]> COSMO ontology, Version 0.60-853. Last edit 20090711 by Patrick Cassidy rev 849 is modularized 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 were derived from or closely aligned with elements of other public ontologies such as OpenCyc, SUMO, and BFO,in order to ease the translation of COSMO ontologies to those other structures, but the conceptual structure of COSMO (hierarchy and relations) is too different from those other ontologies to allow simplistic automatic translation; it is anticipated that translation will be possible, but will require 'bridging axioms' to convert the terms and syntax of COSMO to those of any other ontology, and vice-versa. The meanings of the COSMO elements must be interpreted only from the structure of the COSMO ontology and from the full COSMO documentation. According to the documentation of those other 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 parts derived directly from those works. Those derived parts will include some of the labels, and parts of the documentation. 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 derived 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 possible 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 simplistic 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. 'LogicalFunctionType' is a metaclass used to signal that a particular type (class) represents a concept that needs some functional procedure to proeprly represent. This is similar in use to the type 'LogicalFunction', but it is used to label types rather than instances. LogicalFunctions in COSMO are ontology elements that are either vague or context-dependent, and are use to represent interpretations of information that is specified with vague or context-dependent terms. Where possible, the LogicalFunction may be implemented by a procedure that attempts to narrow the range of meanings, but if that is not possible, the default vague meanings (being a set of possible meanings) is used in the representation. 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. a metatype that can be used as an argument restriction for relations that take a subtype of Difference as one of their arguments.. 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 QualitativeAttributeValues This is a primitive mechanism to accommodate OWL limitations. 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. 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.. a metatype that can be used as an argument restriction for relations that take a subtype of Event as one of their arguments. This is used specifically for the restriction on 'InsuranceAgreement'. Each instance of InsuredEventType is a type of Event that commonly is insured against in some InsuranceAgreement. Many kinds of Events *can* in principle be insured against, but this metatype is for those types of Events that *commonly* are insured against, or actually *have been* insured against, in some aplication that uses this ontology. 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. 'TimeIntervalType is a metatype which is a specialization of the Protege owl:Class that can serve as type for TimeIntervals, and can and an argument restriction for various relations on TimeInterval 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. RuleType is a metatype which is a specialization of 'ObjectType' that can serve as type for Rules (laws, theories) and an argument restriction for various relations on Rule 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. 'hasPluralForm' relates a COSMO entry to an English noun or word combination that is the closest lexicalized representation of the meaning;this should be used only if there is also a singular form represented.. 'hasPluralForm' relates a COSMO entry to an English noun or word combination that is the closest lexicalized representation of the meaning. Other forms such as plurals and infiinitives and past tenses are represented by other AnnotationProperty's. This is used only occasionally. 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 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 relations on chemical elements. This is a primitive mechanism to accommodate OWL limitations on relation arguments. MetalType is a metatype which is a specialization of the Protege owl:Class that can serve as type for Metals and an argument restriction for the relations on Metals. 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 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'.. 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 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. 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. 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. DeviceType is a metatype which is a specialization of the Protege owl:Class that can serve as type for Devices and an argument restriction for various relations on specific types of Devices. This is a primitive mechanism to accommodate OWL limitations on relation arguments. NOTE that we allow instances of DeviceType to be considered as a type of agent. 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. AnimalType is a metatype which is a specialization of OrganismType that can serve as type for an Animal. This is a primitive mechanism to accommodate OWL limitations on relation arguments. 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 v0.54. 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'. Inn Chinese, there is a difference in the words used to say one 'knows' how to do somnething, if that thing is learned or not learned (like knowing a person). This seems to be a fundamental and intuitive difference. AN examole is knowing how to speak Chinese. 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 #$doneBy can be played. be6f173a-9c29-11b1-9dad-c379636f7270 COSMO note: this metatype has not been used up to v0.54. It may be used to help classify actions that require years of training. This differs from the Cyc interpretation. Cyc: This is the collection of collections of activities which require some specialized skill to perform--i.e., to play any role which is a specPred of #$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 #$SkilledActivityType, for most people do not know how to juggle. bdb56b97-9c29-11b1-9dad-c379636f7270 CommunicationType is a metaclass used as the Type restriction on certain relations that take subclasses of Communication as their argument. a metatype that can be used as an argument restriction for relations that take a subtype of Feeling as one of their arguments.. a metatype that can be used as an argument restriction for relations that take a subtype of Sign as one of their arguments.. a metatype that can be used as an argument restriction for relations that take a subtype of SystemCondition as one of their arguments.. a metatype that can be used as an argument restriction for relations that take a subtype of AilmentCondition as one of their arguments.. a metatype that can be used as an argument restriction for relations that take a subtype of ValuableThing as one of their arguments.. OrganizationType is a metaclass used as the Type restriction on certain relations that take subclasses of Organization as their argument. A collection of three disjoint collections, #$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 #$customers). c0861d7f-9c29-11b1-9dad-c379636f7270 TendencyType is a metatype that can be used as an argument restriction for relations that take a subtype of Tendency as one of their arguments. This metaclass is of importance in predicting behaviors over time, and may require probability assignments; therefore is is considered distinct and not a subtype of 'QualitativeAttributeType'.. CapabilityType is a metaclass used as the Type restriction on certain relations that take subclasses of Capability as their argument. LimitationType is a metaclass used as the Type restriction on certain relations that take subclasses of Limitation as their argument. TransportationDeviceType is a metaclass used as the Type restriction on certain relations involving TransportationDevices. MeasureType is a metatype which is a specialization of rdfs:Class that can serve as type for measures and an argument restriction for relations concerning types of measure (Length, Temperature, Color). MeasureType instances may be either AttributeTypes or AttributeValues. It may be better to distingish the two, but as of v. 0.46, the same metaclass is used for the two different aspects of quantitative attributes. This is a primitive mechanism to accommodate OWL limitations on relation arguments. HabitatType is a metatype which is a specialization of the Protege owl:Class that can serve as type for regions or physical areas with particular characteristics, and can serve as an argument restriction for the relation 'hasTypicalHabitat' OrganismTypes. This is a primitive mechanism to accommodate OWL limitations on relation arguments. LifeStageType is a metaclass used as the Type restriction on certain relations that pertain to organisms at particular stages of their life cycle. The collection of collections of things that are useful in nature. c0c73787-9c29-11b1-9dad-c379636f7270 A specialization of #$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 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'.. 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. 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. Each instance of 'ServiceType' is a type that represents a service that some perosn performs for another, often for pay. A Service does not have to be performed for pay every time, but must be performed for pay in some cases. TopicType is a metaclass used as the Type restriction on fields of knowledge, whether formal or informal. This type allows assertions about a whole field, as in the relation 'isKnowledgeableAbout'. VolumeType is a metatype which is a specialization of the Protege owl:Class that can serve as type for volume attributes. This is a primitive mechanism to accommodate OWL limitations. a metatype that can be used as an argument restriction for relations that take an instance of a transitive Event (an Event that has a 'patient' role, something acted on) as one of their arguments.. a metatype that can be used as an argument restriction for relations that take a subtype of FunctionalProcess as one of their arguments.. COSMO: a metatype for flowering trees. Cyc: Not itself a species, but a set of species encompassing those that are angiosperms. bd588f16-9c29-11b1-9dad-c379636f7270 A collection of collections and a specialization of #$OrganismClassificationType (q.v.). Instances of #$BiologicalTaxon correspond to ranked categories accepted by biologists for the classification of organisms according to their suspected evolutionary relationships. Such categories change as biologists learn more about the organisms involved and determine that existing classifications are more or less useful. They include all levels of taxons. Specializations of #$BiologicalTaxon include #$BiologicalOrder and #$BiologicalSpecies; instances include #$Marsupial and #$Ape. See also #$BiologicalTaxonType. bd58e2e8-9c29-11b1-9dad-c379636f7270 The collection of biological taxonomic subdivisions (see #$BiologicalTaxon) created below #$BiologicalFamily and above #$BiologicalSpecies. Sometimes, hybrids are possible between different instances of #$BiologicalSpecies that belong to the same #$BiologicalGenus. bd589a9f-9c29-11b1-9dad-c379636f7270 A specialization of #$BiologicalTaxon whose instances are more restrictive than those of #$BiologicalSpecies. Each instance of #$BiologicalSubspecies is a specialization of some instance of #$BiologicalSpecies. Members of different subspecies of the same species can produce fertile offspring by interbreeding; but such offspring are not members of either of the parental subspecies, although they are members of the common species. All instances of a given biological subspecies have significant traits or collections of traits in common that are not shared by all other members of the subsuming species. A #$BiologicalSubspecies is formed by inbreeding of a restricted group of members of the same species. This can happen naturally through geographic isolation or intentionally through controlled reproduction to create, for example, dog breeds or crop strains. c0b6222b-9c29-11b1-9dad-c379636f7270 A GrammaticalType is any structure (word, phrase, phoneme, morpheme) in a NaturalLanguage that, in combination with other structures constitues the grammar of the language, as represented in some grammatical theory of the language. Examples would be 'Subject', 'Verb', 'Object', 'VerbPhrase', etc. a BiologicalSubspecies that is or maintained by human breeding activities. See 'Breeding'. This corresponds to sense 13 of 'breed' in the random House Webster: 13. Genetics. a relatively homogenous group of animals within a species, developed and maintained by humans. This should be a subtype of 'variety' as used in the biological classification sense, but the owl:class (Types) and rdfs:class (Metatypes) hierarchy needs to be kept apart for clarity. Se 'Type' and 'Sort' for more detail on which COSMO type represents which sort of category. The collection of biological taxonomic subdivisions below #$BiologicalOrder (or #$BiologicalSuborder) and above #$BiologicalGenus. Especially important in Botanical classification. bd58cb2c-9c29-11b1-9dad-c379636f7270 a metatype that can be used as an argument restriction for relations that take a subtype of PhysiologicalCondition as one of their arguments. NOTE that illness (sickness, disease, ailment) is a subtype of PhysiologicalCondition, and this metatype can be used for relations on types of illness. NOTE that a 'PhysiologicalConditionType' is a subtype of 'ActionType' because it is 'performed' by an Agent, which is an Organism. A specialization of #$FirstOrderCollection (q.v.) whose instances are collections of #$Events. Each instance of #$RepeatedEventType is a collection of events whose instances tend to come in series or to occur at more or less regular intervals. These series or recurrences might be the result of natural phenomena (e.g. the spoutings of Old Faithful), human convention (e.g. the occurrence of #$BaseballInnings within a given game), or a combination of both (e.g. the annual celebration of Oktoberfest). An important specialization of this collection is #$RegularlyRepeatedEventType. See also #$IterativeEvent and #$IterativeEventType. bd5900b9-9c29-11b1-9dad-c379636f7270 A specialization of #$RepeatedEventType (q.v.). Each instance of #$RegularlyRepeatedEventType is a collection of events whose instances typically occur along with other instances of the same event-type at more or less regular intervals. These regular occurrences might be the result of natural phenomena (e.g. the sunrise), human convention (e.g. the execution of a dance step within a given dancing event), or a combination of both (e.g. the annual celebration of Oktoberfest). Other examples of #$RegularlyRepeatedEventType are #$OlympicGames, #$AcademicTerm, and #$TakingABreath. See also #$IterativeEvent and #$IterativeEventType. bd590072-9c29-11b1-9dad-c379636f7270 A LexicalType is any structure (word, phrase, phoneme, morpheme) in a NaturalLanguage that, has a distinctie pattern of letters in its alphabetical representation. An example would be an Abbreviation. BiologicalSpecies is a metatype that can be used as an argument restriction for relations that take an instance of biological species as one of their arguments. Cyc: An instance of #$BiologicalTaxonType. Each instance of #$BiologicalSpecies is the most general taxon from which two breeding organisms of appropriate sexes can conceivably produce fertile offspring, or, in the case of asexual reproduction, is conventionally defined. Members of different species of animals cannot produce fertile offspring by interbreeding. If there are only two breeds of a given species and one breed becomes extinct, the second breed by virtue of that fact becomes an instance of #$BiologicalSpecies - since the only organisms instances can breed with to produce fertile offspring are, at that point, members of that collection. An instance of #$BiologicalSpecies has members who all have significant traits in common, and members of each biological species have other members as parents. Exceptions occur when a species is conventionally defined to start since parenthood could conceivably be traced back billions of years, yet new species came into existence. In biological taxonomy, related species are grouped into a particular instance of #$BiologicalGenus. Some genera have only a single species, but they remain different taxons. SUMO: The Class of all biological species, i.e. the class of all classes of Organism whose instances can interbreed. Corresponds to noun sense 1 of 'species' in WordNet: 1. (27) species - ((biology) taxonomic group whose members can interbreed) bd58caeb-9c29-11b1-9dad-c379636f7270 COSMO note: in COSMO, 'EndangeredSpecies' is a metatype whose instances are BiologicalSpecies whose survival as aspecies is at risk. SUMO: EndangeredSpecies is the subclass of Organism that includes plants and animals that are in danger of extinction from destruction of individuals or of habitat. This is a primitive mechanism to accommodate OWL limitations on relation arguments. RegionType is a metatype which is a specialization of the Protege owl:Class that can serve as type for regions, and an argument restriction for various relations on Region types. This is a primitive mechanism to accommodate OWL limitations on relation arguments. MeasuringDeviceType is a metatype which is a specialization of the Protege owl:Class that can serve as type for MeasuringDevices, and an argument restriction for various relations on MeasuringDevice types. This is a primitive mechanism to accommodate OWL limitations on relation arguments. SpecificationType is a metatype which is a specialization of the Protege owl:Class that can serve as type for specifications (plays, plans, games) and an argument restriction for the isAnExecutionOf relation. This is a primitive mechanism to accommodate OWL limitations on relation arguments. SportType is a metatype which is a specialization of the Protege owl:Class that can serve as type for specifications of sports (games) and an argument restriction for the isAnExecutionOf relation. This is a primitive mechanism to accommodate OWL limitations on relation arguments. GameType is a metatype which is a specialization of the Protege owl:Class that can serve as type for games and an argument restriction for the isAnExecutionOf relation. This is a primitive mechanism to accommodate OWL limitations on relation arguments. PharmaceuticalType is a metaclass used as the Type restriction on certain relations that pertain to more or less well-defined chemical substances that are used officially (in some society) as a medicine.. a metatype that can be used as an argument restriction for relations that take an instance of FacialHair as one of their arguments.. OccupationType is a metaclass used as the Type restriction on certain relations that pertain to Occupations, such as 'isTheOccupationOfa' and 'practicesOccupation'. NOTE that this must not be used as the Type of people who have ocupations. For that, use 'OccupationalRoleType'. Each instance of MoneyTenderType denotes a form in which some quantity of Money may be represented. A collection of collections. Each instance of #$MoneyTenderType is a collection of objects of a type commonly offered in payment for goods, services, fees, wage-work, and so on. Notable instances of #$MoneyTenderType include #$Currency, #$CreditCard, and #$Check-TenderObject. bd58d8e4-9c29-11b1-9dad-c379636f7270 The collection of biological taxonomic subdivisions more specific than #$BiologicalClass but more general than #$BiologicalOrder. bd58cba7-9c29-11b1-9dad-c379636f7270 SubstanceShapeType is a metatype which is a specialization of the Protege owl:Class that can serve as type for physical substances in a particular shape 'SubstanceInaSpecificShape' and an argument restriction for the isaFormOfSubstance relation. This is a primitive mechanism to accommodate OWL limitations on relation arguments. TasteType is a metatype which is a specialization of the Protege owl:Class that can serve as type for taste attributes and an argument restriction for the hasTaste relation. This is a primitive mechanism to accommodate OWL limitations. LocationMeasureType is a metatype which is a specialization of the Protege owl:Class that can serve as type for physical substances and an argument restriction for the hasLocation relation. This is a primitive mechanism to accommodate OWL limitations on relation arguments. MoleculeType is a metatype which is a specialization of the Protege owl:Class that can serve as type for classes of individual physical molecules and an argument restriction for the isaMoleculeOfSubstance relation. This is a primitive mechanism to accommodate OWL limitations on relation arguments. EmittableObjectType is a metatype which is a specialization of the Protege owl:Class that can serve as type for EmittableObjects and for wavelike Events, in an argument restriction for the canEmit relation. This is a primitive mechanism to accommodate OWL limitations. Surface texture of physical objects. WireType is a metatype which is a specialization of the Protege owl:Class that can serve as type for different kinds of wire and an argument restriction for the relations on chemical elements. This is a primitive mechanism to accommodate OWL limitations on relation arguments. A specialization of #$BiologicalTaxon. Each instance of #$BiologicalOrder is an immediate subdivision of some instance of #$BiologicalClass or #$BiologicalSubclass (qq.v.). Instances of #$BiologicalOrder include #$CarnivoreOrder, #$Monotreme, and #$Primate. bd58e329-9c29-11b1-9dad-c379636f7270 Each instance of FingerType is a subtype of 'Finger', indicating the specific type of Finger (e.g. 