuthority, meaning that the same code may mean different
things for different CodingAuthorities and on different
CodeLists. The meaning must be found by referencing the
specific CodeList used. In the event that the same code is
used in one system (ontology or application) to mean different
things, the amiguity must be resolved by specifying a
CodeList as the parent Type for each data instance represented
as a Code. This is important where numbers are used as
Codes in databases; each such number will be an instance of
a CodeString from a CodeList (which will often be represented as an
enumeration in a data model). Thus an enumeration in a
data model functions (and may be represented) as a CodeList.
COSMO-ToDo: The internal structure of codes and code lists had not
yet been fully described or axiomatized.
isPartOfCodeList relates a
CodeString to the CodeList in which it is defined. NOTE that each Code
in the CodeList contains both the CodeString and its definition, so
it is not correct to use the isInList relation to relate the CodeString
directly to the CodeList, rather each Code is related
by the isInList relation. This isPartOfCodeList relation forms
a shortcut, combining relations between the CodeString and
the Code and between the Code and its CodeList.
NOTE that some CodeString might be assigned by more than one
CodingAuthority, meaning that the same code may mean different
things for different CodingAuthorities and on different
CodeLists. The meaning must be found by referencing the
specific CodeList used. In the event that the same code is
used in one system (ontology or application) to mean different
things, the amiguity must be resolved by specifying a
CodeList as the parent Type for each data instance represented
as a Code. This is important where numbers are used as
Codes in databases; each such number will be an instance of
a CodeString from a CodeList (which will often be represented as an
enumeration in a data model). Thus an enumeration in a
data model functions (and may be represented) as a CodeList.
A DirectedFeeling is a Feeling that is directed toward, and sometimes caused
by, something external to the Agent - an Event or Object.
Disgust is a Feeling that may be directed at an Object.
Joy may be caused by an Event.
COSMO note: called 'AwardPractice' in Cyc.
Each instance of this type is an abstract object
conveyed from some Authority (some person or organization
who created the type of award conferred) to an individual,
organization, animal (first prize at a competition) or
to some object (building, art work)
The abstract award is often symbolized by presentation
of a plaque, medal, trophy, or document. An academic degree
is an HonorAward. An HonorAward is often, but does not
have to be, in recognition of some distinguished
action. Military medals (abstract version) are
HonorAwards. Each HonorAward is considered in COSMO
by convention as being created on the day it is
formally presented.
Cyc: A collection of intangibles. Each instance of
#$AwardPractice is a distinction bestowed upon someone or
something by an appropriately authorized agent, generally in
recognition of some accomplishment and often as a result of
a competitive process. Awards may be given to people,
books, buildings, cities, etc. Note that this collection
represents the awards themselves rather than tangible
symbols of awards, such as medals or Oscar statuettes. Nor
do its instances represent any money that might accompany an
award. See also #$SymbolicObject, #$Token-Physical.
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A Message is a Document that is sent through some medium from a sender
(which may be a group of people) to one or more recipients.
hasIntendedRecipient points from a Message (a
product of a Communication - an Event) to the
intended recipient of that Message. This is more broad
than just human linguistic communication, and includes recipients
which may be animals (e.g. mating animals receiving mating
signals) or automatons that do not have human-level
intelligence..
An AbstractWordString is an AbstractString that is intended to symbolize
a single concept, therefore it is also an AbstractSymbol. There is
some debate over what should linguistically constitute a Word,
and some of that ambiguity will apply to the notion of an
AbstractWordString. At a minimum, in the English language,
a string of characters that is not broken by spaces can be considered
an 'AbstractWordString', even if it is
nonsensical or some code string. Tightly linked groups of character
strings that have meaning that cannot be constructed from the individual
character strings (e.g. idioms that are not sentences) can also be
considerd here as 'AbstractWordStrings'
COSMO note: This is not the act of 'feeling something', which is
represented by 'Perceiving' and 'TouchingDeliberately'; this is the act of
experiencing some internal state describe by 'a feeling' or, in
a more intense form, 'an emotion'
In Cyc a feeling is called 'FeelingAttribute' and
classified very differently, though the intended meaning is the
same. In COSMO, feelings and emotions are considered as
PersistentStates - events in which some more or less constant
mental process that does not involve symbolic thinking is going on.
Feelings are vague and only can be labeled in very general terms.
All different types of feeling are primitive concepts. feelings include
emotions, worries, concerns, elation, many others. NOTE that
in COSMO, 'Sensation' (a tpe of Perception' is also a
subtype of 'Feeling'.
Cyc: The collection of all emotions and mental
feelings. As an emotion/feeling can be experienced in
various degrees of intensity, an instance of
#$FeelingAttribute is some particular relative amount of
happiness, confidence, fear, or whatever. These relative
amounts can be measured using the #$GenericValueFunctions
(q.v.), such as #$LowAmountFn, #$VeryHighAmountFn, etc. For
example, (#$LowAmountFn #$Happiness) is the
#$FeelingAttribute of feeling a relatively low amount of
happiness. (Note that #$Happiness itself is not an
individual feeling attribute but a _collection_ of
#$FeelingAttributes -- a #$FeelingType (q.v.) -- whose
instances are the individual attributes of feeling
particular relative amounts of happiness; (#$LowAmountFn
#$Happiness) is one such instance.)
This corresponds to verb sense 1 of 'feel' and noun sense
1 of 'feeling' in WordNet;
WN 'feel':
1. (182) feel, experience - (undergo an emotional sensation;
'She felt resentful'; 'He felt regret')
WN 'feeling':
1. (50) feeling - (the experiencing of affective and emotional states;
'she had a feeling of euphoria'; 'he had terrible feelings of guilt';
'I disliked him and the feeling was mutual')
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feel
feel1v
feeling
feeling1n
hasFeeling relates a CognitiveAgent to some feeling that
the Agent has (at some particular time).
A CodeSymbol is an AbstractSymbol created for the purpose of serving
as the symbol element of a Code.
A CodingAuthority is an Authority who has created a CodeList.
codeWasSpecifiedByAuthority relates a CodeString
to the CodingAuthority that assigned it.
This relation is a specialized subProperty of 'wasCreatedBy',
and although an identical String may have been created
by some other Agent, the specific CodeString in a Code
is considered to be 'created' by the Authority that created
the Code; therefore the CodeString is a different individual
from any other similar String that may exist.
This individuality will be evidenced by the convention
that the unique label for a CodeString will be a concatenation
including the name (or acronym) of the CodeTable as well as the
string which is the same as the CodeString, thus
forming a unique label..
CodeNumber is a CodeString which is an IntegerString.
As a convention for convenience, each CodeNumber must be prefixed
by the capital letters 'CN', and the number itself will follow
those two letters. This permits the creation of individual CodeNumbers
as instance of this class, with legitimate individual names (numbers
alone are not permitted in OWL). A CodeNumber with 'CN' in the name
must conform to that syntax, so the system can recognize
the number even if it has no assigned system String.
NOTE that this convention is used because there is a distinction between
the representations of strings that are instances of an 'AbstractString'
Type and strings that are encoded as system datatypes, though they
are fundamentally the same conceptual entities. This is an implementation
issue.
containsCode points from a CodeList to
one of the Codes it contains. The ontology name for
each Code will not be the same as the CodeString that
the Code (a list) will
contain, because of the great redundancy of code
strings, especially the numerical ones. As a
convention, the default will be to use a 'namespace'
prefix (or suffix) with some small number of
letters indicating which code list the Code is from.
containsCodeString points from a Code to
the CodeString it contains. The actual code used
in a database, form, or application will not be the
same as the CodeString that the Code (a list) will
contain, because of the great redundancy of code
strings, especially the numerical ones. As a
convention, the default will be to use a 'CodeListPrefix'
(a namespace prefix or suffix) with some small number of
letters indicating which code list the Code is from.
To find the actual code string used, the datatype relation
'representsCode' is used to point to a dataype string
that is the code itself, without the prefix.
The prefix itself will be specified by the
relation 'hasUniquePrefix', which will be
a string of characters that should be unique in the
ontology.
containsCodeDescription points from a Code
to a description of the meaning of the CodeString.
The description may be the name of an entity in the database,
or may be a free text describing the meaning of the code
in non-formatted language. The description may be simply an
expansion of the CodeString, which might be an abbreviated
form of he actual entity coded.
representsType points from a Code to
some Type or instance in the ontology that the CodeString
is intended to represent. Thus a CodeString
'PFC' could point to ontology element 'PrivateFirstClass',
a Role in a military organization. The Sex code 'SEX_M'
will point to 'MaleSex', an instance of Gender.
This is useful where the actual *description* of the
meaning of the Code in a CodeList is not lexically identical
to the name of the type or instance in the ontology.
representsType points from a Code or
CodeString to some instance in the ontology that the CodeString
is intended to represent. Thus a CodeString
'CC2_US' would point to the instance of
Country 'UnitedStatesOfAmerica'.
A CodeDescription is an AbstractString containing a description
or definition of the meaning of a COdeSymbol. Every Code must have
a CodeDescription.
The SUMO approximate equivalent of Cyc
'IntentionalAgent'.
NumberString is an AbstractString which is a representation
of a number. NumberStrings have different formats,
including integer, decimal, real, hexadecimal, binary,
and scientific notation, along with national variants.
IntegerString is an AbstractString which is a representation
of an integer, and which has only the numerical characters 0 through 9
in it.
An IndexNumberString is an AbstractString which has a
number in it, often together with some other characters, and is
used as an index for one of multiple items in an indexed
list. The list can be in-line, or formatted in a column.
The strings '(1)' and '(2)' in the following are IndexNumberStrings:
(1) first item; (2) second item.
Alcohol is the chemical term for an
OrganicComound that contains a hydroxyl group attached to
a carbon atom that has no double bonds (this excludes
organic acids).
NOTE: for the common 'alcohol' of alcoholic beverages, use
'EthylAlcohol', also called 'grain alcohol'.
EthylAlcohol is the common 'alcohol' of alcoholic
beverages, also called 'grain alcohol'.
An instance of #$PersonTypeByActivity, and a
specialization of #$MedicalCareProfessional. Each instance
of #$Prescriber is a person who can prescribe medication.
Instances include doctors, as well as non-physician prescribers.
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SUMO: Any Food that is ingested by Drinking.
Note that this class is disjoint with the other subclasses of Food,
i.e. Meat and FruitOrVegetable.
Called 'Drink' in Cyc:
Cyc; A specialization of both #$FoodOrDrink and
#$LiquidTangibleThing. Each instance of #$Drink is a
portion of a liquid of a type that is ingestible and
commonly consumed by humans or animals. Instances of
#$Drink, unlike instances of #$Food (q.v.), are ingested by
drinking without chewing. Since soup and applesauce are
normally ''eaten'' by being placed in the mouth
with a spoon, they are not considered to be drunk (although
one can certainly drink either), and so are not
specializations of this collection. Specializations of
#$Drink include #$Water-Ingestible, #$Tea-Hot,
#$HotChocolate, #$Lemonade, and #$Beer.
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A specialization of both #$ConstructionArtifact
and #$HumanlyOccupiedSpatialObject. Each instance of
#$HumanOccupationConstruct is a construction artifact whose
primary function is to serve as a place where people perform
certain activities. Instances of #$HumanOccupationConstruct
include instances of #$HumanShelterConstruction (e.g.,
houses), sub-regions within a #$HumanShelterConstruction
which are intended for human use (e.g., rooms, shower
stalls), and regions in any transportation vehicle which
are designed for human occupancy (e.g., a cockpit, a
passenger compartment). Note that some buildings which are
not themselves instances of #$HumanOccupationConstruct, such
as #$HooverDam, may have a sub-region which is a
#$HumanOccupationConstruct (e.g., the control room at the
top of the dam). Note also that the collection
#$HumanOccupationConstruct is broad enough to include tents,
boiler rooms, elevator shafts, steam tunnels, and the space
inside the #$LincolnMemorialInWashingtonDC. Consequently,
an instance of #$HumanOccupationConstruct need not be
completely indoors (see #$Indoors-IsolatedFromOutside),
although it cannot be purely outdoors (see #$OutdoorLocation).
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COSMO Note: OpenCyc calls this just 'WavePropagation',
and treats a Wave Propagation as an Event,
in which case it has beginning and end time points.
NOTE that this is just the propagation: the emission
event that creates the wave is not included in this category.
Cyc: A specialization of #$Translocation (q.v.). Each
instance of #$WavePropagation is an event in which a
wavelike disturbance propagates through space, with or
without a medium. A wave propagation is like a
translational movement (see #$Movement-TranslationEvent) in
that it can have both a starting and an ending point (see
#$fromLocation and #$toLocation), but differs from a
translational motion in that there is no object moving (see
#$objectMoving). Notable specializations of
#$WavePropagation include #$ElectromagneticRadiation and #$Sound.
In SUMO,aapproximately equivalent to 'Radiating'
SUMO: Processes in which some form of electromagnetic
radiation, e.g. radio waves, light waves, electrical energy, etc., is given
off or absorbed by something else.
NOTE that the SUMO documentation only speaks of
EM radiation, but the SUMO subtype 'RadiatingSound' makes it
clear that all types of radiation should be considered
as within this category.
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The SUMO equivalent of 'WavePropagation',
an Event.
The Cyc term for'WavePropagationEvent'.
The collection of all people who work at a job for
which a skill that most adults do not have. This skill is
normally achieved through training, however people who use a
native skill such as an artistic skill, in their work are
also considered Professionals. A person with a
#$HighSchoolDiploma, but no additional training, is not
expected to be able to be hired to a professional position
and perform the job requirements. The training need not be
academic in nature. One can be a professional child
actress, chess player, boxer, or shaman, as well as a
professional lawyer, architect, secretary, or politician.
Although factory workers, farm workers, construction
workers, etc. develop a level of skill that makes them able
to do their jobs far better than a person off the street
(professional or not) these positions are not considered
professional positions because the skill is developed
experientially on the job.
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An instance of #$PersonTypeByOccupation, and a
specialization of #$Professional-Adult. Each instance of
#$HealthProfessional is a person employed in some
health-related field. Specializations of
#$HealthProfessional include #$MedicalCareProfessional and #$HealthInspector
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BandShaped is the property of an object that is thin in one dimension,
thicker in one other dimension, and long in the third dimension,with the
object connected to itself at its two ends in the longest dimension.
In some respects,it resembles a torus, but is not round in cross-section.
The ratio of width to length (longest dimension, circling back on itself)
can vary greatly among instances of BandShaped objects. Typical examples
are the drive belts of motors, small rubber bands, hair bands, continuous
conveyor belts, etc. BandShaped objects can be large, as in
machinery or long conveyor belts.
The collection of all officers of any
organization. An officer is someone who is entrusted with
an office, or recognized position of authority within an organization.
16299b8e-b4df-41d8-9a8d-a12f5c4ba831
A specialization of #$WavePropagation (q.v.).
Each instance of #$ElectromagneticRadiation is an event that
arises from the interaction of an electrical field and a
magnetic field. Specializations of
#$ElectromagneticRadiation include #$VisibleLight,
#$RadioWaves, and #$XRays.
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A specialization of #$SocialBeing instances of
which are agents - either individuals or organizations --
who provide medical care in a professional capacity.
Specializations of #$MedicalCareProvider include
#$MedicalCareProfessional and #$MedicalCareOrganization.
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A specialization of #$PersonWithOccupation. Each
instance of #$MedicalCareProfessional is a person whose
occupation principally involves medical care of patients,
including surgery, psychological care, physical therapy,
practical nursing, and dispensing drugs. Notable
specializations of #$MedicalCareProfessional include
#$Doctor-Medical, #$Dentist, and #$Pharmacist.
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A collection of persons. Each instance of
#$Leader is a person who heads an instance of
#$Organization, or in unusual cases, leads a group
that is informally constituted. Typically, a leader of an organization
makes major decisions on behalf of the whole organization,
has the authority to direct the organization's
personnel to carry out those decisions, and is empowered to
engage or negotiate with external agents to achieve the
organization's goals. This collection includes leaders
of sub-organizations of larger organizations, such as
department heads within larger organizations. Note that a
single person may be a leader in more than one organization.
See also the predicates #$hasLeaders and #$seniorExecutives,
and the collection #$Manager.
c10af978-9c29-11b1-9dad-c379636f7270
An OrganicSubstance which is relatively
well defined as to chemical composition, or has
some well-defined substructure (such as 'BetaLactam', for which
each molecule contains at least one atom of carbon
bonded to another carbon or to a hydrogen atom. This excludes
mixtures of biological substance such as bone, blood, or
secretions. An OrganicCompound can be partly ionic,
such as the salts of fatty acids, nucleic acids,
and some proteins.
Compounds (such as carbon dioxide or carbon tetrachloride),
in which no carbon is bonded to another
carbon or a hydrogen atom, are inorganic, and not organic.
So the presence of Carbon is not a sufficient
condition for this type, though it is necessary.
bfb68d5c-9c29-11b1-9dad-c379636f7270
Any ChemicallyDefinedSubstance comtaining Phosphorus
in its molecule..
Any ChemicallyDefinedSubstance comtaining Nitrogen
in its molecule..
Any ChemicallyDefinedSubstance comtaining Oxygen
in its molecule..
OccupationalRoleType is a metaclass used
as the Type restriction on certain relations that
pertain to Types describing people in occupational roles,
such as 'Nurse', 'Firefighter'..
A specialization of #$SolidTangibleThing. Each
instance of #$DurableGood is a solid thing that an agent can
use (for some purpose or other) for a number of years.
Notable specializations of #$DurableGood include
#$Clothing-Generic, #$Ship, #$Roadway, and #$Building.
bd58cf57-9c29-11b1-9dad-c379636f7270
In Cyc, 'DurableGood. We interpret the instances of this class
as physical objects; this is not the collective class of goods.
Cyc: A specialization of #$SolidTangibleThing (in COSMO, SolidObject). Each
instance of #$DurableGood is a solid thing that an agent can
use (for some purpose or other) for a number of years.
Notable specializations of #$DurableGood include
#$Clothing-Generic, #$Ship, #$Roadway, and #$Building.
COSMO note of caution: 'Nest' is a subtype,
so the 'number of years' should be interpreted as
a possibility, not a universal attribute of
instances.
A Structure is a solid Artifact, either a ConstructionArtifact,
which is intended to be used when stationary, or a mobile artifact designed
to be large enough for people to stand up inside it while performing
activities. This means that large ships, mobile homes, and spacecraft would be
'Structures', and a transmission tower that cannot contain people but
is intended to function when stationary is also a 'Structure'
A Structure does not have to be a whole object; part of a building would also
be a Structure, but it should be able to acommodate people standing, and
have some separate identity (such as a room).
. Also, the Structure does not have to be enclosed,
so an outdoor recreation facility which is useful primarily because of the
constructed artifacts it contains (e.g. a high school ball field) will
also qualify - but a park that
is enjoyable primarily because of the natural vegetation would not
qualify. Because of the ambiguity, the most useful categories
are likely to be the subtypes.
OpenCyc: #$Facility-Generic is a specialization of
#$GeographicalThing and a generalization of
#$OutdoorRecreationArea which also subsumes many
specializations of #$ConstructionArtifact.
In COSMO a Facility can be as mobile, which is why it is
a subtype of 'Structure' rather than the fixed 'ConstructionArtifact'.
It may be as concrete as a building, or only a
cleared lot with some markings usable as a
BaseballField. In any case it should be some
human-modified physical object, whether it is the the land
or the structures on it, or both.
71b4d5c1-ce6e-11d7-97ff-0002b3a851bb
COSMO Note: this appears to be the same as
StationaryArtifact in SUMO, except that it includes
'MannedSpacecraft' - which will be excluded in COSMO.
In COSMO this category is interpreted as either large Artifacts that
are usually stationary when used (though they might be
movable, like a house), or a part of such an Artifact,
like a chimney.