'LeftThumb'). CollectiveNounCategory is a metatype which is a specialization of the Protege owl:Class that can serve as type for classes that are labeled as collective nouns in Engolish, such as 'lumber'. A metatype whos instances are the different ranks (levels) at which military personnel are classified for purpose of pay, duty, or authority. The separate service ranks (USNavyRank) are subtypes of this type. Corresponds to part of noun sense 2 of 'rank' in WordNet: 2. (6) rank -- (relative status; "his salary was determined by his rank and seniority") 30f91a14-74b0-11d6-8000-00a0c99cc5ae rank rank rank2n The scale of ranks employed by the United States Navy. This is a collection of attributes that are used with the predicate #$rank-Military. 30f91a14-74b0-11d6-8000-00a0c99cc5ae rank rank rank2n The scale of ranks employed by the United States Air Force. This is a collection of attributes that are used with the predicate #$rank-Military. b77c6604-74b0-11d6-8000-00a0c99cc5ae rank rank rank2n The scale of ranks employed by the United States Army. This is a collection of attributes that are used with the predicate #$rank-Military. a0906ed6-74b0-11d6-8000-00a0c99cc5ae rank rank rank2n The scale of ranks employed by the United States Marine Corps. This is a collection of attributes that are used with the predicate #$rank-Military. ccf8b4ba-74b0-11d6-8000-00a0c99cc5ae rank rank rank2n a metatype that can be used as an argument restriction for relations that take a subtype of Illness as one of their arguments. a metatype that can be used as an argument restriction for relations that take a subtype of Infection as one of their arguments. A Device or Process in its Role as an Invention. To refer to a device or process as an invention, one can add the type 'InventionType' to the type (OWL class) and then refer to that type. See 'ThomasAlvaEdison' for an examnple of usage. This is approximately sense 2 of 'invention' in WordNet, however, as a metatype it has no direct connection to any other type 2. (6) invention, innovation - (a creation (a new device or process) resulting from study and experimentation) invention invention2n BiologicalOrgan is a metaclass used as the Type restriction on certain relations that pertain to named parts of organisms at particular stages of their life cycle. It is not necessarily an animal body part type - it may be part of a plant. a metatype that can be used as an argument restriction for relations that take a type of Location (spatial location) as one of their arguments.. a metatype that can be used as an argument restriction for relations that take a type of TimeInterval (temporal location) as one of their arguments.. a metatype that can be used as an argument restriction for relations that take an instance of Feature as one of their arguments.. A collection of specializations of #$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. 'Money' is treated in COSMO as a GenericSubstance, and specific quantities of money are the objects that consist of Money. MoneyType is a metatype that can be used as an argument restriction for relations that take a subtype of Money as one of their arguments. Instances of MoneyType can be abstract or physical. EnergyType is a metatype which is a specialization of the Protege owl:Class that can serve as type for types of Energy and an argument restriction for the isaSourceOf relation. In COSMO Energy is viewed as a form of Substance, and a Quantity of energy would be made up of Energy; relativistically, a quantitiy of Energy is equivalent to some Mass (i.e. equivalent to a PhysicalObject). Thus Energy behaves somewhat like a PhysicalSubstance, but to avoid unnecessary complications, it is not classified as a PhysicalSubstance, but as a GnericSubstance. 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 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. 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. bd58cd95-9c29-11b1-9dad-c379636f7270 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 'TimedClassType' is a special metaclass used to allow the assertion, within the OWL format, of time limits on assertion of QalitativeAttributes for things. This special mechanism is used because in COSMO QualittaiveAttributes are types (owl:classes), and the 'instances' of QualitativeAttributes cannot be made instances of TimeSlice to allow assertion of time limits on their applicability. To use this, an assertion of a QualitativeAttribute within a time interval requires that a new class representing that attribute in that time interval be created when the time-indexed assertion is made. See 'AliveDuring1943-2008' and 'PatrickCassidy' for an example of use. 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 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 synonyms, use 'hasSynonym'. 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 Points to an English language word that is used to refer to the ontology element. 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. 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. hasAttributeType relates an Attribute to the Type of the attribute. 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. 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 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 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'.This type differs from Place in that it cannot be a PhysicalObject, it is a Region of pure space, which may or may not have PhysicalObjects located in it. 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. 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, #$SpatialThing-Localized. Note that most of the Cyc 'SpatialThings' are in our universe (though not necessarily), so most are also under DOLCE 'spatio-temporal-particular'. DOLCE: Dummy class for optimizing some property universes. It includes all entities that are not reifications of universals ('abstracts'), i.e. those entities that are in space-time. spatio-temporal-particular[DOLCE]%SpatialThing OPENCYC 1: MAY 23, 2002 The collection of all spatial things, tangible or intangible, that can be meaningfully said to have location or position in the empirically observable universe of the context in question. This includes all #$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. 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. 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. 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. 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. @ToDo: Certain type of Roles (such as Part) may relate abstract entities that are not located in time, and should not be subtypes of TemporalThing. A differentiation of time-dependent and time-independent Roles should be added. The notion of Role is related to the more general notion of a semantic relation, and in some knowledge representations the relations are called 'roles'. In COSMO there is s difference, as a Role is a type, though every Role may in fact imply the existence of some semantic relation that relates the role to another entity with respect to which it plays a role. The details of how to relate these notions is left to a later stage of development of the ontology. 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. 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. 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 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'. 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). 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 #$Place is stationary with respect to the frame of reference of that microtheory. Corresponds to noun sense 1 of 'position' and sense 3 of 'place' in WordNet: WN 'position' 1. (39) position, place -- (the particular portion of space occupied by something; "he put the lamp back in its place") bd58d3b4-9c29-11b1-9dad-c379636f7270 position position position1n place place place3n Each SituationalContextComponent is one of the components of the situation in which an IntelligentEntity finds itself, of which it must be aware in order to act or respond appropriately so as to fulfill its goals. Each SituationalContextComponent is defined relative to a particular CognitiveAgent whose actions are being represented in the ontology. GenericLocation is the Type representing the most general notion of location, which can be abstract or concrete, a region of space (including an abstract space, such as the Internet considered as a set of nodes and links, where the nodes can represent computers whose physical location may vary), a point in space, or a physical object (e.g. building, ship, room). NOTE that an Address is not a location, but a label for a location. See 'Address'. NOTE: although *almost* all GenericLocations are exclusively spatial in some way, there is one 'TimeAndPlace' that is spatiotemporal, being a region of space-time that specifies some region of space over some interval of time. Use of an instance of 'TimeAndPlace' as an argument of a location relation allows one to include the important time interval qualifier in location relations, even though one is using only binary relations. this would not be necessary in a representation with higher-arity relations. This is somewhat similar to the Cyc 'Location-Underspecified' Cyc comment: The collection of locations, tangible or otherwise, which are typically conceptualized by human beings for purposes of common-sense reasoning as 'locations'. This collection thus includes tangible Places such as #$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'). Corresponds to noun sense 1 of 'location' and is somewhat broader than noun sense 1 of 'position' in WordNet; WN 'location' 1. (992) location - (a point or extent in space) WN 'position' 1. (39) position, place -- (the particular portion of space occupied by something; "he put the lamp back in its place") be14f511-9c29-11b1-9dad-c379636f7270 location location location1n position position position1n place place place3n 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. 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 only sometimes apply both to the Group and to its idividual elements. For example, if a Group is wholly located in some Place, then each element is wholly located in that Place. But the Group may have a mass, and no element will have thesame mass if the Group has more than one element. Those relations will have to be specified for each relation individually, where such a relation holds. 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). 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' ************ Corresponds to noun sense 6 of 'point' and sense 1 of 'point in time' in WordNet: 6. (9) point, point in time - (an instant of time; "at that point I had to leave") point point point6n point in time point in time1n A specialization of the 'finishes' relation which points from a TemporalThing (TimeInterval or Event) to the TimePoint at which that TemporalThing ended. A specialization of the 'starts' relation which points from a TemporalThing (TimeInterval or Event) to the TimePoint at which that TemporalThing started.. 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 #$TemporalThing. NOTE that although every TemporalThing must have a starting and ending TimePont, that notion is not represented as an existential restriction so that it will not be necessary to explicitly represent the starting and ending times of intervals whose starting and ending times can be calculated from the name. This is a pragmatic and implementational, not a theoretical consideration. 'Individual' is a Cyc concept used to distinguish abstract sets and collections (classes) from things that are individuals. Interestingly, groups of things can be individuals - if they are defined as distinct from sets (see 'Group'). This class may be superfluous, but in COSMO is a convenient catch-all for some aggregate Types that would merely serve to clutter the top level and obscure the structure of the ontology if exposed at the top level directly under 'Thing'. Conversely, Some of the subtypes of the Cyc 'individual' have also been subclassed directly to 'owl:Thing' to expose those common concepts at the highest level, to make the structure of the ontology easier to see. NOTE that some of the concepts mentioned in the Cyc documnentation differ significantly in COSMO from related concepts in Cyc. But the Cyc documentation is given here to describe how the similar Cyc notion of Group is described in that ontology. From OpenCyc: OPENCYC 1: MAY 23, 2002 #$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. 'ExternalReferringThing' is an artificial class created to provide a domain type for certain relations without referring to those specifictypes. This is solely an administrative tactic to improve modularization of the ontology 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). 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 'Scope' can be a physical area within which something operates or is effective, or a more abstract thing, such as a Context, as in the scope of some law. This is a broad and hetergeneous category use to represente the notions od 'range; or 'scope' or 'compass'. When posssible, more specific types should be used. Corresponds to noun sense 1 of 'range' and sense 1 of 'scope' in WordNet: 1. (47) scope, range, reach, orbit, compass, ambit - (an area in which something acts or operates or has power or control: 'the range of a supersonic jet'; 'the ambit of municipal legislation'; 'within the compass of this article'; 'within the scope of an investigation'; 'outside the reach of the law'; 'in the political orbit of a world power') range range range1n scope scope1n 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. 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. 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 on the relation of substances and objects in COSMO. Because the determining characteristic of a PhysicalObject is that it has some mass, COSMO has a restriction 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 range of values, or a statistical variance for the numberical portion of the mass value. Using 'hasMass' does not (in the OWL version) eliminate the need to specify some mass by the 'hasMassInGrams' relation, but it soed allow the specification of units of measure other than grams and number ranges for the quantifier. 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 an 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 explicit, in which case it behaves syntactically like a 3D object; 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. 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'. 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 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. 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. 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 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 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 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. 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 rev837. **Linguistically** an Event may be labeled by a verb or a noun. The arguments to an event (e.g. the participants) may be implied by use of some linguistic terms (e.g. 'skating' implies the use of skates as a tool). Any given event type may subsume many subtypes, each being an Event with some different type of participant. Whether or not to represent such subtypes explicitly will depend in part on whether the participants are mentioned explicitly in a linguistic text, or whether there are linguistic terms that implicitly assume a certain type of participant. As of rev835, there is no systematic criterion for deciding whether to explicitly represent events with a certain type of participant as subtypes of the more general type, other than whether there are English words that imply a certain type of participant without that participant being mentioned explicitly in text (e.g. 'Baking' is a subtype of 'HeatingProcess', using an Oven as an instrument). 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, such an '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 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 material substance substance2n stuff stuff1n material material1n matter matter1n 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. 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. A QualitativeAttributeValue is the value of some AttributeType which is not expressed in quantitative measures. NOTE: without an objective quantitative measure, the meaning of many QualitativeAttributeValues can be very sensitive to context, in particular the type of thing that is being modified by the QualitativeAttributeValue, or the agent assigning the attribute (such as evaluative attributes - 'beauty is in the eye of the beholder'). @ToDO: it may be possible to specify some subtypes of QualitativeAttributeValue that are not context-sensitive (perhaps colors), but an analysis of this question has not yet (rev833) been performed. 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. Each PertainingAttributeValue is an AttributeValue that is related to some other type by the relation 'pertainsTo'. The exact manner in which a 'PertainingAttributeValue' can be related to the object of the 'pertainsTo' relation can vary with the noun (often representing a type) that the adjective (represented by the PertainingAttributeValue) modifies. Thus an 'historical town' would be a town in which something of sufficient interest or significance occurred to justify the mention of the town in some history book; An American president will be some person who served as President of America (not just an American who was a President of some organization). The meanings of the individual 'pertaining' relations will vary with the word modified and the adjective modifying that word. . 'pertainsTo' relates an AttributeValue to some other type. This relation is used to relate AttributeValues that serve to represent adjectives to other types, so as to indicate that the word modified by the adjective is related to that other type in one of several direct ways. In dictionaries this relation is often expressed, in definitions of adjectives, by the phrase 'of or pertaining to'. In WordNet such adjectives are described as related to other words by the phrase 'pertains to'. For example, 'historical' pertains to 'history'. 'Physical-Material' is the attribute of objects that have mass, of energy, of space in out universe, and of Events and processes that involve objects with mass. This is the attribute of phenomena that can be detected by measuring instruments, and are susceptible to study by experimental techniques because they follow physical laws. This is the sense used for types 'PhysicalObject' , 'PhysicalSubstance', and most other types that include Physical in the name. Corresponds to adjective sense 3 of 'physical' in WordNet: 3. (6) physical - (having substance or material existence; perceptible to the senses; "a physical manifestation"; "surrounded by tangible objects") . physical physical physical3adj 'typicallyProduces' is a type-level relation that can be used to specify that most instances of an Event result in production of some type of Object or Substance - 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 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). 