COSMO note: this category also includes some animal constructions,
like nests! It also includes areas that have been modified
for use in outdoor activities, like sports fields.
Perhaps it should be more specific?
Cyc: A specialization of #$Artifact. Each instance of
#$ConstructionArtifact is a structure designed and built by
agents (human or otherwise). This collection includes
buildings and parts of buildings, as well as things like
dams, railroad lines, and roads. Examples include the
#$RomanColiseum, the #$ArcDeTriomphe, #$HooverDam, the
#$EmpireStateBuilding, and the #$HollywoodBowl. Note that
the collection #$ConstructionArtifact includes some
instances (such as instances of the specialization
#$MannedSpacecraft) that are not tied to a fixed location,
as well as some instances (such as instances of the
specialization #$BridgeSpan) that, although tied to a fixed
location, are not free-standing artifacts.
#$FixedStructure, an important specialization of
#$ConstructionArtifact, is the collection of free-standing
construction artifacts that are tied to a fixed location.
SUMO: A StationaryArtifact is an Artifact that
has a fixed spatial location. Most instances of this Class are
architectural works, e.g. the Eiffel Tower, the Great Pyramids,
office towers, single-family houses, etc.
COSMO NOTE: in SUMO a 'Monument' is a StationaryArtifact,
so 'StationaryArtifact' should not be identified with
the more specific 'FixedStructure', which is a Facility.
bd589da5-9c29-11b1-9dad-c379636f7270
SUMO: A large class of Devices whose purpose is to hold
something else, i.e. be the instrument of a Keeping.
The Holding can be temporary,and doe not have to be
firm: a Dish is a Holder (for Food).
COSMO note: this may be too broad - for a seat to be a 'holder'
seems somewhat abstract. But will be left in for
compatibility and it may prove useful.
#$ContainerArtifact is a specialization of
#$Container, #$PhysicalDevice, and #$Artifact-NonAgentive.
Each instance of #$ContainerArtifact is an object whose
primary function (or one of whose main functions) is to be a
container. Instances of #$ContainerArtifact include storage
containers for books, office records, food, clothing, tools,
and materials; containers for transporting the same;
passenger compartments of various kinds of vehicles; and
artificial constructs for housing humans and animals.
Specializations include #$Crib, #$Sandbox, #$OfficeSpace,
and #$Coffin.
A specialization of #$Translocation. Each
instance of #$Movement-TranslationEvent is an event in which
an object (an instance of #$SomethingExisting) moves some
distance (so that at some point in the event, the
object's center of mass changes location with respect
to the relevant frame of reference). The moving object need
not move completely out of its original spatial extent; for
example, a building moving one foot to the left undergoes a
#$Movement-TranslationEvent. Instances of
#$Movement-TranslationEvent include events in which the
movement ends in the same place it started from (e.g. one
lap of a race car around the Indianapolis race track, or a
trip to the grocery store and back). In such cases (all of
which are instances of the specialization
#$Translation-NoLocationChange), the to and from locations
of the movement (see the predicates #$toLocation and
#$fromLocation) are identical. In other cases of
#$Movement-TranslationEvent (e.g. the movement of the
baseball during a home run hit by Roger Maris), the to and
from locations are different; in these cases, the movement
events are also instances of #$Translation-LocationChange (q.v.).
bd588e70-9c29-11b1-9dad-c379636f7270
A specialization of #$AnimalBLO. Each instance of
#$AnimalBodyRegion is a significant spatial subdivision of
the body of some animal, where the subdivision in question
is usually contiguous, and has some more or less clear
boundary. Instances of this collection include anatomical
parts (see the specialization #$AnimalBodyPart) , such as a
person's head, beard, or right arm. In addition, this
collection includes body regions that are not anatomical
parts, such as a blister, a puncture wound, or a bruise.
SUMO: AnatomicalStructures that are possessed exclusively by Animals.
Also, 'parts' composed solely of liquids, such as
the blood of an animal, are not included as regions.
bd5adaa1-9c29-11b1-9dad-c379636f7270
A specialization of both #$Artifact and
#$HumanScaleObject. Each instance of
#$HumanOccupationConstructObject is an artifact that is of a
type typically found in some indoor place where humans live
or work - i.e. in some instance of
#$HumanOccupationConstruct. Since these objects are
normally found indoors, they are all roughly human-sized .
Instances of #$HumanOccupationConstructObject include
everything from furniture to tools, appliances to artwork,
medical examining tables to church altars and pews.
bd590775-9c29-11b1-9dad-c379636f7270
The collection of buildings or parts of buildings
whose main purpose is the facilitation of business operations.
COSMO note: any kind of business operation is included in the
purpose of a 'PlaceOfBusiness'. The subtype 'CommercialFacility'
is used for the more specific places where direct contact with
customers is part of the task of the facility.
b7bccfe6-61cd-11d6-8000-0090279a5907
Clothing generally, including outfits.
For a single item of clothing, see 'ClothingItem'
NOTE: The SUMO documentation for 'Clothing' is not
precise as to whether outfits can be included.
We assume that outfits were intended and put the
SUMO documentation here.
SUMO: (Clothing) Artifact made out of fabrics and possibly other
materials that are used to cover the bodies of Humans.
In Cyc called 'Clothing-Generic'.
Cyc: A specialization of #$SomethingToWear. Each
instance of #$Clothing-Generic is something that a person
wears as a protective and/or decorative covering or
ornament. Instances of #$Clothing-Generic are usually made
of flexible materials, such as cloth, leather, or yarn.
Important specializations of #$Clothing-Generic include
#$ClothingOutfit and #$ClothingItem.
be4dec4b-9c29-11b1-9dad-c379636f7270
The Cyc term for 'Clothing'.
A single connected article of clothing,
such as one shoe, one shirt, or a pair
of pants.
Cyc: A specialization of #$Clothing-Generic. Each
instance of #$ClothingItem is something that a person wears
as a protective and/or decorative covering or ornament.
Items of clothing are usually made of flexible materials,
such as cloth, leather, or yarn. The collection
#$ClothingItem contains primarily individual garments (e.g.,
instances of the collections #$Pants, #$Shirt, #$Coat,
#$Shoe), together with pairs of shoes, socks, and gloves
(since each wearer needs a pair). Jewelry, suspenders,
belts, etc., are in the specialization #$ClothingAccessory.
Note: outfits (esp. specialized outfits) made up of several
individual items worn together belong to the collection
#$ClothingOutfit, which is _not_ a specialization of
#$ClothingItem but _is_ a specialization of the broader
collection, #$SomethingToWear.
bd5903d5-9c29-11b1-9dad-c379636f7270
#$Garment is a specialization of #$ClothingItem.
Each instance of #$Garment is an item of clothing that is
_not_ an accessory (see the collection #$ClothingAccessory).
Notable specializations of #$Garment include #$Clothing-Top
and #$Clothing-Bottom. Garments are foldable, so
shoes are not considered Garments.
bf3591a4-9c29-11b1-9dad-c379636f7270
A specialization of both #$NaturalTangibleStuff
and #$OrganicStuff. Each instance of #$VegetableMatter is a
piece of stuff (solid, liquid, or, improbably but
conceivably, gaseous) which is a piece of vegetable
material. Important specializations of #$VegetableMatter
include #$Plant and #$PlantProduct.
bd58c455-9c29-11b1-9dad-c379636f7270
A specialization of #$BiologicalLivingObject that
includes all plants and parts of plants. #$PlantBLO is thus
the union (see #$collectionUnion) of #$Plant and
#$PlantPart (qq.v.).
COSMO note: this is not a subtype of Organism.
For whole plants, see 'Plant'.
c0fe06bb-9c29-11b1-9dad-c379636f7270
The collection of all individual plants, an
instance of #$OrganismClassificationType and a
specialization of #$EukaryoticOrganism. #$Plant is a member
of the #$BiologicalKingdom and contains the primary subjects
of #$Botany. The instances of this collections are
typically stationary, living, whole organisms; the cells of
plants generally lack cholesterol and have cell walls that
include substances of #$Cellulose. Most, though not all,
plants are capable of making sugars by
#$Photosynthesis-Plant processes and have green parts. Some
example subsets of #$Plant are the collections #$RoseBush,
#$SpruceTree, and #$Moss.
SUMO: An Organism having cellulose cell walls, growing
by synthesis of Substances, generally distinguished by the presence of
chlorophyll, and lacking the power of locomotion.
bd58c6e1-9c29-11b1-9dad-c379636f7270
An Answer is an InformationObject that
is the result of an Inquiring (an event). Although
the same information may occur in simple
declarative form (as in a book), and woiuld not be an
Answer in that context, this Type should be applied
to that specific information that is obtained as
the result of an Inquiring. When an Inquiring fails to
discover the information desired, it still results in
an Answer in the form 'you can't find out what you want
by that inquiry'.
A specialization of #$GeneralizedTransfer.
#$TransferOut includes all instances of
#$GeneralizedTransfer in which some object plays the role of
#$from-Generic, but in which there may or may not be any
object playing the role of #$to-Generic. At the start of a
#$TransferOut, the object playing the role of
#$transferredThing is 'located' at the object
playing the role of #$from-Generic. The collection
#$TransferOut includes, among other things, all instances of
the collections #$Emission, #$LosingUserRights, and
#$DistributionEvent. Negative examples of #$TransferOut
include some instances of #$AppropriatingSomething (when
there is no previous owner) and some instances of #$Hearing
(when the sounds may come from various unspecified locations).
bdc16356-9c29-11b1-9dad-c379636f7270
The collection of all #$InformationBearingThings
whose information content is a request for information. An
#$InformationRequest-IBT is the #$communicationToken in any
act of #$RequestingInformation.
705ecc38-5d38-11d6-8000-0050dac4bdee
A specialization of #$TransferOut. Each instance
of #$Emission is an event in which something 'comes
out' of a source, where the source in question causally
contributes to that thing's 'coming out' (e.g.,
the source is a #$providerOfMotiveForce). The source of the
emission is indicated with the predicate #$emitter. If the
thing which 'comes out' is an instance of
#$PartiallyTangible, then the event belongs to a more
specific collection, #$EmittingAnObject. If an emission is
the first sub-event of an instance of #$WavePropagation,
then the emission belongs to the more specialized
collection, #$EmittingAWave.
bed006f8-9c29-11b1-9dad-c379636f7270
A PhysicalObject that is or was a part of some animal.