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'. 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 Event: 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). Includes verb senses 1 and 2 of 'produce' in WordNet: 1. (76) produce, bring forth - (bring forth or yield; "The tree would not produce fruit") 2. (42) produce, make, create - (create or manufacture a man-made product; "We produce more cars than we can sell"; "The company has been making toys for two centuries") produce produce produce1v produce2v 'produces' is a type-level relation that can be used to specify that every instance of an Event results 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. Includes verb senses 1 and 2 of 'produce' in WordNet: 1. (76) produce, bring forth - (bring forth or yield; "The tree would not produce fruit") 2. (42) produce, make, create - (create or manufacture a man-made product; "We produce more cars than we can sell"; "The company has been making toys for two centuries") produce produce produce1v produce2v 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. bd58a841-9c29-11b1-9dad-c379636f7270 A common term, also used in ISO15926, for 'Action'. 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 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 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 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 'hasIntendedAudience' relates a Communication to one or more IntelligentAgents to whom the agent performing the Communication intends to transfer information. The object of this relation may or may not be the same as the object of the 'hasEndingPlace' relation, if the Communication reaches its intended audience (and no others). . The transfer of information from one or more IntentionalAgents or Automatons (e.g. automated communications devices) to one or more other IntentionalAgents. NOTE that a Communication need not be linguistic, nor necessarily symbolic (such as gesturing). It can be an Action, such as putting on camouflage, that is intended to convey some information to another agent. So this is a broad range of actions, but there has to be an intention to convey information - inadvertently conveying information is not a Communication in this sense. The restriction requires that some InformationObject - an AbstractText or a Meaning - be specified as the content of the communication. If they are known, both the AbstractText and the propositional information content can be specified; the latter would use relation 'hasAbstractRepresentation'. NOTE that although Communication in SUMO is a SocialOccurence, in COSMO 'SocialOccurence' is restricted to humans, while Communication can be accomplished also by non-human IntentionalAgents. Some subtypes of Communication will be SocialOccurrences. 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'. A Communication that involves the transfer of information via a LinguisticExpression. An AssertingEvent is a linguistic Communication in which an Agent creates a communication whose content is predominantly one or more LinguisticAssertions (LinguisticAssertion is an abstract MentalObject, an abstract representation of a Proposition). 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' and InformationTransferEvent, 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. mentionsTopic relates an AbstractDocument, abstract Proposition, or InformationTransferEvent to one or more topics discussed in the document, or transferred in the Event. 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 InformationTransferEvent 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). 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 #$ConceptualWork. An assertion is a Proposition that is expressed in one logical sentence, which can be a complex sentence formed by an 'and' (a conjunction) or by an 'or' (disjunction'), or any combination of those. It stands by itself as being evaluable as true or false. It cannot have variables in it. Factual assertions in a knowledge base will be instances of this Type. NOTE that this Type represents the abstract *content* of an Assertion, not the symbolic representation. The symbolic representation of an Assertion, in a human language or logical language, is an instance of 'LinguisticAssertion'. For rules in the form if-condition-then-condition, use 'Axiom'. COSMO we add the parent 'AbstractSymbolicObject' to the Cyc concept 'Statement', which makes it clearly a mental object, rather than a physical object. This is interpreted as the abstract symbolic representation of a statement, not any physical representation, and not the propositional (logical) content of the statement. NOTE that a Statement does not necessarily have to have an audience in mind (it could be demented rambling speech), and therefore is not necessarily part of a Communication. The subtype 'LinguisticAssertion', however, must have an audience in mind, and is therefore constrained to be mentioned in (it might also be a part of) some Communication. The propositional content of a Statement is a Proposition. Cyc: A #$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. bd620a66-9c29-11b1-9dad-c379636f7270 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, Corresponds aproximately to verb senses 1 and 2 of 'represent' in WordNet: 1. (39) represent, stand for, correspond - (take the place of or be parallel or equivalent to; "Because of the sound changes in the course of history, an 'h' in Greek stands for an 's' in Latin") 2. (30) typify, symbolize, symbolise, stand for, represent - (express indirectly by an image, form, or model; be a symbol; "What does the Statue of Liberty symbolize?") represent represent represent1v represent2v 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 a document may have more than one abstract representation; for example, the content could be represented by an abstract formatted text, or by an unformatted text, or by the logical content of the text. 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 - for example, an abstract image may have many people in it, and it will be an abstract representation of each of those people, individually. of that relation. Corresponds aproximately to part of verb senses 1 and 2 of 'represent' in WordNet: 1. (39) represent, stand for, correspond - (take the place of or be parallel or equivalent to; "Because of the sound changes in the course of history, an 'h' in Greek stands for an 's' in Latin") 2. (30) typify, symbolize, symbolise, stand for, represent - (express indirectly by an image, form, or model; be a symbol; "What does the Statue of Liberty symbolize?") 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. represent represent represent1v represent2v 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 Communication if it is referred to or summarized without being presented in full in that communication. 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'. 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 that to say that something is a part of something else - or inversely, that something has a part - can present issues of implementation and some nuances of interpretation. Regarding implementation, if one asserts that every object ?O of type ?T has a part of type ?P, then for each individual of the ?T type it follows that some part of type ?P must exist. Then the reasoner must be instructed what to do if there is no individual of type ?P that is specifically asserted to be a part of object ?O. One option is to refuse to accept data asserting exstence of object ?O because no part is instantiated. Another option is to automatically instantiate *every* implied part - this can be done in a FOL reasoner by 'Skolemization' - creating a Skolem function that returns the individual. One may want alternative options - to be able to assert a necessary part relation, but *not* to create a Skolem individual if the part itself is not also asserted. In interpretation, it will be necessary to decide whether, for a type ?T that has necessary parts, whether the parts must be in place for an instane of type ?T to exist. If a musical instrument is borken down into its parts in a carrying case, is there a musical instrument in the case, or doe the instrument only exist when it is assembed and functional? These issues are not decided in COSMO, but the 'part' relations can be asserted at the individual or type level, and the proper interpretation of such relations will need to be determined before an implementation can reason accurately with the knowledge in the ontology. 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* (but not necessarily) a part of another physical object type, use the type-level relation, 'isTypicallyaPhysicalPartOf'. An example would be a limb of an animal, which can be severed, and when thus separated may still be properly called a animal's limb - but not normally connected. the inverse of 'isaPartOf', a very general relation applicable to spatial regions, events, or objects in some space. 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.. 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. A GenericLabel is either an abstract or a physical artifact that is created with the intention of designating some entity or type of entity. Because it is a thing that points to something other than itself, it is a 'Sign'. 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 GenericLabel may be iconic or symbolic in a non-linguistic way, and therefore does not have to be a word or phrase. This includes senses 1 and 4 of 'label' in WordNet. These senses are distinguished by the subtypes 'Designator' and 'PhysicalLabel' respectively. 1. (3) label - (a brief description given for purposes of identification; 'the label Modern is applied to many different kinds of architecture') 4. (1) label - (an identifying or descriptive marker that is attached to an object) label label1n label4n A Designator is an AbstractSymbolic 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. This corresponds to sense 1 of 'label' in WordNet. 1. (3) label - (a brief description given for purposes of identification; 'the label Modern is applied to many different kinds of architecture') label label1n 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. 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. 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. 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.. 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 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. bd58d0fb-9c29-11b1-9dad-c379636f7270 An AbstractWordString 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. It is an AbstractString that, in any given usage, is intended to symbolize a single concept - though in different contexts the same Word may have different meanings, and in puns the meaning may be intended to be ambiguous or fluctuating. It is also an AbstractSymbol. There is some debate over what should linguistically constitute a Word. At a minimum, in the English language, a string of characters that is not broken by spaces can be considered an 'Word', even if it is nonsensical . 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 'Word's; if the meaning of a Word with spaces in it is deducible from its components, it should be classified as a 'Phrase'.. 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. A Phrase is the abstract symbolic content (not the propositional content) of some act that creates language - a speech act, a writing act, or any other act (such as punching a telegraph key) that creates some physical representation of a group of words that together have meaning in a 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; a Phrase can consist of a single word ('Yes.'), but in such cases the meaning must be derived from the context surrounding that word, as well as the word itself. Expletives are borderline, but the context and punctuation of an expletive provides meaning not contained in the lexical unit alone. A Phrase represents the abstract linguistic content of some act of producing language. In representing the content of some speech or writing act, a Phrase may be a literal transcription, or may be a summary, or merely a brief description of the gist of some statement. Allowing paraphrases will allow direct attribution of a Phrase to its original source, even though the exact original words are not known and only a summary of the content is available. The distinctions between these properties of a Phrase are not yet (v0.55) represented in COSMO. @ToDo - this type needs properties (enumerated?) to express those distinctions. 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 (e.g. 'Yes.'). Therefore it cannot be an OrderedGroup, which must have more than one element. It is a subtype of both Group and List (a List can have one element in it). 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. BodyOfAcceptedLore is the type that represents all bodies of knowledge in some FieldOfStudy - whether scholarly or less formal - that are generally accepted by the practitioners in that field. A BodyOfAcceptedLore is lne component of a FieldOfStudy - the other component being he methods of that field. A 'Representation' is any Entity - Object or Event, created by or performed by a CognitiveAgent that is intended to represent something other than itself. An Event can be a 'Representation' in several ways; a play or skit may represent some real-world event; a bee's dance may represent the location of food. More common representations are physical objects such as linguistic objects that represent some words or conceptual content. AbstractTexts are also representations of things, and mathematical equations may be representations of Physical phenomena. This is very broad, and most uses of the term 'representation' will be for more specific subtypes. For a Representation that is an Object, use 'RepresentationObject'. Corresponds to noun sense 2 of 'representation' in WordNet. 2. (10) representation - (a creation that is a visual or tangible rendering of someone or something) representation representation representation2n A 'RepresentationObject' is a 'Representation' that is an Object. This includes physical and abstract Objects. Corresponds to part of noun sense 2 of 'representation' in WordNet. 2. (10) representation - (a creation that is a visual or tangible rendering of someone or something) representation representation representation2n 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 A 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 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 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 #$AbstractInformationStructure is not always a simple matter of arrangement in space or time. The sequence of symbols '0010010111011001' can be instantiated in written, spoken, or electronic forms. In the last case, the order of the symbols is determined by conventions concerning the electronic medium in which it is stored, rather than by any common criterion for precedence or subsequence in space or time. An AbstractText is the abstract representation of some linguistic expressions. An AbstractText need not have some representation in a PhysicalObject, it can have a physical representation in some spoken words or otherwise briefly communicated linguistic expressions that are not recorded; this is a string of linguistic symbols that represent the yet more abstract propositional content of some linguistic phrase. A written text may have formatting, such as columns and rows, beyond simple linear text. Any AbstractText has parts which are also AbstractText - an AbstractText need not be a complete document, but can be part of a document. ConceptualWork[Cyc] In COSMO a 'ConceptualWork' (a MentalObject) is classified as an AbstractSymbolicObject, since such works are always created in symbols, though the symbols may have information content - the 'meaning'. COSMO differs somewhat from the Cyc description in that we consider Codes to be included, but have a different usage of the term 'Code'. Cyc: OPENCYC 1: MAY 23, 2002 The collection of abstract works which are the deliberate creations of one or more individuals working in concert, have instantiations [#$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 #$AbstractInformationStructures), paintings (not abstract), customs (not deliberate creations), natural languages (not a deliberate creation), and codes (their uses, not instantiations, are IBTs). description (from DOLCE-D_S) From DOLCE (Descriptions and Specifications): A description is a social object which represents a conceptualization (e.g. a mental object or state), hence it is generically dependent on some agent and communicable. Descriptions define or use concepts or figures, are expressed by an information object and can be satisfied by situations. The typology of descriptions is still preliminary. In COSMO, a Description is somewhat more specific: it is two or more assertions that all include the same entity as one of the arguments, and it is a MentalObject created to enable an Intelli"gentAgent to understand the nature of that entity. Specification[COSMO-suggested] COSMO: A Specification is a broad category of intentionally created abstract informational artifacts whose purpose is to describe the desired structure or attributes of a thing or a series of steps that may be taken to construct a thing or to accomplish a goal or purpose. It is a mental object having ordered components,the order of which is designed to accomplish a purpose. The ordering may be spatial, temporal, or conceptual. The steps may be abstract things like computational events or game rules, or physical things such as in industrial processes. The format of a formatted document is a specification,i.e. it specifies how a document of that type is to be constructed. Likewise a grammar or computer program is a specification. A specification does not necessarily require that the steps be in sequence. If they must be in sequence, it is a procedure. This differs somewhat from the Cyc 'Specification': Cyc comment: A specialization of #$ConceptualWork. Each instance of #$Specification is an abstract work that constitutes a description of the properties of a #$Situation or a #$SomethingExisting, and sometimes even entire collections of such things. Things are made, bought, and searched for according to specifications, which can be instantiated as printed instructions or as diagrams. This collection is modally neutral with regard to the descriptive character of its instances. Thus, it includes descriptions of how things are, were, should be, must be, etc. wasCreatedBy relates an Artifact (concrete or abstract) to the Agent or Agents who created it. Knowing the identity of one creator (e.g. of an artifact) does not guarantee that one knows the identity of all creators. @ToDo: NOTE: as of v0.52, ArtificialSubstance is included in the domain as a subtype of 'Artifact-generic', but this should be restricted to objects, since it is quantities of ArtificialSubstance that are actually created by agents, not the abstract substance. Change the range to some subtype of 'Artifact-generic'?? NOTE that the range includes an AbstractString, which is semantically nonsense, but is included as a pragmatic tactic to allow subrelations of this relation to be used in mapping database records to their creators. The creators will sometimes be represented in the database only as a string, and in such cases an implementing system, at its option, can avoid creating a new Person object (instead creating an AbstractString object), when the system cannot identify the 'creator' of the record. This tactic may change as the ontology is further developed, and experience with mapping databases increases.. An Artifact-Generic was anything created by an Agent. More useful categories will be the more specific Types. Original COSMO Indented List name: Artifact-Generic_includes_conceptual_works__laws__information_objects_ OPENCYC 1: MAY 23, 2002 A collection of things created by #$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.). 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 computer 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 spirits 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. The SUMO approximate equivalent of Cyc 'IntentionalAgent'. 