NOTE: this differs from Cyc in that Cyc requires that the
part be part of a living animal.
Cyc: A specialization of #$AnimalBodyRegion. Each
instance of #$AnimalBodyPart is an anatomical part of some
living animal, and thus is itself an instance of
#$BiologicalLivingObject (q.v). #$AnimalBodyPart includes
both highly localized organs (for example, hearts) and
physical systems composed of parts distributed throughout an
animal's body (such as an animal's circulatory
system and nervous system). Note that severed limbs and
removed organs are _not_ instances of this collection, since
they are not _parts_ of some living animal.
NOTE also that body liquids such as blood and lymph are not
considered 'AnimalBodyPart' in COSMO, but are categorized
as 'BodyFluid'.
bd58801c-9c29-11b1-9dad-c379636f7270
A specialization of #$AnimalBodyPart. Each
instance of #$Organ is a part of an animal that has a
specialized physiological function and is more or less
localized within the animal. Examples include hearts,
kidneys, and tongues. Specializations include
#$InternalOrgan and #$ExternalOrgan. Note that, in most
contexts, a distributed system like a #$NervousSystem or a
(#$SkinOnFn #$WholeBody) is not an #$Organ.
SUMO: A somewhat independent BodyPart that performs a
specialized function. Note that this functional definition covers bodily
systems, e.g. the digestive system or the central nervous system.
c0fde25a-9c29-11b1-9dad-c379636f7270
A specialization of #$InternalAnatomicalPart.
#$InternalOrgan is the collection of all organs (see the
collection #$Organ) that are also instances of
#$InternalAnatomicalPart. Specializations of
#$InternalOrgan include #$Liver, #$Stomach, #$Heart, and #$Brain.
befc0c68-9c29-11b1-9dad-c379636f7270
A specialization of #$ExternalAnatomicalPart, and
#$AnimalBodyPart, and an instance of
#$UniqueAnatomicalPartType: the collection of all heads of
#$Animals. See also the more specialized #$Head-Vertebrate.
bd58ba60-9c29-11b1-9dad-c379636f7270
A specialization of #$InternalOrgan and instance
of #$UniqueAnatomicalPartType. Each instance of #$Brain is
an organ that controls most bodily movement, receives
sensory input from the body and objects outside the body,
and also thinks (insofar as the organism that has the brain
can be said to do so).
SUMO: The seat of the central nervous system.
bd58d3eb-9c29-11b1-9dad-c379636f7270
COSMO note: in COSMO this type is not restricted
to clothlike objects, and may include parts like buttons
that are not sheetlike.
Cyc: A collection of tangible objects. Each element of
#$SomethingToWearPart is a sheetlike object that is part of
a garment. Typically they are made of some type of cloth,
leather, or another thin, flexible material. Examples of
#$SomethingToWearPart include any elements of the
collections #$PocketOfGarment, #$SleeveOfGarment, and
#$HatBand. #$SomethingToWearPart does NOT include belt
buckles and buttons.
bd590403-9c29-11b1-9dad-c379636f7270
A specialization of #$PhysicalDevice. Each
instance of #$NonPoweredDevice is a device which does not
need to have any kind of energy supplied to it in order for
it to perform its intended function. Examples of
#$NonPoweredDevices include tables, floor mats, bookshelves,
shirts, and coat hangars. A hammer would not be an instance
of #$NonPoweredDevice, since it requires kinetic energy to
perform its intended function.
bd59041c-9c29-11b1-9dad-c379636f7270
This is the collection of events consisting of the
propogation of electromagnetic radiation and associated with
photons, a particle which lacks rest mass. Somewhat
paradoxically, light has both a wavelike and a particle-like nature.
bfa6dfd1-9c29-11b1-9dad-c379636f7270
The collection of all objects designed or evolved
to be used as coverings for other objects. The intended
purpose could be to shelter or protect the covered object,
or even just to serve a decorative function. Examples
include paint, #$Tile, #$Wigs, #$Carpets, and #$Eyelids.
NOTE that a Covering is not necessarily an Artifact, as it
may be part of an Organism, but it is funcional, in that
it has a purpose, even though that purpose may be a
result of evolutionary provesses.
This general sense includes several of the senses
(2, 4, 6) of 'cover' in WordNet: senses 1 and 5 are more metaphorical
1. (9) screen, cover, covert, concealment - (a covering that serves
to conceal or shelter something; 'they crouched behind the screen';
'under cover of darkness')
2. (8) blanket, cover - (bedding that keeps a person warm in bed;
'he pulled the covers over his head and went to sleep')
3. (4) cover, covering, screening, masking - (the act of concealing
the existence of something by obstructing the view of it;
'the cover concealed their guns from enemy aircraft')
4. (2) binding, book binding, cover, back - (the protective covering
on the front, back, and spine of a book; 'the book had a leather binding')
5. (1) covering, natural covering, cover - (a natural object that covers
or envelops; 'under a covering of dust';
'the fox was flushed from its cover')
6. (1) top, cover - (covering for a hole (especially a hole in
the top of a container); 'he removed the top of the carton';
'he couldn't get the top off of the bottle';
'put the cover back on the kettle')
7. (1) cover, covering fire - (fire that makes it difficult for
the enemy to fire on your own individuals or formations;
'artillery provided covering fire for the withdrawal')
8. cover charge, cover - (a fixed charge by a restaurant or night
club over and above the charge for food and drink)
9. cover, cover version, cover song - (a recording of a song
that was first recorded or made popular by somebody else;
'they made a cover of a Beatles' song')
10. cover - (a false identity and background (especially one
created for an undercover agent); 'her new name and passport
are cover for her next assignment')
bd590735-9c29-11b1-9dad-c379636f7270
cover
For covering-Object and its subtypes,
this specifies wha the Covering is intended to cover
(normally) hwne it is in its intended place..
#$Limb-AnimalBodyPart is a specialization of
#$Appendage-AnimalBodyPart and an instance of
#$SymmetricAnatomicalPartType. Each instance of
#$Limb-AnimalBodyPart is a bilaterally symmetric
#$Appendage-AnimalBodyPart that extends from the
#$Trunk-BodyCore; including #$Arm, #$Leg,
#$Wing-AnimalBodyPart, #$Flipper, and pectoral #$Fin. A
#$Finger, #$Toe, #$Hand, #$Tail-BodyPart, ... is not a #$Limb-AnimalBodyPart.
be7d6e49-9c29-11b1-9dad-c379636f7270
#$SomethingToWear is a specialization of
#$DurableGoods, #$Device-SingleUser, #$PersonalProduct, and
#$PortableObject. Each instance of #$SomethingToWear is an
object that a mannequin or an animal (usually a person)
wears on its body, i.e., in a #$WearingSomething event. It
is worth remarking that, in such an event, the wearer
doesn't have to exert any intentional effort to
continue wearing the object. For example, shirts remain on
people's torsos, hats stay on heads, rings on fingers;
once in place, dog collars stay on dogs, saddles stay on
horses. By contrast, a hula hoop is NOT an example of
#$SomethingToWear. A borderline case is a #$Purse, which at
first blush seems to be something to wear, yet requires
carrying by the performer, hence is not a member of this
collection. Similarly, a briefcase is not an instance of #$SomethingToWear.
In SUMO: 'WearableItem'
SUMO: WearableItem is the subclass of Artifacts that are
made to be worn on the body.
bd5904a0-9c29-11b1-9dad-c379636f7270
An #$AnimalBodyPartType and a specialization of
both #$ExternalAnatomicalPart and #$AnimalBodyPart.
#$Appendage-AnimalBodyPart is the collection of all
appendages of #$Animals. An appendage is a body part that
is connected to, and extends from, an animal's #$Torso
(or from another of the animal's appendages, such as a
hand extending from an arm). Each appendage is used by the
#$Animal for one or more functions. Altogether, appendages
serve a wide variety of functions, including locomotion,
manipulation, sensing, fighting, scratching, heat
dissipation, and balance. Note that appendages are not
crucial for the life of the animal; thus a
#$Neck-AnimalBodyPart or #$Head-AnimalBodyPart is not
considered to be an appendage.
bd5882f8-9c29-11b1-9dad-c379636f7270
A specialization of #$HumanScaleObject. Each
instance of #$PortableObject is a tangible object that is
not fastened down and is light enough for an average human
(or, more to the point, for its average intended user) to
move easily. For many instances of #$PortableObject,
portability is important for the fulfillment of their
primary functions; for example, an article of clothing (an
instance of #$SomethingToWear), a hand-guided tool (an
instance of #$HandTool), a coin or dollar bill (an instance
of #$Currency), or a flashlight (an instance of
#$Flashlight) would be pretty useless if they weren't
portable. In other cases, making a device portable, or
making a portable version of a device, simply provides a
convenience, as with the subcollections #$PortableTelevision
and #$PortableStereoSystem. Note that #$Tool is not a
subcollection of #$PortableObject, since many tools are
heavy and/or stationary. A borderline example of a
#$PortableObject would be a heart/lung machine; although the
beneficiary of its primary function is in no position to
move it around, the physicians and nurses who also are
using it can and do exactly that. The same goes for a
playpen; the kids in it had better _not_ be able to move it
around, but the adults who set it up and put them there can
and do move it. A borderline non-example would be a car;
even though its user can make it move around, that is more a
controlling action than a transporting action --- i.e., the
car is doing the transporting in that case, not the driver.
A borderline example is a cat; even though it moves under
its own power, it is light enough for its owner to pick it
up and move it around. A borderline example is a bed or a
dresser; though too heavy to lift, its owners can generally
move it around (by sliding, disassembling and reassembling,
and so on).
For object scales above and below this one, the sizes decrease in
order as:
HumanScaleObject
PortableObject
SmallObject
TinyObject
Particle
MicroscopicScaleObject
SubatomicParticle.
bd588131-9c29-11b1-9dad-c379636f7270
CoveringType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical objects that are subtypes of 'Covering-Object',
and an argument restriction for various relations on CoveringObject types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
ContainerType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for containers and an argument restriction for
various relations on container types. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
ContainerType relates some ContainerType or
individual Container to some objects or object type that the
container was designed to hold (by Agents or by evolution).
#$ProtectiveSystem is the collection of objects
that are supposed to prevent damage. Instances of
#$ProtectiveSystem will either lower something's
vulnerability or lower the #$DegreeOfDamage it incurs in a
situation. Also, instances of #$ProtectiveSystem can either
be part of the object protected or distinct from it. This
collection includes both natural systems (e.g., turtle
shells and cacti thistles) as well as intentionally designed
systems (e.g., shields and barricades). To refer to the
latter specifically, use #$DefenseSystem.
The value (object) of the relation 'hasTopic' is not restricted
to any set of entities in the ontology. This sense of 'Topic' is more
specific for a topic that may be defined with respect to some particular
text, such as the list of Topics in a library catalogie.
A Topic is a MentalObject which consists of a group of MentalObjects,
including one or more of (1) assertions (not necessarily true) about
something - anything at all; (2) questions about something; (3) pointers
to entities of interest. The label for a topic is the common element
(explicit or indirectly implied) around which the assertions, questions,
or focus pointers are centered. Any category, any word in any language, anything
that can be discussed, is a potential topic. A Topic may also
be a genre of writing. The subtypes of this
type deal with narrower classes of topics.
NOTE that in COSMO a formal Database is classified as a subtype
of Topic.
This collection includes things like injuries,
blemishes, and freckles. Features are part of an
organism's surface parts.
c0fd4bc8-9c29-11b1-9dad-c379636f7270
A specialization of both #$Series and
#$PartiallyTangible. Each instance of #$PhysicalSeries is a
group of partially tangible objects ordered in a linear
fashion, most likely according to some spatial relationship.
Instances would include a group of people in line at a
ticket booth, or the vertebrae in a person's spine.
COSMO-TODO note: the basic words 'line' and 'linear' and 'aligned'
include the notion of PhysicalSeries for physical objects, and
should be related to this concept.
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#$Wagon is a specialization of
#$TransportationContainerProduct,
#$WheeledTransportationDevice, and #$MusclePoweredDevice.
Each instance of #$Wagon is a relatively small non-motorized
wheeled device (usually with two or more wheels) used for
moving goods. Instances of #$Wagon are usually
human-powered or animal-powered.
SUMO: A Landcraft that is not self-propelled, but must be
pulled by either an Animal or a self-propelled Vehicle to move along the
ground.
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The SUMO term for 'PlantPart'.
The blossom of a flowering plant, sometimes colorful and
visually striking, and sometimes small and inconspicuous, which
contains the reproductive organs of the plant, which also produce
the seeds. In normal speech, the term is used for the outer envelope
of the reproductive organs, when they are brightly colored and conspicuous.
NOTE: the term 'flower' is also used to refer to a plant type
that bears flowers, but that meaning is represented by
the Type 'FloweringPlant', and is not included in this
sense.
NOTE also that the word 'flower' may be used to refer to
a flower and part of its stem that have been severed from a
plant (often to serve as decoration). That type is
represented by 'CutFlower'.
Corresponds to noun sense 2 of 'flower' in WordNet;
2. (8) flower, bloom, blossom - (reproductive organ of angiosperm
plants especially one having showy or colorful parts)
flower
flower
flower2n
A collection of translational motion events; hence
a subcollection of #$Movement-TranslationEvent. In each
instance of #$Translation-Complete, the entire moving object
(see #$objectMoving) moves from the place of origin (see
#$fromLocation) to the destination (see #$toLocation). That
is, the object completely leaves the origin and relocates to
the destination. The moving object may be either a
#$NonFluidlike object (e.g. a baseball) or a
#$FluidTangibleThing all of which moves from one place to
another (e.g. the gasoline used to fill a gas tank).
Another example: a single molecule of water flowing from
point A to point B in a river. Non-examples: a river
flowing from A to B (the river itself is not relocated); a
rubber band stretching. A borderline case: a spider spins a
web, leaving part of itself, in effect, extended out behind
it; in most contexts that would still be considered a
#$Translation-Complete. Note that #$Translation-Complete is
noncommittal as to whether net movement has occurred, so
round-trip events qualify as complete translations
(cf. #$Translation-LocationChange).
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Measures of temperature. In scientific circles, the temperature of
something is understood as the average velocity of
the atoms or molecules that make up the thing.
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A collection of geographical regions and a
specialization of #$TopographicalFeature. Each instance of
#$LandTopographicalFeature is a region of land
distinguishable from surrounding regions by salient
physical differences in surface texture, three-dimensional
shape, or elevation. The collection includes features that
are covered by snow or bodies of water. Specializations of
#$LandTopographicalFeature include #$Mountain, #$Crater, and
#$Continent. Instances include the #$ArabianPeninsula,
#$MountZion, the #$SanAndreasFault, the
#$GreatSmokyMountains, and the #$JavaTrench.
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The UnitOfMeasure for a Dimensionality attribute. The Quantifier
will be a positive number, usually an integer.
COSMO note: this type includes not only reusable
storage contructs like closets, deigned to put thing in and
take them ouit many time, but single-use containers like
metal cans which, once opened, cannot be reused.
Cyc: #$StorageConstruct is a specialization of
#$ContainerArtifact. Each instance of #$StorageConstruct is
a container used primarily for storing something and
includes such things as closets, trunks of cars, and attics.
Negative examples would be #$Sink, #$Sandbox, and
#$SewerLine, since their primary purpose is something other
than storing something.
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A collection of information transfer events; a
specialization of #$Communicating. Each instance of
#$CommunicationAct-Single is a single-source transmission of
information from _one_ sender (see the predicate
#$senderOfInfo) to one or more recipients (see the predicate
#$recipientOfInfo). Every instance of
#$CommunicationAct-Single has a transmission sub-event
(which is an instance of #$IBTGeneration) and one or more
reception sub-events (which are instances of
#$AccessingAnIBT). An instance of #$CommunicationAct-Single
starts when its transmission sub-event starts and ends when
its accessing sub-event(s) end.
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A collection of physical devices. An instance of
#$AnimalPoweredDevice is a device that is powered by animal
muscle power and not by any human user, although a human
user may control the device and/or direct the animal.
SUMO: AnimalPoweredDevice is the subclass
of Devices that function with power supplied by animals. Examples:
oxcarts, horse-drawn plows, mule-driven mills.
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COSMO note: This type represents any
LogicalAssertion that asserts the existence of a ProblemSituation
*and* describes or refers to the nature of that Situation
(e.g.. by crating a filler for the 'hasMainTopic' slot).
Note that to create an instance of ProblemToBeSolved,
it is necessary also to create a representation of the
ProblemSituation.
NOTE that this is an AbstractString, not the propositional
content of the string.
The collection of all problems that sentient
beings could conceivably be called upon to solve (expressed
as sentences in CycL). Solving the problem may include
determining the truth of a proposition
[#$TruthVerificationProblem], answering a question
[#$QueryProblem], or ensuring that some proposition becomes
true [#$AchieveSituationProblem].
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The substances usually used as fuels.
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#$Water in any physical state (solid, liquid, or
gas) which is considered fresh water rather than sea water.
Thus, lakes, rivers, drinking water, steam, precipitation,
are all fresh water.
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The class of health professionals who provide
various aspects of hands-on health care to patients. Nurses
do not usually diagnose or decide on treatments, but they
administer medicines and treatments, perform medical tests,
give regular care to hospitalized patients, etc.
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#$MusclePoweredDevice is a specialization of
#$KineticEnergyPoweredDevice. Each instance of
#$MusclePoweredDevice is a device which is powered by animal
muscle power (including human labor). Specializations of
#$MusclePoweredDevice include #$Wagon, #$Bicycle, and #$Canoe.
A MusclePoweredDevice that is designed to be
moved bu pushing (as contrasted with pulling or
pedaling). Examples are wheelbarrows and BabyCarriages
A specialization of #$MusclePoweredDevice. Each
instance of #$Device-UserPowered is an artifact deliberately
designed to perform a particular function, and one which
depends upon the physical efforts of the user to perform
that function in part or in whole. A paradigm example
would be a bicycle. However, the definition also leaves
room for some counterintuitive cases - for example, combs
and forks also qualify as user-powered devices. Borderline
cases would be devices which require effort on the part of
the user to perform part of the function, but not all of
it. For example, many gas-powered lawnmowers have to be
pushed by hand, but use an internal combustion engine to
impart the necessary velocity to the cutting surfaces.
Each CodeListPrefix is an AbstractString that
is unique in the ontology, and serves as a prefix that
will make each CodeString represented in the ontology as a
unique ontology element, with a unique meaning, even if
the string of characters constituting the CodeString
is used many times over with
different meanings.
PlantPartType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for plant parts and an argument restriction for
various relations on parts of plants. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
A specialization of #$PlantBLO and #$OrganismPart.
Each instance of this collection is a physical part of some
#$Plant. An important specialization of this collection is
#$BotanicalOrgan; but #$PlantPart also includes many smaller
plant parts which display a similar level of organization --
they have vascular tissue, ground tissue, and an epidermis
- but are not included in the traditional understanding of
a #$BotanicalOrgan (i.e. leaves, stems, roots and flowers).
See also #$PlantPartType.
In SUMO called 'PlantAnatomicalStructure'
SUMO: AnatomicalStructures that
are possessed exclusively by Plants.
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A LogicalSentence that represent an Assertion
rather than a query. It may contain variables, as in
inference rules. The intended meaning of an Assertion is to add new information
to a knowledge base, not to discover information already in it.
A ProblemSituation is an Event (which may be a StaticSituation)
that is a cause for Concern to some CognitiveAgent (usually a Person).
Animals are not excluded from agents that might have a Concern,
so animals may have ProblemSituations (e.g. a mother cat looking for
a lost kitten).