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 survive 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 #$IntelligentAgent, but COSMO 'IntelligentAgent' excludes non-human animals: Cyc: A specialization of #$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 #$Vertebrate that seem to be sentient and somewhat intelligent, such as (arguably) dogs and horses, can also be considered intelligent agents. A Methodology is not a specific Procedure, but a set of procedures which may be applied individually or collectively to accomplish some general category of tasks. A specific example is the 'Scientific Method' in which hypotheses are created and verified or disproved by experiment or observation. A FieldOfStudy is a composite object, including both the accepted knowledge - the lore - of some recognized field of knowledge, and also the theories and the methodology that the practitioners in the field use to discover or create new information in that field. The paradigms discussed by Thomas Kuhn in his book 'The Structure of Scientific Reolutions' is included in the 'methodology' component, and also contains the models an exemplar experiments and results. The representations in SUMO and Cyc do not correspond exactly to this representation. Termed 'FieldOfStudy' in both Cyc and SUMO. NOTE: what might be considered as instances of this Type, e.g. Chemistry, Physics, are represented as subtypes. This is to allow specializations of the broad fields (e.g. Biochemistry, NuclearPhysics) to be properly represented as subtypes, and those especializations might in turn have specializations. Fields of study are not considered as conceptual individuals in COSMO. This differs from the Cyc documentation. Note also that because there are no instances, the restrictions below will never apply to any specific thing - rather, they are placeholders for axioms that can be used in inferencing on classes of things, when this ontology is ported to FOL, and are also intended to clarify the intended meaning. OPENCYC 1: MAY 23, 2002: A specialization of #$AbstractInformationalThing. Each instance of #$FieldOfStudy is a particular area of study, with its own distinctive set of theories, hypotheses, and problems. Instances of #$FieldOfStudy are typically the subject of teaching and/or research within instances of #$AcademicDepartment (q.v.), although one #$AcademicDepartment may cover several instances of #$FieldOfStudy. Instances of #$FieldOfStudy include #$ArtHistory, #$Physics, and #$ArtificialIntelligence. SUMO: An academic or applied discipline with recognized experts and with a core of accepted theory or practice. Note that FieldOfStudy is a subclass of Proposition, because a FieldOfStudy is understood to be a body of abstract, informational content, with varying degrees of certainty attached to each element of this content. Corresponds to noun sense 4 of 'field' in WordNet: 4. (18) discipline, subject, subject area, subject field, field, field of study, study, bailiwick, branch of knowledge - (a branch of knowledge; 'in what discipline is his doctorate?'; 'teachers should be well trained in their subject'; 'anthropology is the study of human beings') field field field4n SUMO; Any FieldOfStudy which tests theories on the basis of careful observations and/or experiments and which has a cumulative body of results. Cyc: A specialization of #$FieldOfStudy. Each instance of #$ScientificFieldOfStudy is a specialized body of knowledge, theory, hypotheses, observations, and problems, which together constitute the informational content of a systematic endeavor to explain (some part of) the natural world by rational (and frequently, quantifiable) methods, including, but not limited to, induction, falsifiable hypotheses tested by repeatable physical experiments, and deductive proof. Instances of #$ScientificFieldOfStudy include the traditional hard sciences (e.g., #$Physics, #$Chemistry), the life sciences (e.g., #$Biology, #$Genetics, #$Toxicology), and #$Mathematics. bd58b7fc-9c29-11b1-9dad-c379636f7270 The Cyc term for 'Science'. the science concerned with studying the structure of matter and the manner in which energy is transformed, or affects matter. Corresponds to noun sense 1 of 'physics' in WordNet: 1. (10) physics, physical science, natural philosophy - (the science of matter and energy and their interactions) physics physics1n 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] 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. An attribute of Actions that specifies that an Agent performed the Action with the purpose of achieving the result expected or accomplished. This contrasts with actions that are accidental, unconscious, or automatic (such as Consciousness, which is an Action in COSMO). There is only one relevant sense in Random Hose Webster; 1. done with intention or on purpose; intended: an intentional insult. The 3 WordNet senses of 'intentional' are difficult to tell apart, except that part of sense 2 in which 'designed' is used appears to have a different meaning. This type includes all 3 WordNet senses, but does not include the sense of 'designed' that is represented by the examples. 'willful' is sometimes used in a similar sense, as indicated by the quote for sense 1 of 'willful' in RHW: 1. deliberate, voluntary, or intentional: The coroner ruled the death willful murder. . . . however, the example for 'willful' in WN sense 3 of 'intentional' is a different sense, corresponding to sense 2 of 'willful' in RHW and sense 2 in WN: 2. unreasonably stubborn or headstrong; self-willed. Therefore WN sense 3 of 'intentional' is a mixed sense In COSMO 'Willful' represents an attribute that includes not only intention, but defiance (knowing that someone else objects), so is a subtype. This corresponds to all 3 adjective senses of 'intentional', adjective sense 1 of 'deliberate', adjective sense 2 of 'knowing' and in WordNet: 1. (2) deliberate, intentional, knowing - (by conscious design or purpose; 'intentional damage'; 'a knowing attempt to defraud'; 'a willful waste of time') 2. designed, intentional - (done or made or performed with purpose and intent; 'style...is more than the deliberate and designed creation'- Havelock Ellis; 'games designed for all ages'; 'well-designed houses') 3. intentional, willful, wilful - (done by design; 'the insult was intentional'; 'willful disobedience') Corresponds to adjective sense 1 of 'conscious' and sense 2 of 'witting' in WordNet, and partly to sense 2 which is a mixed sense; 1. (7) conscious, witting - (intentionally conceived; 'a conscious effort to speak more slowly'; 'a conscious policy') conscious intentional intentional1adj conscious conscious1adj witting witting2adj willful willful1adj wilful wilful1adj deliberate deliberate1adj knowing knowing2adj 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 #$performedBy) at least one actor. In SUMO, equivalent to 'IntentionalProcess'. SUMO: A Process (Event) that has a specific purpose for the CognitiveAgent who performs it. bd589e3f-9c29-11b1-9dad-c379636f7270 COSMO note: use 'hasStartingPlace' and 'hasEndingPlace' or some subproperty to specify the 'places' (abstract or concrete) from which the thing being transferred begins and ends during the GeneralizedTransfer. In the case when an intangible thing is 'transferred', as when an academic degree is awarded, the agent from which the intangible comes may not have lost anything in the process; this abstract type should not be viewed as an object moving from one place to another and no longer being in the original place, though subtypes for transfer of PhysicalObjects do have that property. The relation 'hadTransferredItem' can be used to specify what is transferred, physical or abstract. In addition to starting and ending places, there may be an intermediary path that is explicit in assertions of GeneralizedTransfer - for movement events, 'by way of' is one linguistic marker for such an intermediary stage. In the case of some giving events, the intermadiary may be implied less directly,such as in the sentence 'Jack bought the book for Mary on Amazon.com' in which origina is Amazon.com, the intermediary is Jack, and the final destination is Mary. Likewise, 'Jack sent the book to Mary by parcel post' specifies the three participants in a transfer. 'Jack drove from Philly to New York on I-95' specifies a path, I-95, which is elongated and not a compact object. Cyc: A specialization of #$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 #$transferredThing, and the specializations of this collection. bd588eb6-9c29-11b1-9dad-c379636f7270 go go go1v COSMO note: a TransferIn may be a transfer of something intangible that is not actually possessed in the same way by an agent doing the transfer - awarding a degree, honor, or praise is a 'TransferIn' though nothing is lost by the agent doing the awarding. In a TransferIn, an agent or locatkion may 'have; something it didn't have, but that does not require a loss for any other agent or location. This is pretty abstract, and is useful mostly as a type that can be the domain of some special relations. Cyc: A collection of events. Each instance of #$TransferIn is a #$GeneralizedTransfer (q.v.) for which there is a well-defined thing that it is a transfer to (see #$to-Generic), but not necessarily a well-defined thing that it is a transfer from (see #$from-Generic). Subcollections of #$TransferIn include #$Collecting, #$GainingUserRights, and #$AccessingAnIBT. At the end of a #$TransferIn, the thing transferred (see #$transferredThing) is in some sense located at the #$to-Generic. Non- examples of #$TransferIn include instances of #$AbandoningSomething (when there is no prospective owner) and of #$IBTGeneration (when the information may go to various unspecified locations). bd631969-9c29-11b1-9dad-c379636f7270 COSMO note: GeneralizedTransfer in COSMO is required to have an origin and destination, so this Cyc type has been reinterpreted as a subtype of Event. Cyc: A specialization of #$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 'hasEndingPlace' relates a GeneralizedTransfer to the 'Place' to which the transferred thing is transferred. The companion relation 'hasStartingPlace' specifies the 'place' from which it originates. Since 'GeneralizedTransfer' is a broad type including transfers of abstract thing (e.g. information) as well as PhysicalObjects, the 'place' of origin or destination can be abstract as well. More specialized relations can be more specific as to the kind of 'place' for origin and destination of a GeneralizedTransfer. NOTE that even an OrientationMeasure can be an absgtract 'place' from which or to which something is transferred. This corresponds to Cyc relation 'to-Generic': Cyc: (#$to-Generic GEN-TRANS THING) means that the #$GeneralizedTransfer GEN-TRANS has a destination or endpoint THING. Because #$GeneralizedTransfer covers many kinds of transfer, both physical and abstract, this endpoint can be of many types. In a #$Translocation it is a #$PartiallyTangible location (see #$toLocation), while in #$TransferringPossession it is an #$Agent (see #$toPossessor). #$to-Generic encompasses all kinds of endpoints; as a rule, it is better to use more the specific predicates when possible. This relation can be used to express the concept 'into' when something (concrete or abstract) is placed into something else. bfd50815-9c29-11b1-9dad-c379636f7270 into 'hasStartingPlace' relates a GeneralizedTransfer to the 'Place' from which the transferred thing originates. The companion relation 'hasEndingPlace' specifies the 'place' to which it is transferred. Since 'GeneralizedTransfer' is a broad type including transfers of abstract thing (e.g. information) as well as PhysicalObjects, the 'place' of origin or destination can be abstract as well. More specialized relations can be more specific as to the kind of 'place' for origin and destination of a GeneralizedTransfer. NOTE that even an OrientationMeasure can be an absgtract 'place' from which or to which something is transferred. This corresponds to Cyc relation 'from-Generic': Cyc: (#$from-Generic GEN-TRANS THING) means that the #$GeneralizedTransfer GEN-TRANS has an origin or starting point THING. Because #$GeneralizedTransfer covers many kinds of transfer, both physical and abstract, this starting point can be of many types. In a #$Translocation it is a #$PartiallyTangible location (see #$fromLocation), while in #$TransferringPossession it is an #$Agent (see #$fromPossessor). #$from-Generic encompasses all kinds of starting points; as a rule, it is better to use more the specific predicates when possible. c00cab61-9c29-11b1-9dad-c379636f7270 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. 'wasTransferredInEvent' is the inverse of 'hadTransferredItem', This relation relates something (no restriction on the domain) to a GeneralizedTransfer event. 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 'hadInformationTransferred' relates an InformationTransferEvent to one or more InformationObjects transferred in the Action. . 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 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 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. 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. 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. This relation is more specific than 'produced', in that the thing created went from nonexisting to existing as a result of the event which is the subject in the assertion using this relation. This relation is related to the type 'Creation' and its subtypes, by directly specifying the relation between participants in a Creatkion action. Includes verb senses 1 and 2 of 'produce' and senses 2,5, and 6 of 'create' in WordNet: 1. (76) produce, bring forth - (bring forth or yield; 'The tree would not produce fruit') 2. (42) produce, make, create - (create or manufacture a man-made product; 'We produce more scars than we can sell'; 'The company has been making toys for two centuries') WN 'create': 2. (40) create - (bring into existence; "The company was created 25 years ago"; "He created a new movement in painting") 5. create, make - (create by artistic means; "create a poem"; "Schoenberg created twelve-tone music"; "Picasso created Cubism"; "Auden made verses") 6. produce, make, create - (create or manufacture a man-made product; "We produce more cars than we can sell"; "The company has been making toys for two centuries") produce produce produce1v produce2v create create create2v create5v create6v 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. 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 ... Corresponds to noun sense of 'part' in WordNet, and sense 3 and part of sense 1 of 'Piece' (unclear from the eaxmaple how broad sense 1 of 'piece' is):: WN 'piece': 1. (25) piece -- (a separate part of a whole; "an important piece of the evidence") 3. (8) part, piece -- (a portion of a natural object; "they analyzed the river into three parts"; "he needed a piece of granite") bd589de9-9c29-11b1-9dad-c379636f7270 Each class of a ColorAttribute forms a region with more specific classes of ColorAttribute forming subregions.. 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 #$transparencyOfObject. hasColor relates abstract symbols (abstract representations of things), substances, substance types, or individual objects to one or more colors that characterize the way that light is reflected from or passes through the object. For real-world objects, the color value will be a color region, which could be further restricted to a more specific color, down to a monochromatic color of specific saturation and intensity. The colors are represented as Types. COSMO note: Opacity is an attribute only of objects that have a certain size; at molecular dimensions, almost nothing will absorb all of the light impinging on it. Cyc comment: #$Opaque is a #$PhysicalAttribute representing a specific degree of #$Transparency. #$Opaque objects do not transmit light. See also #$transparencyOfObject. bd5138d4-74ba-11d6-8000-00a0c99cc5ae 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 non-transitive relation such as 'hasMainComponentSubstance' must be used. Linguistically this relation is expressed by phrases such as 'the medicine contains . . .'. Corresponds to part of noun sense 1 of 'contain' in WordNet: 1. (119) incorporate, contain, comprise - - (include or contain; have as a component; "A totally new idea is comprised in this paper"; "The record contains many old songs from the 1930's") contain contain contain1v 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. 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. bd58c3d0-9c29-11b1-9dad-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. NOTE: the range includes PhysicalObjectType so that we can point to a necessary element of a certain type without requiring that the inference engine Skolemize that type 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. 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. A System can contain other Systems (which contain objects), so the range includes System 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. 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'. 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 (as agent or instrument or object acted on) and passive processes. Linguistically, 'Capability' is a nominalized form of 'capable', but in COSMO the adjective and nominalized form are represented as a single concept. 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 ****************** Corresponds to parts of noun sense 1 of 'capability' and sensess 1 and 3 of 'power' in WordNet; the more specific ability of agents is represented by 'AgentCapability'.: 1. (674) power, powerfulness - (possession of controlling influence; "the deterrent power of nuclear weapons"; "the power of his love saved her"; "his powerfulness was concealed by a gentle facade") 3. (77) ability, power - (possession of the qualities (especially mental qualities) required to do something or get something done; "danger heightened his powers of discrimination") WN 'capability': 1. (8) capability, capableness - (the quality of being capable - physically or intellectually or legally; "he worked to the limits of his capability") power power power1n power3n capability capability1n 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. SituationRole is a compound Type representing both a Situation and a Role. This category was created specifically to allow an inherently Ternary relation (the Cyc intendedPrimaryFunction) to be represented as binary. it will include a Situation and a Role which specifies the function of an Object in that Situation. ToDO - to be useful, the structure of this Type needs elaboration. The property of substances or objects that are considered (by their possesor) to have no positive value. This is used for a lack of either monetary, emotional, or social value. Corresponds to adjective sense 1 of 'worthless' in WordNet: 1. (1) worthless - (lacking in usefulness or value; "a worthless idler") 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. @ToDo: in assigning an 'EvaluativeAttribute', it should be necessary to specify the agent who has assigned that attribute value - but at this point (rev833) there is no mechanism for specifying the agent directly, other than in a reified assertion. The property of substances or objects that are considered (by their possesor or potential possessor) to have some positive value. This is for both monetary and emotional value. For high levels of value, the monetary and emotional are distinguished as 'Precious' and 'cherished', respectively. Includes both adjective senses 1 and 2 of 'valuable' in WordNet: 1. (16) valuable - (having great material or monetary value especially for use or exchange; "another human being equally valuable in the sight of God"; "a valuable diamond") 2. (5) valuable, worthful - (having worth or merit or value; "a valuable friend"; "a good and worthful man") 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. See also intendedPrimaryFunction - should be merged?? This specifies the Action part of SituationRole, where the Situation is an Action. An axiom should relate them. hasDesignFunction relates a PhysicalObject or Substance (usually 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?'. Individual PhysicalObjects that are not artifacts are not included inb the domain of this relation. For natural objects that have a function (e.g. biological), only thtype of object, not the individual oject, can serve as the subjet of this relation. 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. 