The restriction requires, for each instance of 'Problem' a
specification of the instance of 'DirectedFeeling' (fear, concern)
that is caused by the Problem, i.e. what kind of Problem it is
perceived to be by someone. The instance of DirectedFeeling
will contain within it a specification of the Agent to
whom it is a Problem. It also requires specification of an
instance of a 'ProblemToBeSolved', which is an AbstractString
representing a LogicalAssertion citing the existence of the ProblemSituation
(in some World, real or hypothetical), and its logical description.
The logical description
portion of the ProblemToBeSolved may be symbolically identical to the
representation of the 'ProblemSituation' itself, if the logical
language used is the same as that of the ontology. In that case, to
avoid duplicationm the 'ProblemToBeSolved' and 'ProblemSituation'
may cross-reference each other. But the differnce between a
logical representation of a problem in a ProblemToBeSolved and
its representation in a ProblemSituation is that the ProblemToBeSolved
form is interpreted as a String, which in effect is only a rerpresentation
of the ProblemSituation, wheras the instance of ProblemSituation
is interpreted as the situation itself.
NOTE: this method of specifying Problem does not allow us
to call a situation a 'Problem' unless the Agent for whom
it is a Problem is aware of and concerned about it.
We may need another kind of objective 'problem' that *would be*
of concern to an agent, if that agent knew about it and understood
it. As of version 0.46, that kind of 'problem' is not
represented in COSMO.
A common term for COSMO 'ProblemSituation'.
A specialization of #$TransportationDevice. Each
instance of #$LandTransportationDevice is a device used for
transportation across land. Specializations of
#$LandTransportationDevice include the collections
#$Automobile, #$Snowmobile, #$Truck, #$HorseCarriage,
#$BabyCarriage, #$Bus-RoadVehicle, and #$SkateBoard.
#$WheeledTransportationDevice is a specialization
of #$LandTransportationDevice. Each instance of
#$WheeledTransportationDevice is a transportation device
that uses **only** wheels for motion (as opposed to tracks,
runners, etc.).
This collection includes not only many instances of
#$TransportationDevice-Vehicle, but also non-self-powered
devices such as #$Bicycles and #$Wagons.
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COSMO note: a Product is something of a kind that
is or was usually created with the intention that it be sold in exchange
for money or some other valuable thing. It may be a physical object
(or substance), a service, or a right. A stock option, for example,is
categorized as a right rather than an object or service, but is
created as a 'Product' for sale.
Because things created commercially may also be created by individuals
for their own use, being a Product does not necessarily mean
that each individual instance was in fact created with the intention
to be sold. Creation for sale means that things of this Type will
usually be found on the market, or was mostly found on the market
at one time. Antique objects will still be Products even after that
kind of object is no longer manufactured.
OPENCYC 1: MAY 23, 2002
A collection of temporal things. Instances of #$Product are individual goods,
services, investments, etc.-- basically anything that is offered (or may be exchanged)
for money or trade. Typically, #$Products are things that are intended to be sold
or used for some kind of service in exchange for money at least once in their lifetime.
Examples: a Lexus sedan, a package of McDonald's french fries, a massage,
a bouquet of flowers, a share in a money market fund, the services of a real estate agent,
a research satellite. See also #$Artifact.
ProductObject is an Artifact produced for sale:
SUMO: An Artifact that is produced by Manufacture and that is
intended to be sold.
ProductSubstance is an ArtificialSubstance produced for sale:
A ConsumableProduct is a Substance that is
rendered unusable for its intended purpose after a single
use. Fuels are an example, and so is commercially prepared
food.
A specialization of #$PartiallyTangibleProduct.
Each instance of #$ConsumableProduct is a product of which
any portion can be used only once. A portion of a
#$ConsumableProduct is 'used up', i.e., destroyed or
transformed into an unusable or waste form, during normal
use. Note: 'consumable' here does not necessarily mean
consumed by mouth; the consumption may be any use of the product.
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#$TransportationContainerProduct is a
specialization of #$ContainerProduct and #$Conveyance. Each
instance of #$TransportationContainerProduct is a container
in which the primary function is to transport substances or
objects. A few examples are #$Luggage, #$BabyCarrier, and #$Trailer.
Small personal containers such as Purses are also included.
COSMO note: we make a series a subtype of
LinearlyOrderedGroup: specifically, the ordering relation is
that the component elements are arranged in a linear
fashion. It can be concrete or abstract. A series will
typically have more than one component element, but to
allow broader generalization, it may have only one element.
Cyc: A specialization of #$Group (q.v.). Each instance
of #$Series is a complex temporal thing in which two or more
other things are ordered in a linear fashion. Examples
include a line of people at a ticket booth (an instance of
the specialization #$PhysicalSeries) and a series of pitches
in a baseball game (an instance of the specialization
#$EventSeries). In each instance of #$Series, there is some
relation by which its members are ordered (see the related
predicate #$seriesOrderedBy); this relation often varies
from series to series.
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A #$SeriesWithoutRepetition is a #$Series in which
each member occurs only once.
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COSMO note: a more specific subtype of this type
is 'GoingSomewhere' in which an animal changes location to some
specific new locaation.
Cyc: A collection of translational motion events; thus
a subcollection of #$Movement-TranslationEvent. In each
instance of #$Translation-LocationChange, the moving object
(see #$objectMoving) ends up in a different place than it
started from: the destination (see #$toLocation) is not the
same as the origin (see #$fromLocation). Thus, a round-trip
travel event (see #$Translation-RoundTrip) is _not_ an
instance of this collection. Cf. #$Translation-NoLocationChange.
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The AbstractLinguistic representation of a
Request - whether a request for information, or a request
to perform some action. In Cyc the content is represented
as an 'Illocutionary force', but in COSMO it is merely the
linguistic expression of the Request -the result of a
Requesting event.
Cyc: An illocutionary force associated with requests.
If a communication act has this illocutionary force it is
the speaker's intention to ask the listener to perform
the action(s) described in his/her utterance. If the
listener responds positively, s/he places him/herself under
an obligation to do the indicated action. 'Speaker'
and 'listener' are broadly interpreted to mean,
respectively, any #$senderOfInfo and #$recipientOfInfo.
This Type represents the request content. The Event of making
a request is represented as 'Request'.
SUMO: A Sentence that expresses a request for something or
that something be done.
A SpaceInAHOC is a PhysicalObject that comprises
the whole or part of a structure in which people may live, do business,
or perform any other activity that people can do indoors.
As a 'Cavity' this means that there is room to contain
things - objects, people, etc.
There is a certain ambiguity in this Cyc concept: as a 'feature'
a Cavity should not be identical to a whole object, but
a 'HumanOccupationConstruct' can be a whole structure as
well as a part. In COSMO We retain this ambiguity and interpret
this category as including whole structures as well as
parts of structures. The emphasis is on the space
inside the structure, but this category is *not* a region of
space, it is a PhysicalObject.
Cyc: A specialization of both #$Cavity and
#$HumanOccupationConstruct. Each instance of #$SpaceInAHOC
is a space found inside some instance of
#$HumanOccupationConstruct (HOC). Instances include all
major spaces inside any #$HumanOccupationConstruct,
including not only rooms (instances of
#$RoomInAConstruction), but also halls, elevator shafts,
attics, stairwells, and the spaces inside trains, cars, and
airplanes that are designed for human occupation. Other
building parts which are not open spatial regions (e.g.,
walls, plumbing, etc.) are _not_ included in this
collection; cf. #$PartOfBuilding.
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(finishes ?TempThing1 ?TempThing2) means that ?TempThing1 and ?TempThing2 are both
TemporalThings (TimeIntervals or Events) that have the same ending TimePoint and
that ?TempThing2 begins before ?TempThing1. This is a generalization of the
SUMO 'finishes' relation. This can also be used to relate types of
events to other types of events that represent the final stage of the
longer event.
SUMO: (finishes ?INTERVAL1 ?INTERVAL2) means that ?INTERVAL1 and ?INTERVAL2 are both
TimeIntervals that have the same ending TimePoint and that ?INTERVAL2 begins
before ?INTERVAL1.
'causedTheStoppingOf' relates an Event or EventType ?E1
to another Event or EventType ?E2 that is caused to stop by ?E1.
For example, a 'CuringEvent' causedTheStoppingOf an 'AilmentCondition'
An instance of #$BiologicalClass and a
specialization of #$Plant. Each instance of #$FloweringPlant
is a plant whose seeds are enclosed in ovaries;
consequently, this is the collection of flowering plants in
the botanical sense. For flowering plants actually in
bloom, see the collection #$FloweryPlant.
NOTE: This meaning also applies to the term ;flower',
when it refers to a plant that bears flowers.
SUMO: A Plant of a species that reproduces by producing seeds and flowers.
This class includes trees, shrubs, herbs, and flowers.
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flower
flower
flower1n
A specialization of #$PurposefulAction. In every
instance of #$CreatingAnArtifact, an agent [#$Agent-Generic]
deliberately brings an #$Artifact-Generic into existence.
This artifact may be tangible or intangible. Chiseling a
marble statue, writing a computer program, or whistling a
tune would all be instances of #$CreatingAnArtifact. Two
important specializations of #$CreatingAnArtifact are: (1)
#$IBTGeneration-Original, the creation of
#$InformationBearingThings expressing an original thought or
idea. (2) #$MakingSomething, where #$PartiallyTangible
things are created. See also #$artifactsCreated.
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A collection of creation events - a
specialization of both #$CreatingAnArtifact and
#$PhysicalCreationEvent (qq.v.). Each instance of this
collection involves some #$PartiallyTangible thing being
made (by some #$Agent-PartiallyTangible) from raw materials
or from parts. The end result (see #$productsCreated) might
or might not be a #$Product. Examples include baking a loaf
of bread and assembling a high-fidelity audio component. See
also the more specialized #$Constructing.
In SUMO called 'Making':
The subclass of Creation in which an individual
Artifact or a type of Artifact is made.
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The SUMO approximate equivalent of Cyc
'MakingSomething'.