'isInsideOf' is a specialization of 'isLocatedAt' specifying that the subject is located within the Region defined by the outer limits of the containing Object or Region. This includes the notions of being a physical part of something, and being contained inside a container, as well as being within some spatial reagion. Those individual senses are subrelations of this relation. This relation also includes the sense of one substance being contained in another; even though that sense is already represented by 'hasComponentSubstance', the notion of 'inside' can include the notion of being part of a mixture, so it is included here as a way to relate these general notions. inside inside inside2adv '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'. inside inside inside2adv 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) 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'. 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. Eacj 'ObjectConsistingOfSubstance' is a PhysicalObject that is characterized, among other things, by the substance of which it consists. 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 #$AnimalBodyPart. bd58c3d0-9c29-11b1-9dad-c379636f7270 The subcollection of #$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 #$Deformable. fe5bdeb6-74b9-11d6-8000-00a0c99cc5ae A subcollection of #$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 #$InanimateThing-NonNatural. bd5905ea-9c29-11b1-9dad-c379636f7270 In OpenCyc this class is a collection of pieces of crystalline material. In COSMO it is reinterpreted as an attribute of some solids. Cyc: The collection of instances of #$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 #$PartiallyTangible having a solid crystalline structure. In a crystalline solid the atoms, ions, or molecules are ordered in well-defined arrangements. These solids often have flat faces that make angles with one another. They are frequently translucent and brittle. 892632f8-74bf-11d6-8000-00a0c99cc5ae A specialization of #$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. c1008900-9c29-11b1-9dad-c379636f7270 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 #$Glass. bd590a05-9c29-11b1-9dad-c379636f7270 COSMO note: This Cyc category is reinterpreted in COSMO to include certain subtypes of 'PhysicalSubstance', that are not subcategorized solely on the basis of composition, or inherent properties depending on composition, but of other attributes, such as state of matter (e.g. SolidSubstance or Gas). One such category is 'CommodityProduct' which treats commercial products sold in quantities (such as potatoes, onions) as 'substances'. Cyc: A collection of collections, and a specialization of #$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 #$ExistingObjectType. bd59f2ea-9c29-11b1-9dad-c379636f7270 A #$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. be00c400-9c29-11b1-9dad-c379636f7270 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.). bd58c494-9c29-11b1-9dad-c379636f7270 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 also neutral with respect to object or substance, and 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. c10ae97e-9c29-11b1-9dad-c379636f7270 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. A Mineral need not be natural (found in the ground), only crystalline and inorganic. 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 #$Corundum. SUMO: Any of various naturally occurring homogeneous substances (such as stone, coal, salt, sulfur, sand, petroleum), or synthetic substances having the chemical composition and crystalline form and properties of a naturally occurring mineral. c1008900-9c29-11b1-9dad-c379636f7270 An OrganicObject is an object at least as large as a cell of an organism, that consists predominantly of substances which are living or are derived from living things, or are synthetic substances similar to those found in living things. An OrganicObject may be living or dead, or if dead, highly processed, providing that the main active constituent is derived from or similar to those in living things. Thus one muscle or one apple pie would each be an OrganicObject, but one virus particle would be too small to qualify. A macroscopic object consisting of macromolecules such as protein, nucleic acid, or polysaccharide similar to those found naturally would be OrganicObjects, but a quantity of small molecules such as alcohol or amino acid would not be. In the triad 'animal, vegetable or mineral', this would be either of animal or vegetable. NOTE that this Type is disjoint with MineralObject, though an OrganicObject may have some minor portions of Mineral in it. NOTE in particular that a Corpse, skeleton, and FuneraryAshes are classified as 'OrganicObject' although a strong fire may have removed almost all of the carbon in it. COSMO note: as of version 0.49, this category is not properly represented. COSMO has 'Corpse' as a subtype of 'BiologicalLivingObject' and these need to be distinguished. Cyc: The collection of all structures that are composed of one or more living cells (see #$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. bd58a6ed-9c29-11b1-9dad-c379636f7270 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. c1005766-9c29-11b1-9dad-c379636f7270 '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 creates 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. 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.. 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 and substances (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 when it is asserted that a 'Substance' isLocatedAt some place, that is a stand-in for the more logically meaningful assertion that some unspecified quantity of a Substance is located at that place. 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 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 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'. 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. The reason one needs a 'typically' relation such as this is that things that have a natural location (e.g. the brain is usjually in the head) can be removed from that location, and still be considered as an instance of that type. For example, a brain may be removed from the body during an autopsy, and it is still referred to as the brain of that (dead) person. isTypicallyaPartOf relates types objects to other types of objects, where the one is typically (more often than not) a part of the other. This relation is a type-level relation and can be used for wither physical or abstract objects. For physical objects, the more specific 'isTypicallyaPhysicalPartOf' should be used For abstract objects, this relation can be used to relate parts of things like texts or grammars to the larger structures of which they are typically a part. 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. 'isAnOrganicPartOf' is a subproperty of isTypicallyaPhysicalPartOf, specialized for describing physical parts of Organisms that originate as parts of Organisms or as parts of larger parts of Organisms. This a Finger 'isAnOrganicPartOf' a Hand. This merely describes the usual origin of such objects; the object (e.g. Finger) may be severed from the whole without destroying its identify (e.g. as a Finger) . 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 category of organic objects that 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 that artificial life forms that are not organic (e.g. robots) are not included in this category. 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. 'contrastsWith' relates one attribute to another attribute that has some contrasting quality eith the first, but is not necessarily a semantic 'opposite' For attributes that are opposite, use the subrelation 'isTheOppositeOf'. There is a hub-and-spoke structure to certain core attributes and related attribute, and the notion of 'conrtast' may be more lexical than conceptual. This relation tries to capture the common cases of contrasts. 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. 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 quality of substances or objects that have water either interspersed within it or on the surface. 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 . 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. 9ae4ab12-8221-41d7-9022-96b38c86ffc1 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 #$PortugueseManOfWar. A collection of Cells, Tissues, structural parts, or subcellular components, which are localized to a specific area of an Organism (plant, animal, microorganism) and which are not pathological. The instances of this Class range from gross structures to small components of complex Organs, or even subcellular organelles or cellular components. The term 'Body' in the name of this type may be misleading, because it includes parts of microorganisms, which are not usually called 'bodies'. @@ToDo: Create a subtype and change the name? Note that this is a Role, which only means that the part was created or evolved for the purpose of being a part of an organism. When removed from the organism, it is still a BodyPart, but will have different attributes (e.g., not in situ). NOTE that this includes only solid parts containing cells; blood and lymph are not included here, see 'BodyFluid'.. #$InternalAnatomicalPart is a specialization of #$OrganismPart. Each instance of #$InternalAnat5omicalPart 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. bdc6db2f-9c29-11b1-9dad-c379636f7270 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. This is the most general sense of 'part' (also see 'hasPart' and its subproperties). This includes senses 1,2,4,5, 7 and 9 of 'part' in WordNet: 1. (733) part, portion, component part, component - (something determined in relation to something that includes it; 'he wanted to feel a part of something bigger than himself'; 'I read a portion of the manuscript'; 'the smaller component is hard to reach') 2. (159) region, part - (the extended spatial location of something; 'the farming regions of France'; 'religions in all parts of the world'; 'regions of outer space') 4. (123) part, portion - (something less than the whole of a human artifact; 'the rear part of the house'; 'glue the two parts together') 5. (109) part, section, division - (one of the portions into which something is regarded as divided and which together constitute a whole; 'the written part of the exam'; 'the finance section of the company'; 'the BBC's engineering division') 7. (67) part, piece - (a portion of a natural object; 'they analyzed the river into three parts'; 'he needed a piece of granite') 9. (37) share, portion, part, percentage - (assets belonging to or due to or contributed by an individual person or group; 'he wanted his share in cash') WN 'share' 2. (152) share, portion, part, percentage - (assets belonging to or due to or contributed by an individual person or group; 'he wanted his share in cash') 3. (117) parcel, portion, share - (the allotment of some amount by dividing something; 'death gets more than its share of attention from theologians') WN 'component' 2. (10) part, portion, component part, component - (something determined in relation to something that includes it; "he wanted to feel a part of something bigger than himself"; "I read a portion of the manuscript"; "the smaller component is hard to reach") 3. (6) component, constituent, element - (an artifact that is one of the individual parts of which a composite entity is made up; especially a part that can be separated from or attached to a system; "spare components for cars"; "a component or constituent element of a system") part part part1n part2n part4n part5n part7n share share share2n share3n portion portion4n portion3n component component2n component3n piece piece piece1n piece3n 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. 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 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. bd590365-9c29-11b1-9dad-c379636f7270 Any part of the surface of a PhysicalObject, which may include the whole surface (see the subtype 'ExternalSurface-WholeThing'). NOTE that this includes the outer rim of a PhysicalObject that is mostly spread out in two dimensions, such as the wall of a medieval city or of a fort.. The collection of all entire outer physical surfaces of tangible objects. Excludes mere patches or portions of the whole surface of an object. bd589b3e-9c29-11b1-9dad-c379636f7270 Located on the surface of or outside of some object or Group or Organization, e.g. an ExternalOrgan. This includes the more specific sense of being located on the surface of an Object, which is represented by the subtype 'Superficial'. NOTE: an object that is External' to one whole object may be Internal to another object, if the first object is wholly contained inside the limits of a second object. Corresponds to part of adjective sense 1 of 'external' in WordNet: 1. (10) external - (happening or arising or located outside or beyond some limits or especially surface; 'the external auditory canal'; 'external pressures') . external external1adj Located on the surface of some object, e.g. an ExternalOrgan. This is specific for parts of objects or objects attached to other objects in an external position. or for Events that occur on the durface of some Object. Every Object ?O that has the attribute value 'Superficial' will be related to some Object and its surface by the relations: {?O isLocatedAt ?S} where ?S is the surface of some Object. An Event ?E that is 'Superficial' will be related to an object by the relations: {?E occurredAt ?S} where ?S is the surface of some Object. This attribute is for Objects, and metaphorical uses of 'superficial' (as in personalities) need to be disambiguated by a language interpreter from this sense. This sense includes senses adjective 2 and 4 and part of sense 1 of 'superficial', sense 1 and 2 of adjective 'surface', and corresponds to part of sense 1 of 'external' in WordNet. NOTE that most of the examples of sense 1 are metaphorical, but the gloss includes the physical sense: WN 'external' 1. (10) external - (happening or arising or located outside or beyond some limits or especially surface; 'the external auditory canal'; 'external pressures') WN 'superficial' 1. (4) superficial - (being or affecting or concerned with a surface; not deep or penetrating emotionally or intellectually; 'superficial similarities'; 'a superficial mind'; 'his thinking was superficial and fuzzy'; 'superficial knowledge'; 'the superficial report didn't give the true picture'; 'only superficial differences') 2. superficial - (relating to a surface; 'superficial measurements'; 'the superficial area of the wall') 4. skin-deep, superficial, surface - (involving a surface only; 'her beauty is only skin-deep'; 'superficial bruising'; 'a surface wound') WN 'surface': 1. (2) surface - (on the surface; 'surface materials of the moon') 2. (2) skin-deep, superficial, surface - (involving a surface only; 'her beauty is only skin-deep'; 'superficial bruising'; 'a surface wound') external external1adj superficial superficial1adj superficial2adj superficial4adj surface surface1adj surface2adj A specialization of the AttributeValue 'Internal', signifying that the entity characterized is not only not on the surface, but at or near to the center of the containing thing. This is a broad sense, including objects ('inner ear'), processes, and Events, and relating to the internal parts or functions of Objects, Organizations, and Groups ('inner council of the administration') Includes adjective senses 2 and 6 of 'inner' in WordNet: WN 'inner' 2. (5) inner - (located or occurring within or closer to a center; 'an inner room') 6. inner - (inside or closer to the inside of the body; 'the inner ear') WN 'interior' 4. interior - (inside and toward a center; "interior regions of the earth") . interior interior1adj inner inner2adj inner6adj A specialization of the AttributeValue 'External', signifying that the entity characterized is near or at the surface or perimeter of some object or place. 'an outer wall' 'the outer gate' Includes adjective senses 1 and 3 of 'outer' and part of adjective sense 1 of 'exterior' in WordNet; (the notion of 'suitable for' as in 'exterior paint' is not included in this sense - this is a location attribute): 1. (6) outer - (being on the outside or further from a center; 'spent hours adorning the outer man'; 'the outer suburbs') 3. outer - (being on or toward the outside of the body; 'the outer ear') WN adj 'exterior': 1. (2) exterior - (situated in or suitable for the outdoors or outside of a building; 'an exterior scene'; 'exterior grade plywood'; 'exterior paints') . exterior exterior1adj outer outer1adj outer3adj Each 'Interior' is a PhysicalSpaceRegion that is inside of and does not extend to the surface of an Object or larger PhysicalSpaceRegion. 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 #$AnimalBodyRegion (qq.v.). c0fe0761-9c29-11b1-9dad-c379636f7270 A specialization of #$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 The SUMO term for the concept 'AnimalBodyRegion'. #$EukaryoticOrganism is a specialization of #$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). bfc8323a-9c29-11b1-9dad-c379636f7270 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. bd590331-9c29-11b1-9dad-c379636f7270 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 #$ExistingObjectType and a specialization of #$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. bd58a562-9c29-11b1-9dad-c379636f7270 The collection of all sentient agents. Instances of #$PerceptualAgent are #$IndividualAgents (q.v.) capable of performing acts of #$Perceiving (q.v.). In many cases information that a perceptual agent gathers through perceiving can influence certain other of the agent's actions. bd58a72d-9c29-11b1-9dad-c379636f7270 COSMO note:for non-human animals, use the subtype 'NonHumanAnimal'. Cyc: An instance of #$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 #$NonPersonAnimal. Note that not all animals are 'IntentionalAgents', able to form plans of action; as of v0.54, only mammals are characterized as IntentionalAgent - but this may change depending on whether evidence of planning is found in other branches of the Animal kingdom. SUMO: An Organism with eukaryotic Cells, and lacking stiff cell walls and photosynthetic pigments. WordNet includes 'creature' and 'beast' in the generic 'animal. 