COSMO note: this Cyc Type is reinterpreted to
represent the Action in which an Object or Substance is
emnitted. the subtype 'EmittingStuff' will represent
emission of a gas or fluid, rather than discrete objects.
The term 'emitting' may be misleading, since giving birth
or laying an egg (which might be better terned 'expelling')
is a subtype of this type.
Cyc: A specialization of #$Emission. Each instance of
#$EmittingAnObject is an emission event in which some
partially tangible object (related to the emission event via
#$objectEmitted) is emitted from something else (the
emitter, related to the emission event via #$emitter). The
emitted object goes from a place inside of the emitter to
some place that is not within the emitter, and the emitter
plays an active role in the emission. Notable
specializations of #$EmittingAnObject include
#$Bleeding-TheAction, #$PrecipitationProcess, and #$SecretionEvent.
Note that shooting bullets from a gun is a case of
'propelling', not 'emitting'. Emitting is primarily for
natural or continuous processes.
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Inquiring is the general term for an intelligent agent,
asking some form of question, by word or deed, This
includes questioning, searching, inspection,
testing including medical tests, and investigations
including extended periods of research.
A specialization of #$Event-Localized. Each
instance of #$IntrinsicStateChangeEvent is an event
characterized primarily by a change in some intrinsic
property of at least one main actor involved in the event.
Such intrinsic changes may include changes of a thing's
color, temperature, device state, or size. Events where the
main change is extrinsic (such as a change in location or
ownership) are not instances of #$IntrinsicStateChangeEvent.
In events which have more than one actor, the event may be
an #$IntrinsicStateChangeEvent for one actor but not for
another. For example, in a #$FasteningSafetyBelt event, the
#$SafetySeatBelt (the device used) goes from unconnected to
connected (to itself), which is an intrinsic change;
however, the agent who does the fastening does not change
intrinsically, but only in his configuration to the belt, an
external object. Another example: in a #$HairCuttingEvent,
the hair that is cut undergoes an
#$IntrinsicStateChangeEvent due to its role in that kind of
event, but the barber undergoes no intrinsic change due to
the hair cutting. Note that some events, such as an ice
cube melting into a small puddle of water, could be
represented either as an #$IntrinsicStateChangeEvent or as a
#$PhysicalTransformationEvent, but not (within a single
micro-theory) as both.
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A specialization of #$Event-Localized. During
each instance of #$CreationOrDestructionEvent, one or more
instances of #$SomethingExisting (q.v.) come into or go out
of existence. Specializations of this collection include
#$CreationEvent, #$DestructionEvent, #$Manufacturing,
#$MakingSomething, and #$KillingByOrganism.
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The Cyc term for 'Creation'
A specialization of #$CreationOrDestructionEvent.
In each instance of #$CreationEvent, at least one instance
of #$SomethingExisting (q.v.) is brought into existence (see #$outputsCreated).
SUMO: The subclass of Process in which something is created.
Note that the thing created is specified with the 'hadResult' CaseRole.
COSMO note: an Object (Physical or Mental) produced by an Event
is related to the Event by the relation 'produces' and in the
inverse direction by 'isTheProductOf'.
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A specialization of #$CreationOrDestructionEvent.
During each instance of
#$PhysicalCreationOrDestructionEvent, one or more physical
objects (instances of #$PartiallyTangible) come into or go
out of existence. If the object created or destroyed in an
event is not physical (e.g., if it is an agreement or a
conceptual work), then the event should be an instance of
the more general collection #$CreationOrDestructionEvent.
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The Class of Processes where the agent
brings about a situation where the patient no longer functions normally
or as intended.
COSMO note: this Action must be caused by an Agent,
and cannot be natural, as can a 'DestructionEvent'.
NOTE also that 'IncurringPhysicalDamage' looks at
the Event from the perspective of the thing damaged,'
not just the Agent doing the damage.
damage
damage
damage1v
damage1n
A collection of events and a specialization of
#$CreationOrDestructionEvent. In each instance of this
collection at least one instance of #$SomethingExisting (the
#$inputsDestroyed) ceases to exist. Examples include
deleting a computer file, chopping down a tree and breaking
an agreement. For cases where the item destroyed is a
material thing (i.e. an instance of #$PartiallyTangible),
see the more specialized #$PhysicalDestructionEvent.
NOTE: this is not necessarily an Action because it can be
the result of a natural process or event.
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The Class of Events where an agent
intentionally casues the destruction of something.
SUMO; The subclass of Damagings in which
the patient (or an essential element of the patient) is destroyed.
Note that the difference between this concept and its superclass
'Damaging' is solely one of extent.
The collection of all #$DestructionEvents in which
something #$PartiallyTangible is destroyed via physical
means. Examples include natural disasters (cf.
#$DisasterEvent), #$KillingByOrganisms, and dissassemblings
(cf. #$TakingApartAnArtifact). For cases where at least some
portion of the thing destroyed becomes incorporated into a
new created thing, see the more specialized
#$PhysicalTransformationEvent. See also the reifiable
functions #$PhysicalDestructionFn and #$PhysicalDestructionByMeansOfFn.
bf88ea64-9c29-11b1-9dad-c379636f7270
COSMO note: this type can be used both
intransitively and transitively for interpretations of'to damage'.
Specifically transitive uses that reference an Agent should be
instances of the subtype 'DamagingEvent'.:
Cyc: A specialization of #$Event-Localized. Each
instance of this collection is an event in which some sort
of damage is incurred to an instance of #$SomethingExisting.
Damage may be understood in functional terms as injury to
organisms or impairment of usefulness or value of things
owned or used in any way by them. (Note that for this reason
not all instances of #$PhysicalDestructionEvent are
instances of #$IncurringDamage). Examples include denting a
car, the breaking of someone's leg, the defacing of a
website and slander which negatively impacts someone's
reputation. For cases where the thing damaged is a material
thing (i.e. an instance of #$PartiallyTangible), or an
agent, see the more specialized constants
#$IncurringPhysicalDamage and #$HarmingAnAgent respectively.
Corresponds to verb sense 1 (only verb sense) of 'damage' in Wordnet:
1. (12) damage - (inflict damage upon;
'The snow damaged the roof'; 'She damaged the car when she hit the tree')
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damage
damage
damage1v
damage1n
A specialization of #$PhysicalEvent and
#$IncurringDamage. Each instance of this collection is an
event in which some sort of physical damage is incurred to
an organism or material object. Notable specializations
include #$IncurringBodilyHarm, #$IncurringEquipmentDamage
and #$DegenerationEvent. For cases where the damage incurred
is so extensive that the thing is destroyed, see the more
specialized #$PhysicalDestructionEvent.
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damage
damage
damage1v
damage1n
COSMO note: this type is the root type for
Eents in which a characteristic part of the Event is creation of
some PhysicalObject (or PhysicalSubstance).
Cyc: The collection of all #$CreationEvents in which
something #$PartiallyTangible is created.
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A specialization of both
#$PhysicalDestructionEvent and #$PhysicalCreationEvent. In
each instance of #$PhysicalTransformationEvent at least one
thing ceases to exist and at least one thing comes into
existence (and usually at least some portion of the thing(s)
destroyed becomes incorporated into the thing(s) created).
An important specialization of this collection is
#$PhysicalTransformationProcess, the collection of
#$PhysicalTransformationEvents that are also instances of
#$TemporalStuffType. See also the predicate #$transformedInto.
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A 'PersistingEvent' is an Event in which some
Object persists in some sense over some period of time.
This is not a subtype of 'PersistentState' because in
some PersistingEvents the Object may be changed, but the
changes will not change the identity or basic functionality of the object.
The basic sense of a 'PersistingEvent' is that the main
functionality of the Object remains at the end of the Event,
i.e. that the Object survies intact.
Instances of this type will carry the implied notion that
under similar circumstances, similar object have a non-trivial
probability of not persisting. However, the persisting
may be over the course of ordinary wear situations, and
the 'survival' of a Person for some interal of years
would be an instance of this type, even if nothing especially
hazardous happened in that interval. For interals in
which something withstood unusual stresses that pose a significant
likelihood of damage, use 'WithstandingEvent'.
SUMO: Processes which involve altering an internal property of an Object,
e.g. the shape of the Object, its coloring, its structure, etc.
Processes that are not instances of this class include
changes that only affect the relationship to other objects, e.g. changes
in spatial or temporal location.
Each Attribute is an entity that has an AttributeType
and some form of AttributeValue; it can serve as the value of a
'hasAttribute' relation. There are three subtypes of Attribute:
QuantitativeAttribute, QualitativeAttribute, and IntensiveAttribute.
In COSMO, the representation of 'attributes' (properties in informal
terms) includes two or three aspects, depending on whether the
Attribute is qualitative or quantitative, respectiely:
(1) the AttributeType (Color, Length, Flexibility). The AttributeType
specifies the kind of attribute that is being represented.
Every instance of Attribute must specify the AttributeType
(2) the AttributeValue (Color -Red; Length - 10 feet; Flexibility - high)
for quantitative attributes (10 feet, 30 pounds) the AttributeValue
is composed of both a number and a UnitOfMeasure. The UnitOfMeasure
values include 'Dimensionless', a pure number (e.g. as an attribute of
'Cardinality' for a Group)
In the case of quantitative attributes, rather than pointing
from an instance of Attribute to a QuantitativeAttributeValue,
the relations 'hasUnit' and 'hasQuantifier'can point directly
to the UnitOfMeasure and the Quantifier. An instance of
QuantitativeAttributeValue can be represented as the UnitOfMeasure
and the quantifier, separately, specified by relations
'hasUnit' and 'hasQuantifier'. If the implementation allows
use of functions, a QuantitativeAttributeValue can be
represented as a function term such as {25.6 feet}.
For QualitativeAttributes the AttributeValue may be
directly represented. For IntensiveAttributes, the AttributeValue
can have interal-type intensity values such as 'Low', 'Medium',
'High'. The type of an Attribute is specified as the value of
the 'hasType' relation.
A specialization of #$PhysicalEvent. Each
instance of #$ApplyingAForce is an event in which a force is
applied to an object.