1. (16) animal, animate being, beast, brute, creature, fauna - (a living organism characterized by voluntary movement) bd58b031-9c29-11b1-9dad-c379636f7270 animal creature creature1n animal animal animal1n creature creature1n A GravitationallyBoundObject is an object that has a mass and density sufficiently large that it will (eventually) settle out from the Earth's atmosphere, in the absent of agitation or shear forces that keep it suspended. This Type is created to provide a more restricted Type of PhysicalObjects that will be the domain and range for relations of 'support' and 'on top of', excluding submicroscopic objects for which such relations make no sense. The subtype 'MacrosopicObject' and its subtypes will be those most commonly used with the 'support' relations. This type of Object need not be solid: portions of a liquid can be supported by surfaces and containers. A is a PhysicalObject that is visible and large enough to be perceived by human beings without the aid of a microscope or other aid to viewing small objects. It could be of any size, but will typically be used for objects no larger than the planet Earth. Larger objects will be 'LargeObject's or 'AstronomicalObject's. A specialization of #$PartiallyTangible. Each instance of #$HumanScaleObject is an object that can be perceived and manipulated by human beings. Instances of this collection range roughly from objects the size of pinheads to objects the size of aircraft carriers. COSMO Note: In Cyc, ConstructionArtifacts were subtypes of HumanScaleObject, but that does not fit the definition of manipulable by humans, so a size limit on HumanScaleObject should be considered as not much larger than an Aircraft Carrier, and stationary construction artifacts (which could be as large as the Alaska Pipeline or the Great Wall of China) will be subtypes of MacroscopicObject, which can be very large. For object scales below this one, the sizes decrease in order as: HumanScaleObject PortableObject SmallObject TinyObject Particle MicroscopicScaleObject SubatomicParticle. A PhysicalObject that is or was a part of some animal. NOTE: this differs from Cyc in that Cyc requires that the part be part of a living animal. Cyc: A specialization of #$AnimalBodyRegion. Each instance of #$AnimalBodyPart is an anatomical part of some living animal, and thus is itself an instance of #$BiologicalLivingObject (q.v). #$AnimalBodyPart includes both highly localized organs (for example, hearts) and physical systems composed of parts distributed throughout an animal's body (such as an animal's circulatory system and nervous system). Note that severed limbs and removed organs are _not_ instances of this collection, since they are not _parts_ of some living animal. NOTE also that body liquids such as blood and lymph are not considered 'AnimalBodyPart' in COSMO, but are categorized as 'BodyFluid'. bd58801c-9c29-11b1-9dad-c379636f7270 COSMO adopts the Cyc usage that an Organ is a localized body part, and the nervous system is not an Organ. Cyc: A specialization of #$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 #$Organ. SUMO: A somewhat independent BodyPart that performs a specialized function. Note that this functional definition covers bodily systems, e.g. the digestive system or the central nervous system. Corresponds approximately to noun sense 1 of 'organ' in WordNet: 1. (8) organ - (a fully differentiated structural and functional unit in an animal that is specialized for some particular function) c0fde25a-9c29-11b1-9dad-c379636f7270 organ organ1n Located inside of some Object, Group, or Organization e.g. an InternalOrgan; not on the surface or extending to the surface of an Object; not External. This AttributeValue can characterize Objects, Processes, or Events. Every PhysicalObject that is 'Internal' is located at some Interior, i.e., the Internal part of some larger PhysicalObject. Includes adjective senses 1 and 2 of 'internal' in WordNet: 1. (11) internal - (happening or arising or located within some limits or especially surface; 'internal organs'; 'internal mechanism of a toy'; 'internal party maneuvering') 2. (1) internal, intragroup - (occurring within an institution or community; 'intragroup squabbling within the corporation') . internal internal1adj internal2adj COSMO note: the restriction needs modification - @ToDo: should be somevaluesFrom Interior or some type that is a part of an Organism. Cyc: A specialization of #$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 #$ExternalAnatomicalPart is a specialization of #$OrganismPart. Each instance of #$ExternalAnatomicalPart is a part of the external anatomy of an organism. Example subcollections include #$Earlobe and #$Leaf. bf30473c-9c29-11b1-9dad-c379636f7270 A specialization of #$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 #$Brain is an organ that controls most bodily movement, receives sensory input from the body and objects outside the body, and also thinks (insofar as the organism that has the brain can be said to do so). SUMO: The seat of the central nervous system. bd58d3eb-9c29-11b1-9dad-c379636f7270 An important specialization of #$InanimateThing. Each instance of #$ExanimateThing is an individual that is typically regarded as truly inanimate, or non-agentive in the sense that it is utterly incapable of any subjective or mental experience. c0d2c2fb-9c29-11b1-9dad-c379636f7270 COSMO note: in COSMO, a SubatomicParticle is not an instance of this type. This type partly overlaps with 'Particle' - the distinction is not resolved as of v0.54. This should be used for objects down to atom-sized. Cyc: A specialization of #$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 #$Mitochondrion. bd5891ac-9c29-11b1-9dad-c379636f7270 A specialization of #$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. Corresponds to noun sense 1 of 'atom' in WordNet: 1. (51) atom - ((physics and chemistry) the smallest component of an element having the chemical properties of the element) bd5891ef-9c29-11b1-9dad-c379636f7270 A single submicroscopic physical object, being an atom or bonded atom group with an electric charge due to having more or fewer electrons than the total number of protons in the nuclei. Cyc: A collection of microscopic-scale objects; a subset of #$ChemicalObject. Every instance of #$Ion is an atom or radical which has either a negative or positive net electrical charge, due to having either more or fewer electrons than there are protons in its nuclei. Note: atomic ions violate Cyc's default assumption that instances of #$Atom have a net electrical charge of zero, so #$Ion constitutes a class of exceptions to that rule. SUMO: An electronically charged Atom or Molecule. In other words, a PureSubstance that has lost one of its Electrons. c0fbae39-9c29-11b1-9dad-c379636f7270 A specialization of #$Nucleon. Each instance of #$Proton is a nucleon which has an #$ElectricalCharge of +1. NOTE: a Proton can be viewed as a subatomic particle, or as the positive ion of a Hydrogen atom. bd58814d-9c29-11b1-9dad-c379636f7270 A specialization of #$Nucleon. Each instance of #$Neutron is a nucleon with an electrical charge of 0. bd588216-9c29-11b1-9dad-c379636f7270 A specialization of MicroscopicScaleObject, each instance of which is smaller than an atom. The borderline case is a proton, which is the nucleus of a hydrogen atom, but might also be considered as the ion of a hydrogen atom. This subsumes atomic nuclei and subatomic particles, but does not include any atomic ion that contains at least one electron in orbit around the nucleus. A specialization #$MicroscopicScaleObject and #$InanimateObject-Natural. Each instance of #$SubAtomicParticle is a physical particle smaller than the smallest atom. Major subcollections of #$SubAtomicParticle include #$Electron, #$Proton, and #$Neutron. bd58db74-9c29-11b1-9dad-c379636f7270 NOTE that a nucleus is always part of an atom; if accelerated in a form that strips the electrons, either the atom is highly ionized or it is considered as a subatomic particle (not resolved yet). Cyc: A specialization of #$MicroscopicScaleObject. Each instance of #$AtomicNucleus is an object composed of some definite number of instances of #$Proton and some definite number of instances of #$Neutron. Each instance of #$Atom has exactly one instance of #$AtomicNucleus as a part. Corresponds to noun sense 2 of 'nucleus' in WordNet: 2. (5) nucleus - (the positively charged dense center of an atom) bd58a3d9-9c29-11b1-9dad-c379636f7270 nucleus nucleus2n 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'. @ToDo: The restriction specifying that every ChemicalElement hasUnitObject Atom is not exactly in the form that would allow it to be satisfied by asserting that specific elements have specific atoms as unit objects. This needs to be changed when a more precise restriction can be created in an FOL version. This could be done by creating an 'AtomType' as the range for the relation when used on elements 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. Corresponds to noun sense 2 of 'element' and sense 1 of 'chemical element' in WordNet: 2. (33) chemical element, element - (any of the more than 100 known substances (of which 92 occur naturally) that cannot be separated into simpler substances and that singly or in combination constitute all matter) bd5908b9-9c29-11b1-9dad-c379636f7270 element element2n chemical element chemical element1n 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. An Isotope is a ChemicalElement with a single fixed number of neutrons in each atom. Thus we might have Carbon12 as an subtype of Carbon, and as a subtype of 'Isotope'. The term 'isotope' is sometimes used to refer to an 'Isotope' with an atomic mass different from the dominant natural atomic mass (a minority or non-natural isotope); or the use of 'isotopes' in the plural suggests that different isotopes of the same element are under discussion. The COSMO sense is not exactly like either of those senses. The 'non-natural' sense could be a subtype of this sense, but is left for a domain ontology. @ToDo: We need a restriction that all atoms have the same atomic mass - may need FOL for that. This definition differs from that of Cyc; Cyc requires that each isotope have a 'different' mass - but even for elements that have only one natural isotope, that natural isotope is still an 'Isotope' in COSMO - the only criterion for an Isotope is that all atoms of an Isotope have the *same* atomic mass. Thus Carbon12 and Carbon14 are both 'Isotopes' in COSMO. Cyc: #$Isotopes are substances with the same atomic number as the element for which they are isotopes of (see #$isotopeOf), but with a different atomic mass due to a different number of neutrons. This corresponds to the only sense of 'isotope' in RHW: RHW: any of two or more forms of a chemical element, having the same number of protons in the nucleus, or the same atomic number, but having different numbers of neutrons in the nucleus, or different atomic weights. There are 275 isotopes of the 81 stable elements, in addition to over 800 radioactive isotopes, and every element has known isotopic forms. Isotopes of a single element possess almost identical properties. Corresponds approximately to noun sense 1 of 'isotope' in WordNet; however an Isotope is not an Atom, it consists of Atoms: 1. isotope - (one of two or more atoms with the same atomic number but with different numbers of neutrons) a0a73e1e-f1e1-41d6-810c-dbd250443206 isotope isotope1n 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. The element with six protons in each nucleus. 6 The element with eight protons in each nucleus. 8 A Gas or a LiquidSubstance. 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. 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. NOTE also that representing a PersistentState in which some attribute(s) remain constant over some interval of time does *not* imply that there are no attributes that change. A person sitting in a chair can be represented as a persistent state of sitting, while at the same time many internal biological proceses may be going on. The meaning a a PersistentState, as well as for Events generally, only extends to those attributes (or fluents) that are explicitly represented in (or logically inferred from) the represented description of the Event/PersistentState. 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 nonoe of the represented attributes change 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. A specialization of #$Situation-Localized. Each instance of #$PhysicalSituation is a spatially localized situation involving one or more physical objects or stuffs (see #$situationConstituents). Important specializations include #$PhysicalEvent and #$AilmentCondition. 7bdc4888-8636-41d7-894d-9e94e3976266 The collection of all temporal situations in which two or more tangible objects are touching (see #$touches) for at least part of the situation's duration. This includes an object's rubbing against another, objects colliding, as well as static touching configurations. Note that, although most types of #$PhysicalEvents involve some kind of touching, only those types for which contact is salient should be subcollections of #$PhysicalContactSituation. bfffa642-9c29-11b1-9dad-c379636f7270 This is the most general sense of some physical object or part of a PhysicalObject changing its location or orientation in any way. Turning in place (rotation), vibration, oscillation, moving in circles, as well as complete change of location of an object is included. 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. Corresponds to verb sense 1 of 'go' and sense 1 and 3 of 'move', and includes noun senses 3 and 4 of 'move' and nouns senses 1,2,3, and 6 of 'motion' in WordNet: WN verb 'move' 1. (343) travel, go, move, locomote - (change location; move, travel, or proceed; 'How fast does your new car go?'; 'We travelled from Rome to Naples by bus'; 'The policemen went from door to door looking for the suspect'; 'The soldiers moved towards the city in an attempt to take it before night fell'). 3. (52) move -- (move so as to change position, perform a nontranslational motion; "He moved his hand slightly to the right") WN noun 'move': 3. (57) motion, movement, move, motility - (a change of position that does not entail a change of location; 'the reflex motion of his eyebrows revealed his surprise'; 'movement is a sign of life'; 'an impatient move of his hand'; 'gastrointestinal motility') 4. (30) motion, movement, move - (the act of changing location from one place to another; 'police controlled the motion of the crowd'; 'the movement of people from the farms to the cities'; 'his move put him directly in my path') WN noun 'motion': 1. (22) movement, motion - (a natural event that involves a change in the position or location of something) 2. (8) gesture, motion - (the use of movements (especially of the hands) to communicate familiar or prearranged signals) 3. (6) motion, movement, move, motility - (a change of position that does not entail a change of location; 'the reflex motion of his eyebrows revealed his surprise'; 'movement is a sign of life'; 'an impatient move of his hand'; 'gastrointestinal motility') 6. (1) motion, movement, move - (the act of changing location from one place to another; 'police controlled the motion of the crowd'; 'the movement of people from the farms to the cities'; 'his move put him directly in my path') bd590401-9c29-11b1-9dad-c379636f7270 go go go1v move move move1v move3v motion move3n move4n motion1n motion2n motion3n motion4n The Cyc term for the Event in which Motion occurs.. COSMO note: this is for complete changes of location; for the more geenral sense of 'motion' or changes of orientation, or changes of location of a part of an object (e.g. moving one's hand), use the more general 'Motion'. 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 #$WavePropagation. Corresponds to noun sense 6 of 'motion' , noun sense 4 of 'move' and verb sense 1 of 'move' in WordNet: WN 'motion' 6. (1) motion, movement, move - (the act of changing location from one place to another; 'police controlled the motion of the crowd'; 'the movement of people from the farms to the cities'; 'his move put him directly in my path') WN noun 'move': 4. (30) motion, movement, move - (the act of changing location from one place to another; 'police controlled the motion of the crowd'; 'the movement of people from the farms to the cities'; 'his move put him directly in my path') WN verb 'move' 1. (343) travel, go, move, locomote - (change location; move, travel, or proceed; 'How fast does your new car go?'; 'We travelled from Rome to Naples by bus'; 'The policemen went from door to door looking for the suspect'; 'The soldiers moved towards the city in an attempt to take it before night fell'). bf81a890-9c29-11b1-9dad-c379636f7270 move motion motion6n move move4n move1v A specialization of #$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 #$Translation-LocationChange (q.v.). bd588e70-9c29-11b1-9dad-c379636f7270 A collection of processes. In instances of #$TranslationAlongASurface an #$objectMoving is moving along a #$motionPathway-Complete in contact with a liquid or solid surface. The #$objectMoving crosses [see #$trajectoryPassesThrough] the #$Perimeter of any #$toLocation or #$fromLocation that is a #$Surface-Open. bdd346cd-9c29-11b1-9dad-c379636f7270 The collection of all locomotion events in which the locomotor moves along, and is supported by, a #$SolidTangibleThing. Includes walking, slithering, somersaulting, etc. c08d344c-9c29-11b1-9dad-c379636f7270 'Ordered' is an AttributeValue of Groups that have some kind of ordering. More specific orderings will be subtypes of this AttributeValue, such as 'LinearlyOrdered' 'Ordered' is an AttributeValue of Groups that have some kind of ordering. More specific orderings will be subtypes of this Attributealue, such as 'LinearlyOrdered' 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. 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. 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. 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. be8e694c-9c29-11b1-9dad-c379636f7270 An 'ActionSeries' is an Action that is composed of a Series (a LinearlyOrderedGroup) of Actions. The ordering of the Actions in the series corresponds to the time-sequence of the Acdttions in the ActionSeries. 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). 'Plural' as an attribute of a Group that has more than one member,i.e. a PluralThing; and also an attribute of Nouns that are in the grammatically plural form. This corresponds to both adjective senses of 'plural' in WordNet: 1. plural - (composed of more than one member, set, or kind) 2. plural - (grammatical number category referring to two or more items or units) plural plural plural1adj plural2adj 2 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'. 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. 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. The MainParticipant will usually be the subject in an assertion in the active voice, even if it is not an Agent. For things that are acted on, use 'hadAffectedObject'. 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 COSMO note: in COSMO we do not specifically require that a PhysiologicalCOndition be 'abnormal', as is suggested by the Cyc documentation. This category in COSMO is used solely to refer to any state of an organism. This is subject to review. Cyc: A specialization of #$SystemCondition. Each instance of #$PhysiologicalCondition involves an #$Organism-Whole being in some physiological state that is not typical for that organism's species, modulo considerations about the organism's sex or (in some cases) subspecies. Thus #$Menstruating, though not typical among all persons, is part of being a healthy adult female, and so is not a specialization of #$PhysiologicalCondition (though it is a type of #$PhysiologicalProcess); #$Pregnancy, on the other hand, is a specialization of #$PhysiologicalCondition. Note that some but not all #$PhysiologicalConditions are events; but they are all #$Situations. Thus each physiological condition has a temporal start and end, though in some cases (e.g. dwarfism) these will be the same as the start and end of the life of the organism. c10c3859-9c29-11b1-9dad-c379636f7270 wasPerformedByAgent points from an Action to the Agent(s) 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. There may be more than one Agent related by this relation, and the relation may point to a Group of agents. This 'perform' relation includes the 'experiencer' case role for mental events. The inverse of 'wasPerformedByAgent' - relates an agent (or agents) to the action in which s/he was principle agent. COSMO note: the kind of thing performing an AnimalActivity can also be an Organization - the implication being that it was performed by some person in the Organization. Cyc: 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 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 #$MovementOrShapeChangeEvent. Although blood moves through such a person's veins, her lungs expand and contract, and so on, these things would not normally be considered salient enough to entail that the person herself was undergoing a movement or shape change event. be32a8af-9c29-11b1-9dad-c379636f7270 A specialization of #$Action. Each instance of #$SingleDoerAction is an action which can have only one doer (see the predicate #$doneBy). Such actions may be intentional, but they need not be. Most bodily functions (e.g., the instances of #$Heartbeating or #$Bleeding-TheAction) belong to specializations of #$SingleDoerAction, because the only doer of a normal bodily function is the body of a single agent. In order for a type of action (i.e., a specialization of #$Action) to be a specialization of #$SingleDoerAction, it must be inconsistent to assert, for any instance ACT; of that type of action, both (#$doneBy ACT; X;) and (#$doneBy ACT; Y;), where X; and Y; are different. Notable specializations of #$SingleDoerAction include #$Sleeping, #$Dying, #$AnimalWalkingProcess, and #$WritingByHand. c0fd4844-9c29-11b1-9dad-c379636f7270 A specialization of #$AnimalActivity. Each instance of #$BodyMovementEvent is an event in which an #$Animal moves a part of its own body, whether intentionally or reflexively. Specializations of this collection include #$TakingAStep, #$BlockingAPunch, #$Hiccoughing, and #$Blinking. SUMO: called BodyMotion. SUMO: Any Motion where the agent is an Organism and the patient is a BodyPart. COSMO note: SUMO does not distinguish between voluntary and involuntary body movements, though the subtypes are all voluntary. To be inclusive, this Type is considered the equivalent of SUMO 'BodyMotion'. bd58f6e3-9c29-11b1-9dad-c379636f7270 COSMO note: taking one step can be performed by any animal with legs, including millpedes. Each TakingAStep can be forward or backward, very slow, normal pace, or fast as in running. Cyc: The act of raising a foot, moving it forwards (backwards in some cases) and placing it down again. bd589806-9c29-11b1-9dad-c379636f7270 footstep footstep footstep2n A collection of translational motion events; hence a subcollection of #$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. #$Translation-LocationChange). bd61f7aa-9c29-11b1-9dad-c379636f7270 A specialization of #$Movement-TranslationEvent. Each instance of #$Translation-SingleTrajectory is a translational movement that involves exactly one #$trajectory-Complete. One or more items might have the role of #$objectMoving in such an event. Note that although there is a single #$trajectory-Complete, it does not follow that there is a unique place in the role of #$fromLocation or #$toLocation because that depends on our descriptions of these locations. (E.g. the same single-trajectory movement can be described as from Texas to Pennsylvania, from Austin to Pittsburgh, or from northwest Austin to south Pittsburgh.) However, the single #$trajectory-Complete connects one from-location and one to-location. (Similarly, there may be a single existing #$motionPathway-Complete that the trajectory goes along, or a single #$Traversal of paths indicated by #$traverses-Complete.) Note that a translational motion performed by a whole #$Group is likely to be a #$Translation-SingleTrajectory; e.g. a flock of birds flying together or a snarl of rush-hour traffic on the Beltway. Non-examples include an opening break in a game of billiards and a group of water droplets coming together into one big drop. Contrast with #$Translation-MultiTrajectory. bd5b0dc8-9c29-11b1-9dad-c379636f7270 This is the collection of movement events in which the #$primaryObjectMoving is moving under its own control, and usually under its own power. This entails that the moving object is an agent. Most animals, many bacteria, and some robots are capable of #$LocomotionEvents; inanimate objects and plants are not. c0b3e401-9c29-11b1-9dad-c379636f7270 The collection of processes in which a #$providerOfMotiveForce moves from one place to another under, or as if under, its own control. This includes not only animals moving around autonomously (c.f. #$LocomotionProcess-Animal), but also locomoting devices such as cars, submarines, and airplanes, which are controlled either internally or remotely by distinct #$Agents, but share significant properties with locomoting #$Animals - notably that their trajectories are not just functions of forces such as gravity and resistance, but rather can have abrupt changes of direction or speed that are or appear purposeful. This collection also explicitly includes locomoting events in which the #$providerOfMotiveForce is a non-agent natural force such as gravity, so long as the object moving is or appears to be in control of its trajectory of motion. Thus someone downhill skiing or hang-gliding would be a positive example. bea637c7-9c29-11b1-9dad-c379636f7270 A specialization of #$LocomotionEvent, #$AnimalActivity, #$SingleDoerAction, and #$PurposefulAction. In each instance of #$LocomotionEvent-Animal, the object moving (see #$objectMoving) is an instance of #$Animal. Notable specializations of #$LocomotionEvent-Animal include #$Climbing, #$Swimming-Generic, and #$WalkingOnTwoLegs. Other specializations include types of events, such as single-person canoeing and #$Skating, in which a person moves himself or herself using a device to which s/he supplies the motive force. Note that instances of locomotion of several animals working together; e.g., tandam bicycling, a crew team rowing a boat, running a three-legged race; are not instances of this collection. bd58e64e-9c29-11b1-9dad-c379636f7270 COSMO note: Ambulation is an ActionSeries in which the individual actions are taking one step with one or more legs. Eachstep may consist of a single footstep while walking or running, or a hop in the case of Hopping. Cyc: A specialization of #$Locomotion-SolidSurface: the collection of all locomotion events on solid surfaces in which an #$Animal moves by lifting its feet, moving them through the air, and setting them down in a new location. Includes walking (cf. 'Walking'), #$Running, skipping, trotting, etc. NOTE: called 'Ambulating' in SUMO. SUMO: Any BodyMotion which is accomplished by means of the legs of an Animal for the purpose of moving from one point to another. bdd4cc3a-9c29-11b1-9dad-c379636f7270 The SUMO term for 'Ambulation'. hasCapability relates an Agent or Object to some type of Action that the Agent or Object has the ability to perform or serve as instrument in. A Feature is an Object or Region within the ConvexHull of an Object. The Object may be abstract. A PhysicalFeature is either a part of a PhysicalObject, or some hole, cavity, or path through an object that has some spatial shape and can reasonably be referred to as something having some kind of identity. It is parasitic on the PhysicalObject that gives it its identity, and therefore has the character of a Role. It is possible in some cases, like a handle, to be an Object that has had a separate identity at manufacture time, but is always viewed in its role as being or intended to be part of another object. Holes in Objects or bumps on objects are common Features that are not simply identifiable as traditional parts of objects. Features also include parts that are colored differently from other parts of an object: a tatoo on a person's skin is a PhysicalFeature. Also included are parts that are attached or embedded, such as the hair on an animal, or the absence of hair in certain parts (e.g. a bald patch at the crown of the head). This category is heterogeneous, its subtypes being either regions or PhysicalObjects, or the absence of parts of PhysicalObjects where they might ordinarily be. The collection of all outcroppings which stick out from other objects. Instances of this collection are all #$externalParts of some large object. Examples of subsets of this collection are #$Mountains and #$Tail-BodyParts c12ee1b8-9c29-11b1-9dad-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 #$Head-AnimalBodyPart is not considered to be an appendage. bd5882f8-9c29-11b1-9dad-c379636f7270 #$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 #$Limb-AnimalBodyPart. be7d6e49-9c29-11b1-9dad-c379636f7270 The collection of all #$Animal appendages used for locomotion overland, supporting the animal and moving it along by walking, running, etc. Thus wings, fins, etc., are not #$Legs. The #$Foot-AnimalBodyPart is considered part of the #$Leg. NOTE: SUMO restricts 'Leg' to Primate legs, but in COSMO any animal leg, including insect legs, are instances. SUMO: 'Leg' (more restricted that this type) The lower Limbs of Primates. bd5898cd-9c29-11b1-9dad-c379636f7270 A 'WalkingAnimal' is an Animal that uses legs as its primary means propulsion. This includes hopping animals such as grasshoppers and kangaroos - 'walking' here just means propelling by means of legs, which is termed 'Ambulation' in COSMO. Note that birds may hop while on the groundm and 'Hopping' is one form of 'Ambulation', but for flying birds this is not the primary means of propulsion. For flightless birds, Walking is the primary means of propulsion. So this is a broad category including many arthropods and some birds, as well as most mammals. NOTE that the capability is for a protypical animal of this category, and some individuals may not have the ability to walk, even though the prototype of the species can. Any attribute that specifically describes the shape of an object. 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. 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. 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). Includes noun sense 1 of 'critter' and part of sense 1 of 'beast' (the non-human part) in WordNet: 1. critter - (a regional term for creature (especially domestic animals)) WN 'beast': 1. (4) animal, animate being, beast, brute, creature, fauna - (a living organism characterized by voluntary movement) e6534f90-c2e0-41d7-80ce-bf3bf02a1467 bd58e066-9c29-11b1-9dad-c379636f7270 animal creature creature1n critter critter1n beast beast1n 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. bd59432f-9c29-11b1-9dad-c379636f7270 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 #$Chlorophyll. bd5904f5-9c29-11b1-9dad-c379636f7270 A specialization of #$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. be8ad325-9c29-11b1-9dad-c379636f7270 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. bd59063b-9c29-11b1-9dad-c379636f7270 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 #$Fish. bd58a5e6-9c29-11b1-9dad-c379636f7270 A subset of #$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. bd58a520-9c29-11b1-9dad-c379636f7270 #$AirBreathingVertebrate is a specialization of #$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. bef7c9c1-9c29-11b1-9dad-c379636f7270 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. bd58a628-9c29-11b1-9dad-c379636f7270 #$Eutheria is a specialization of #$Mammal. Each instance of #$Eutheria is a placental mammal; most mammals are members of this collection. #$Eutheria are born live, nurse from their mothers' #$MammaryGlands and live outside their mothers' bodies. c0d463be-9c29-11b1-9dad-c379636f7270 'feedsOn' is a specialized relation specifying the kind of food that an animal *typically* eats. This is primarily useful to describe the distinction between carnivores and herbivores, and in some cases the specialized eating habits of other types of animals. The typical food can be a substance ('Meat') or a type of organism (e.g. some birds specialize in eating insects, others prefer to eat seeds). An object that has an intrinsic front and back, or an intrinsic bottom and top, or an intrinsic left and right. (The 'or's here are of course inclusive.) See also the comments for the specializations #$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 #$NoteAboutSidedObject) be62f2a4-9c29-11b1-9dad-c379636f7270 A #$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 #$LeftAndRightSidedObject may well have a preferred orientation, changing this orientation does not change what counts as 'left' and what counts as 'right': if you turn me upside down my left side does not become my right side and my right side my left. If an entity does not obey this rule then it does not, generally speaking, count as having a distinguishable left and right--example: a houseplant. beb9d424-9c29-11b1-9dad-c379636f7270 A #$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 NOTE: The range is ObjectType. isDerivedFrom relates certain naturally occurring substances to the type of object from which they may be derived. 'Derived' in this sense can mean that the substance (e.g. bone) is still in situ - or, it can mean that the substance was removed from its natural setting and was processed in some way, in which case it would become a ProcessedNaturalSubstance. For substances derived by processing other substances, use 'isPreparedFromSubstance'. isProducedNaturallyBy is a specialization of isDerivedFrom, and specifies that the Substance which is the subject is produced naturally (without the aid of people) by some PhysicalObject.The most typical use will be to specify the origina of certain biological substances produced by organisms, but this is very general, and can be used to specify, for example, that lava is produced by volcanoes. The kind of 'production' that people do for artifacts is specified by the different relation 'isManufacturedBy'. 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 #$Person. bd590841-9c29-11b1-9dad-c379636f7270 An instance of #$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. bd58a674-9c29-11b1-9dad-c379636f7270 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] COSMO note: 'Agent-NonArtifact' is classified as a subtype of GenericLocation because thoughts are located in the mind of CognitiveAgents, and therefore even SupernaturalBeings need to be a 'location' to be the place where their thoughts are located; this obscure requirement does not affect ordinary reasoning. 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. Other odd implications come if one (perhaps in a fictional context) talks about the ghost of a dead person. The ghost itself is immaterial, therefore has no physical location. IF there is a physical manifestation of the ghost, the manifestation has material aspects (e.g. light waves), which are material and do have a location. So, if one wants to talk about a ghost being in a particular location, it would be necessary in COSMO to talk about its manifestation. For a ghost, its physical manifestatkon would (in some hypothetical context) play a role similar to the body of a living person. That is not yet (rev841) formalized. 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 person people COSMO note: the restriction requires that the Agent who is experiencing the MentalSituation be specified. Cyc: A collection of mental states and events whose instances are characterized by intentionality: they are of or about some thing external to themselves. Thoughts, acts of perception, and propositional attitudes are three common types of intentional mental situations. Thus, a particular act of thinking about the Eiffel Tower, an event of seeing the Eiffel Tower, and a given subject's believing that the Eiffel Tower is in Paris are three intentional mental situations, all having (at least) the Eiffel Tower as their object. Any thing whatsoever can in principle be the object of an intentional mental situation: I can think about a given physical object, an event, a relation, an attribute, a proposition, a mental state (my own or another's), a set, a collection, or anything else. (Note that the above mentioned belief about the Eiffel Tower and Paris is arguably not itself about the _proposition_ that the Eiffel Tower is in Paris. But now note that my belief in the content of the sentence preceding this one clearly _is_, in part, about that proposition.) Mental situations that are _not_ intentional, and thus not in this collection, include moods, itches, and pain experiences. Note that, although they are indirectly related (see e.g. #$PurposefulMentalActivity), the sense of intentional described above is not to be confused with its other sense as an antonym of accidental . See also #$IntentionalMentalEvent, #$IntentionalMentalState, #$objectOfMentalSituation, and #$thinksAbout. bdc339c8-9c29-11b1-9dad-c379636f7270 A specialization of both #$AtLeastPartiallyMentalEvent and #$IntentionalMentalSituation (qq.v.). This is the collection of (at least partially) mental events whose instances are characterized by intentionality: they are of or about some thing external to themselves. Thoughts and acts of perception are two common types of intentional mental events. Thus, a particular act of thinking about the Eiffel Tower and a particular act of seeing the Eiffel Tower are both intentional mental events, each having (at least) the Eiffel Tower as their object. Any thing whatsoever can in principle be the object of an intentional mental event: I can think about a certain physical object, an #$Event, a #$Relation, an attribute, a #$Proposition, a mental state (my own or another's), a set, a #$Collection, or anything else. Mental events that are _not_ intentional, and thus not in this collection, include non-localized pain experiences, and at least some instances of #$ExperiencingEmotion (q.v.). Note that, although they are indirectly related (see e.g. #$PurposefulMentalActivity), the sense of intentional described above is not to be confused with its other sense as an antonym of accidental . Nor is it to be confused with the logico-semantic concept of _intensional_ meaning. See also #$IntentionalMentalState, #$objectOfMentalSituation, and #$thinksAbout. bfde8dd4-9c29-11b1-9dad-c379636f7270 The intersection of #$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. c14de554-9c29-11b1-9dad-c379636f7270 '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. CAVEAT: a 'MentalObject' is an Object created by a Mind. Here, an Intellect is part of a Mind and is a MentalObject, suggesting that Minds create themselves. Not clear if this is a logical problem. 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 intellect intellect1n mind mind7n 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 #$Thinking. bd58875c-9c29-11b1-9dad-c379636f7270 A specialization of #$ConceptualWork. Each instance of #$PropositionalConceptualWork is an abstract work constituted at least in part by propositional information. Propositional information is information which has a truth value in some context (see #$Proposition). Typically, instances of #$PropositionalConceptualWork will be works whose instantiations are composed of (or merely contain) one or more spoken or written sentences. Positive examples of #$PropositionalConceptualWork include any instances of #$ProseLiteraryWork-CW (including instances of #$AcademicEssay and #$ExpositoryArticle). A positive example that is *not* a literary work is any instance of #$MusicalComposition that has lyrics that express propositions; another positive example is a mostly graphical advertisement that also includes text that expresses propositions. bf92f9bd-9c29-11b1-9dad-c379636f7270 A specialization of #$PropositionalConceptualWork. Each instance of #$TextualPCW is an abstract work whose propositional content is expressed, at least in substantial part, in text. Positive examples include instances of #$Novel-CW, #$Article-CW, #$Resume, and #$RestaurantMenu. Negative examples include episodes of an instance of #$TVShow-CW. #$TextualPCWs may include non-textual components which expand on or otherwise contribute to the propositional content of the work, but the propositional content of the #$TextualPCW could, alternatively, be expressed entirely in text. COSMO note: Note that the more generic 'AbstractText' does not have to be a Propositional work, since the more genreic text may not contain any propositions in it - it might be a question. c1266219-9c29-11b1-9dad-c379636f7270 COSMO note: in COSMO, a 'narrative' can be formatted, even in as simple a form as a table that records values of attributes of an object over time. Such a simple table would be an instance of 'ValueHistory'. Cyc: A specialization of #$PropositionalConceptualWork. Each instance of #$Narrative is an abstract work that recounts a sequence of events (in chronological order or in such a manner that their temporal order can be ascertained) involving some agent or agents. Instances of #$Narrative may be fictional or factual and, accordingly, may involve instances of #$Person or instances of #$FictionalCharacter. Important specializations of #$Narrative include #$Novel-CW and #$Biography. bd58886c-9c29-11b1-9dad-c379636f7270 COSMO note: An Argument in COSMO is an Assertion or Group of Assertions that the speaker believes provides a justification for believing some fact(s). This Type is represented as an Assertion (a subtype of Proposition). In ordinary linguistic use the word 'argument' often refers to the linguistic phrases used, but since in COSMO every logical 'Argument' impies a linguistic representation, these two aspects (propositional content and linguistic representation of the content) can be considered as alternative views that can be interchangeably used in many circumstances. It is hard to disentangle the two forms in this case, but @ToDo - this should be done. Using both Assertion (meanings) and ConceptualWork (representation) allows relating an 'Argument' to 'Reasoning' as its symbolic representation: an Argument is the AbstractSymbolicrepresentation of a Reasoning Event. In the restriction below, the Reasoning Event is an existentially required instance - this means that when representing an Argument, it is necessary to specify when and by whom it was created. See also related 'Reasoning','Justifying', 'Justification'. An additional nuance for 'Argument' is that it is always directed at an audience of one or more listeners (the audience can be the speaker). Therefore the linguistic representation of an Argument is an instance of a Communication. SUMO: Any proposition which has the form of a deductive or inductive argument, i.e. a set of premises which, it is claimed, imply a conclusion. SUMO: An Argument which has the form of a deduction, i.e. it is claimed that the set of premises entails the conclusion. 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. 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. 