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An Event in which one object, by applying a force to another object,
causes it to move. The force may be applied in a continuous manner, or
in by an instantaneous collision or impelling event.
Cyc: A collection of all processes of applying a force
which results in translational motion. Examples include a
boy sitting still propelling a toy car by giving it a push
across the floor. Another example; an airplane propeller
propels an airplane through the air. Negative examples
include a fan motor rotationally propelling fan blades
(#$Propelling is a specialization of
#$CausingAnotherObjectsTranslationalMotion and rotation is
not translation). Another negative example is a wagon full
of groceries coasting downhill. Even though the wagon may
propel (in a general sense of the term propel ) groceries
*up* the hill, the strictly downhill timeslice of the motion
does not involve the wagon propelling the groceries, since
no appreciable force is applied to them. Note, however,
that the wagon coasting downhill is a positive example of
#$TransportationEvent. Another negative example is dropping
something (see #$Dropping) because no force is applied.
However, dropping something would still be an instance
of #$CausingAnotherObjectsTranslationalMotion.
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An Opinion is a Proposition that an IntelligentAgent considers
more likely to be true than not to be true. An Opinion is not
necessarily considered to be certain or to be strongly held
by the agent. If strongly held, it would be a Belief (a
subtype of Opinion).
NOTE in WordNet 2.1, the relationship of Opinion (synset:
opinion, sentiment, persuasion, view, thought) and Belief are
inverted relative to COSMO, with Belief being more general.
A Belief is a Proposition that an IntelligentAgent considers
to be so likely to be true that there is no value in
doubting it, and no good reason to act as though it might
be false. The degree of certainty which people attach to
various statements of fact varies on a continuous scale, and
it is probably not possible to distinguish some opinions that
a person has some doubt about from what they 'believe'. Also, people may
say they 'believe' one thing, but act as though they don't
consider it true.
One function of representing a Belief (as contrasted with an assertion
that a person may make) is to allow representing a Lie (an assertion contrary to an
Agent's belief), and to provide one componenent of motivation
for an Agent to act.
NOTE that although a Belief, like other MentalObjects, may have a
location that is the sum of all physical representations, it must have had
at least one active believer to be a Belief. That Believer may be a DeadPerson.
The detailed axiomatization of 'belief' is postponed until
COSMO is converted to FOL and some task that requires details
of belief is at hand..
A SymbolicObject is an artifactual PhysicalObject created
with the purpose of being or bearing some physical symbol that
represents something other than the symbol itself; the represented
thing may be abstract or physical. The symbolism of a
SymbolicObject does not depend on language to convey its
intended meaning; it is primarily graphic in nature.
Cyc: A specialization of both #$SymbolicThing and
#$HumanAccessibleIBO. Each instance of #$SymbolicObject is a
#$SymbolicThing that has some material part (i.e. is an
instance of #$PhysicalObject), and symbolizes some thing,
event or achievement, without describing it propositionally
in any detail. Examples include national flags, military
medals and ribbons, an Oscar, a Crucifix, a caduceus, and
printed trademark logos of commercial brands. Only some
instances of #$SymbolicObject have the #$primaryFunction of
serving as symbols (e.g. national flags, war memorials);
others are symbolic in a secondary capacity (e.g. a
gravestone symbolizes death but its primary function is as a
marker), and/or acquire symbolic associations over time
(e.g. Ellis Island). Examples of #$SymbolicObject include
the #$ArcDeTriomphe, the #$StatueOfLiberty, the
#$PyramidOfCheops, a hangman's noose, a Menorah, a
white dove. Negative examples include #$NationalAnthems and
#$Swastikas projected on walls, because these do not have a
material part; for such symbols use the broader collection #$SymbolicThing.
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The property of a three-dimensional object that has a circular
cross-section and extends in the third dimension by a length
at least one-quarter that of the diameter of the circle.
NOTE: Cylinder is a shape, and .
The collection of all events which animals
(especially humans) do for enjoyment. TGhis is
not necessarily an athletic activity.
In SUMO, 'RecreationOrExercise' is slightly broader,
including exercise:
SUMO: A Process that is carried out for
the purpose of recreation or exercise. Since RecreationOrExercise is a
subclass of IntentionalProcess, the intent of a process determines whether
or not it is an instance of the class. Hence, if John and Bill watch the same
program on television, and John watches it to relax while Bill watches it solely
to satisfy an educational requirement, then John's watching the movie is an
instance of RecreationOrExercise, while Bill's is not (both cases of
watching the television program would however be in the class of Seeing, since
being an instance of this latter class is not determined by intention).
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COSMO note: Opacity is an attribute only of objects
that have a certain size, or of substances that by definition have
some minimum size; at molecular dimensions, almost nothing will absorb all
of the light impinging on it.
A #$MountableTransporter is a transporter that one
'rides' or 'rides on' but does not 'ride in'.
This collection was originally created to enable the
following sorts of natural language interpretations. Anyone
who is said to 'ride' such an object is most likely to
be the #$driverActor. If someone 'rides' a non
#$MountableTransporter (e.g. a train) is most likely not a
#$driverActor but a #$passengers. Positive exemplars
include horses, jet skis, motorcycles, bicycles. Negative
exemplars include cars, trains, planes. A borderline
positive example is a skateboard. When one 'rides' a
skateboard one is most likely the #$driverActor, but, unlike
typical #$MountableTransporters, one is also most likely not sitting.
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The collection of instances of #$CreationEvent,
each of which is a production event, regardless of whether
it is a commercial production, a biological production, or
something that involves both. The distinction between
#$Production-Generic and #$CreationEvent is suble; one can
create a mess, but not produce one. More precisely, a
production event appears to require that the activity be
directed, in some sense, by a 'telos' or
'end' (nym).
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A specialization of #$HomoSapiens, and an instance
of #$HumanTypeByLifeStageType. Each instance of this
collection is a human in the infant stage of life.
Functionally, this ends when the infant learns to walk (even
just toddle) and/or talk (even a few words)... or, at
latest, when the person's age greatly exceeds that at
which most people develop those skills. Generally, this
means that it spans the period from birth to about 12 - 18
months old. A notable specialization of this collection is #$NewbornBaby.
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A specialization of #$ClothingItem. Each instance
of #$ClothingAccessory is something that is worn as an
accessory with other clothing items. Notable
specializations of #$ClothingAccessory include #$Hat,
#$Cufflinks, #$Purse, #$Scarf, and #$Wallet.
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A collection of all instances of
#$SocialOccurrence that can be called
'cooperations'. For each #$CooperationEvent COOP
the following hold: (i) there are at least two
#$IntelligentAgents AGT1 and AGT2 such that
(#$partnersInCooperation AGT1 AGT2 COOP), (ii) AGT1 and AGT2
share a GOAL, (iii) there are subevents ACT1 and ACT2 of
COOP, both of which are #$PurposefulActions, such that ACT1
is performed by AGT1 with the intent of furthering GOAL and
ACT2 is performed by AGT2 with the intent of furthering
GOAL, (iv) AGT1 believes that ACT2 furthers GOAL and AGT2
believes that ACT1 furthers GOAL, and (v) the fact ACT1 and
ACT2 both further GOAL is not an unexpected coincidence: it
was a part of AGT1's expectation that an act like (i.e.
of the same kind as) ACT2, performed by AGT2, would further
GOAL; and it was a part of AGT2's expectation that an
act like ACT1, performed by AGT1, would further GOAL.
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An Event in which one object is replaced by
another; this includes substitutions as well as
reciprocal exchanges between agents. This is very general,
and includes Events which are not change of possession,
as well as change of possession.
An event in which one part of a device is removed and replaced
by another is an instance of Exchange; a trade of one object
in return for another is also an Exchange.
.
'sells' relates organizations or places of business or
individual people to the objects or services that they usually
sell.
SUMO: Any Beverage that contains Alcohol.
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The class of all actions which are either
'transactions' within some economic system --
instances of #$Buying, #$Bartering, contract-signing,
boycotting, etc. - or which are in some way 'directed
at' the functioning of an economic system. Examples of
the latter include ordering an embargo on a certain
country's goods or changing a tax rate. To a first
approximation, instances of #$EconomicAction must be
performed by #$IntelligentAgents. E.g., although animal
stampedes might have economic consequences, they are not
instances of #$EconomicAction. More precisely, saying that
an action is 'directed at' an economic system
entails that the initiator has some awareness of its
economic consequences. Even if painting my house purple
results in an increased demand for purple paint, such an
action is not an #$EconomicAction unless I did it in part
hoping to affect the paint market in some way.
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#$Clothing-Top is a specialization of #$Garment.
Each instance of #$Clothing-Top is a #$Garment that extends
from the shoulders to the #$Waist or #$Hips.
#$Clothing-Tops are outerwear, in the sense that in modern
western culture someone wearing a #$Clothing-Top with
trousers, shorts, or a skirt and shoes is considered #$FullyClothed.
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A specialization of #$AttackOnTangible and
#$ViolentAction. Each instance of this collection is an
event in which one #$Agent (or a small group of #$Agents)
physically attacks another #$Agent (or small group of
#$Agents.) Such attacks often (but not always) result in an
instance of #$HarmingAnAgent. Notable specializations of
this collection include #$Charging-Rushing,
#$HittingAnOpponent, and #$SexualAssault.
#$PhysicallyAttackingAnAgent events are also sub-events of
each instance of #$Fight-Physical and #$Battle.
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containsSymbolicObject specifies that some AbstractSymbolicObject
(such as a text) contains some other AbstractSymbolicObject.
This relation may be used to specify that some type of
text must always contain an instance of another type of
text.
NOTE that this is not a subproperty of 'contains' because
the definition of 'contains' requires that the contained thing
is not a part of the containing thing. For this symbolic
containment, we allow the contained thing to be a part of
the containing thing
isContainedInSymbolicObject specifies that
some AbstractSymbolicObject (such as a string, sentence,
paragraph, or list) is contained in some other
AbstractSymbolicObject (such as a document).
This relation is transitive. This is the inverse
of 'containsSymbolicObject'.