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. bd58bb07-9c29-11b1-9dad-c379636f7270 causes specifies that one EventType usually or often has as a result some other EventType; the resulting EventType may be a PersistentState (persistent for some period of time after it is caused); the probability of the resulting event ensuing is not specified,but can be specified by subrelations. NOTE: This relation is for direct physical causation, not the kind of causation that is mediated by mental processes, such as 'Jack's action caused me to leave the room'. The relations specifying mental causation are discussed under 'causesMentalEvent'. NOTE: to specify that one event inevitably causes another use the relation 'alwaysCauses'. To specify that an instance of an Event was caused by another instance of an Event, use 'hadEffect'. The domain of this relation includes instances of 'Event' to allow inheritance of the relation in the OWL format. COSMO note: causality is a very primitive concept, about which there is no broad consensus. For COSMO, the main inference is the contrafactual assertion that 'if A caused B, B would not have occurred without A'. This by itself does not distinguish 'cause' from enabling conditions, which are represented in COSMO by the relation 'allowed'. The notion of 'causality' in COSMO requires that matter or energy be transferred from the objects participating in the causal Event to some Objects participating in the Effect Event. In the relation 'allows', this direct form of causation is not required. Processes can also have causal relations. The causality of processes is not yet elaborated in COSMO. More logical elaboration is needed. This relation and 'Causes' both Correspond to verb sense 1 of 'cause' in WordNet, and to part of sense 3 of 'produce' (the part 'cause to happen or occur'): 1. (114) cause, do, make - (give rise to; cause to happen or occur, not always intentionally; 'cause a commotion'; 'make a stir'; 'cause an accident') WN verb 'produce' 3. (27) produce, bring about, give rise - (cause to happen, occur or exist; "This procedure produces a curious effect"; "The new law gave rise to many complaints"; "These chemicals produce a noxious vapor"; "the new President must bring about a change in the health care system") cause cause cause1v produce produce produce3v 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. NOTE that although every 'Judgment' (which see) is caused by some act of Judging, it is not necessarily true that an act of Judging will result in a Judgment - the available facts may be inconclusive in the opinion of the judging person. Therefore there is a 'causes' relation specified between Judging and Belief, but it is between types and therefore does not require existence of an instance of Belief produced by the Judging. Corresponds to noun sense 4 of 'judgment' in WordNet: 4. (3) judgment, judgement, judging - (the cognitive process of reaching a decision or drawing conclusions) judgment judgment4n 'containedExperience' points from a MentalEvent to some MentalObject that formed the experience (if any) that the experiencer experienced (if the mental event was an experience event). Examples of experience types that may be pointed to by this relation are 'Belief' and 'Emotion'. 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. NOTE: this relation might better be represented by an argument in a ternary relation, but is binary to accommodate the limitations of OWL. 'hasBeliever' points from a Opinion or Belief (or BeliefSystem) to to some IntelligentAgent (or group) that holds that Belief. 'believes' is the inverse of 'hasBeliever'; it points from an intelligent agent to a Belief (or Opinion) or BeliefSystem to which the agent has at least nominal adherence. NOTE that to say someone 'believes' something does not indicate the strength of the belief. For religious 'believers', the belief may be so nominal as to be nearly meaningless. But there should be some agreement to some core elments of a belief system to say that someone is a 'believer'. @TODo: For cases where someone is, for example, traditionally Catholic but has no actual belief at all in any of the theological assertions of that faith, the relation 'believes' should not be used. Since the ontology says that a Catholic 'believes' Catholicism, a different Type should be used for those who have only nominal but not actual adherence to a faith. As of COSMO version 0.45, this distinction has not been added to the class hierarchy - no parent 'nominal' type is defined. This may best be approached by creating a 'nominal' function. 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 that an assertion that contains an Opinion is not an opinion in this sense,but a representation of an Opinion. This includes both publicly expressed and privately held opinions. NOTE: An opinion poll result is a *measure* of opinions, not an instance of this type. NOTE that although an 'opinion' is not necessarily certain, this type includes 'expert opinion' as presented in court testimony. 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 in WOrdNet includes noun senses 1 and 2 of 'opinion' in WordNet:. 1. (408) opinion, sentiment, persuasion, view, thought - (a personal belief or judgment that is not founded on proof or certainty; 'my opinion differs from yours'; 'what are your thoughts on Haiti?') 2. (76) public opinion, popular opinion, opinion, vox populi - (a belief or sentiment shared by most people; the voice of the people; 'he asked for a poll of public opinion') opinion opinion opinion1n opinion2n 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.. 'wasExperiencedBy' points from a MentalEvent or AilmentCondition 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. The inverse of 'wasExperiencedBy' - relates an agent to some experience in which s/he was principle agent. @ToDo: include ailments of plants?? Corresponds to part of verb sense 3 of experience and part of verb sense 3 of 'have' in WordNet, including ailments and MentalEvents, but not applying to inanimate things: 3. (220) experience, receive, have, get, undergo - (go through (mental or physical states or experiences); 'get an idea'; 'experience vertigo'; 'get nauseous'; 'undergo a strange sensation'; 'The chemical undergoes a sudden change'; 'The fluid undergoes shear'; 'receive injuries'; 'have a feeling') have have have3v experience experience experience3v A PersistentState that is a MentalEvent. A HavingAnOpinion is a stative Event during which some CognitiveAgent has an 'Opinion' in its mind. An 'Opinion' is some Proposition. The necessary components of each instance of 'HavingAnOpinion' are an individual CognitiveAgent and an Opinion (which is a subtype of Proposition). HavingAnOpinion can be the result of almost any kind of cognitive process, logical or illogical. 'BeliefState' is a subtype of 'HavingAnOpinion'. This sense most closely resembles sense of 'feel' in WordNet, but the WordNet sense includes 'FormingAnOpinion', which is a separate Event type;: 2. (150) find, feel - (come to believe on the basis of emotion, intuitions, or indefinite grounds; 'I feel that he doesn't like me'; 'I find him to be obnoxious'; 'I found the movie rather entertaining') feel feel feel2v hasAttribute relates an Object or Substance to some Attribute which the Object may have. Each Attribute will explictly include an AttributeType and an AttributeValue. For cases where an AttributeValue may measure more than one AttributeType, using this relation may leave ambiguity as to its precise meaning. This may be used where it is desirable or necessary to explicitly specify the AttributeType as well as the value. Thus a Length will have 'Length' as its AttributeType and some length measure as the value. In COSMO the formalism is adopted that an instance of Attribute can also be an instance of TimeSlice. If hasAttribute points to an instance of Attribute that is an instance of TimeSLice, that is equivalent to specifying that the Attribute applies at all points in the duration of the TimeSlice, i.e. remains constant during that time interval. 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. Corresponds to part of verb sense 1 of 'have' in WordNet ('has a reddish color'; 'has a length of 30 feet'): 1. (1202) have, have got, hold - (have or possess, either in a concrete or an abstract sense; "She has $1,000 in the bank"; "He has got two beautiful daughters"; "She holds a Master's degree from Harvard") have have have1v 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. A Pair is a Group containing exactly two elements. This includes all senses of 'pair' in WordNet; the subtypes can differentiate according to the kinds of things that are included in the Pair: 1. (18) pair, brace - (a set of two similar things considered as a unit) 2. (10) couple, pair, twosome, twain, brace, span, yoke, couplet, distich, duo, duet, dyad, duad - (two items of the same kind) 3. (7) pair - (two people considered as a unit) 4. pair - (a poker hand with 2 cards of the same value) 2 pair pair pair1n pair2n pair3n pair4n A OrderedPair is a Tuple containing two elements. 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 hadEffect Specifies one of the effects that are the result of an Event. Not every Event needs to have an 'effect'. A stative event merely represents the continuation of some attributes at their initial value for some interval of time, and no changes occur to be worthy of representing as an 'effect'. NOTE that this is an instance-level relation, and cannot be used to state that some type of Event typically or always causes some type of Effect. For the type-level relation use 'causes' or 'alwaysCauses'. 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; this relation can also be used to relate possible future Events. The past tense merely emphasizes that we are discussing arg1 Events that, in the given context, are viewed as completed and not ongoing. In Cyc the relation '#$causes-EventEvent' (guid = bfa7c0e3-9c29-11b1-9dad-c379636f7270) has a similar meaning. Cyc: (#$causes-EventEvent CAUSE EFFECT) means that the event CAUSE was sufficient to cause the event EFFECT. #$causes-EventEvent is the predicate to use for token-token event causation, i.e., causation between individual events. See #$NoteAboutCausationPredicates for a map of related predicates. 'caused' is a relation between instances of Events, specifying that one Event resulted by some direct mechanism in the occurrence of some other Event. It is a subproperty of 'hadEffect', restricted to Events where the occurrence of one resulting Event can be attributed to the necessary occurrence of a prior or simultaneous Event. NOTE: This relation is for direct physical causation, not the kind of causation that is mediated by mental processes, such as 'Jack's action caused me to leave the room'. The relations specifying mental causation are discussed under 'causesMentalEvent'. COSMO note: causality is a very primitive concept, about which there is no broad consensus. For COSMO, the main inference is the contrafactual assertion that 'if A caused B, B would not have occurred without A'. This by itself does not distinguish 'cause' from enabling conditions, which are represented in COSMO by the relation 'allowed'. The notion of 'causality' in COSMO requires that matter or energy be transferred from the objects participating in the causal Event to some Objects participating in the Effect Event. In the relation 'allows', this direct form of causation is not required. Processes can also have causal relations. The causality of processes is not yet elaborated in COSMO. More logical elaboration is needed. This relation and 'Causes' both Correspond to verb sense 1 of 'cause' in WordNet, and to part of sense 3 of 'produce' (the part 'cause to happen or occur'): 1. (114) cause, do, make - (give rise to; cause to happen or occur, not always intentionally; 'cause a commotion'; 'make a stir'; 'cause an accident') WN verb 'produce' 3. (27) produce, bring about, give rise - (cause to happen, occur or exist; "This procedure produces a curious effect"; "The new law gave rise to many complaints"; "These chemicals produce a noxious vapor"; "the new President must bring about a change in the health care system") cause cause cause1v produce produce produce3v 'wasCausedBy' is the inverse of 'caused'. This corresponds to part of the meaning of lingujistic phrases 'due to' or 'owing to'. owing to A BeliefState is a stative Event (an Event in which some property stays constant - often called a 'state'), during which some CognitiveAgent believes some proposition. The necessary components of each instance of BeliefState are an individual CognitiveAgent and a Belief (which is a subtype of Proposition). Each BeliefState occurs as a result of some Event which is a Judging or an Evaluating. NOTE that a BeliefState can involve a weak belief, such as an Expectation. It is not necessary for someone to be actively thinking about something in order to 'believe' it. Therefore a BeliefState is not a subtype of 'Thinking' which is conscious and intentional. NOTE also that although a Belief is the result of some process of Judging or Evaluating, the process does not have to be rational or fact-based, it may be a leap of faith from some very weak evidence. As an Event, a BeliefState has a specific beginning and ending time. But if one asserts that an Agent believes something, one may not know when that belief began and when it will end, and it is not necessary to specify the beginning and ending time to create an instance of BeliefState. It may be preferable to define and use a BeliefProcess rather (a FunctionalProcess) than a BeliefState (an event) but as of version 0.52 such a FunctionalProcess has not been represented in COSMO. This sense includes three of the WordNet verb senses - 1, 2, and 4, of 'believe'; the third sense is represented in COSMO as 'ExpectingSomething'. 1. (119) believe - (accept as true; take to be true; 'I believed his report'; 'We didn't believe his stories from the War'; 'She believes in spirits') 2. (72) think, believe, consider, conceive - (judge or regard; look upon; judge; 'I think he is very smart'; 'I believe her to be very smart'; 'I think that he is her boyfriend'; 'The racist conceives such people to be inferior') 3. (37) believe, trust - (be confident about something; 'I believe that he will come back from the war') believe believe believe1v believe2v believe3v A common tern synonymous with 'BeliefState'. 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. be48d9d6-9c29-11b1-9dad-c379636f7270 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 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 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. c08529b5-9c29-11b1-9dad-c379636f7270 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 'Feeling' is the Action of experiencing some internal state described as 'a feeling' or, in a more intense form, 'an emotion'. COSMO note: This is not the act of 'feeling something by touching', which is represented by 'Perceiving' and 'TouchingDeliberately'; Linguistically this can be expressed by saying that someone 'is feeling' something or 'has a feeling of' something. To say one 'is feeling sadness' is equivalent to saying on 'is feeling sad', though the adjective is represented as an AttributeValue, and the noun is represented as a 'Feeling'. As an Event, a Feeling has a beginning time and an ending time. Most Feelings have degress of intensity. The logical description of 'Feeling' is still evolving. At present (rev841) a 'feeling' is a MentalState that causes a CognitiveAgent to think in a manner differently from how that person whould think if not experiencing that Feeling. Knowledge can also cause a Person to behave differently, but Knolwedge and Feelings are logically disjoint; Knowledge is a MentalObject, 'Feeling' is an Event' and Objects and Events are disjoint in COSMO. This necessary requirement of 'Feeling' has not been axiomatized as yet, and may require FOL rules. For some detailed thoughts about feelings, see Marvin Minsky's book 'The Emotion Machine'. 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 type 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') bd5882fe-9c29-11b1-9dad-c379636f7270 feel feel1v feeling feeling1n hasFeeling relates a CognitiveAgent to some feeling that the Agent has (at some particular time). 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: 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 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. The Class of formal relations. There are three kinds of Relation: Predicate, Function, and List. Predicates and Functions both denote sets of ordered n-tuples. The difference between these two Classes is that Predicates cover formula-forming operators, while Functions cover term-forming operators. A List, on the other hand, is a particular ordered n-tuple. NOTE that each instance of Relation is a set of n-tuples, not an individual n-tuple. This type is similar to but more general than rdf:Property in that it includes multiple-arity relations and functions. But this type is not used to specify 'properties' within the OWL formalism, it is here for use when the OWL version of COSMO is converted to a CL-compliant version. For individual instances of reified relations, use 'RelationInstance'. Corresponds to noun sense 1 of 'relation' in WordNet: 1. (27) relation - (an abstraction belonging to or characteristic of two entities or parts together) relation relation relation1n Called just 'Function' in SUMO, but in COSMO that term is reserved for functions that are actions performed by artifacts or naturally evolved biological systems. Linguistically terms that serve as LogicalFunctions can be of any part of speech. LogicalFunctions in COSMO can be ontology elements that are either vague or context-dependent, and are used to represent interpretations of information that is specified with vague or context-dependent terms. Where possible, the LogicalFunction may be implemented by a procedure that attempts to narrow the range of meanings, but if that is not possible, the default vague meanings (being a set of possible meanings) is used in the representation. NOTE: where *types* rather than instances are to be used as logical functions, (as in QualitativeAttributeValues that are context-sensitive), the types are represented as instances of the metatype '"LogicalFunctionType'. SUMO (Function) ; Function-Denotational (Cyc) A Function in COSMO is used to create new terms (instances or classes) from combinations of other terms. This is somewhat analogous to the use in mathematics and computers,. This notion is not directly supported in OWL, but the Functions are represented in all variant notations of the COSMO, so that they can be translated into notations where functions can be used, and used in that form. SUMO: A Function is a term-forming Relation that maps from a n-tuple of arguments to a range and that associates this n-tuple with at most one range element. Note that the range is a SetOrClass, and each element of the range is an instance of the SetOrClass. OPENCYC 1: MAY 23, 2002\n#$Function-Denotational is the collection of functions the CycL expressions for which can be used to form non-atomic terms (NATs). Specifically, when such a function-denoting expression is appropriately combined with other expressions (i.e. the former is in the 0th argument position and the latter are of the correct number and type) the resulting expression is a new CycL term - a NAT - that may then freely appear as a component in other CycL expressions. The NAT will itself denote the value (if any) of the function denoted by the former expression for the sequence of arguments denoted, respectively, by the latter expressions. For example, #$GovernmentFn is a unary denotational function, and so the CycL constant '#$GovernmentFn' requires one (syntactic) argument (such as the constant '#$France') to form a NAT (in this case, the expression '(#$GovernmentFn #$France)'). This NAT, which denotes the government of France, can in turn serve as a (syntactic) argument in any CycL expression in which (a term for) an instance of #$RegionalGovernment can occur. Alternatively, we could have created a specific new term 'GovernmentOfFrance', asserted that its denotation is an instance of #$RegionalGovernment, and so on. But two related advantages to having NATs in CycL are that they (i) allow for a drastic reduction in the total number of constant terms needed in the CycL vocabulary and (ii) provide a convenient and systematic way to form appropriate new terms as needed out of existing vocabulary (which terms can then inherit from various existing rules and other assertions involving the terms' component expressions). Important subcollections of #$Function-Denotational include #$IndividualDenotingFunction (whose instances always return instances of #$Individual), #$CollectionDenotingFunction, #$SetDenotingFunction, and #$FunctionDenotingFunction (which is itself a subcollection of the first). NATs formed using terms that denote instances of #$FunctionDenotingFunction often denote instances of #$Function-Denotational themselves. Thus, like most other things, denotational functions can be denoted in CycL either by constants (e.g. '#$GovernmentFn') or - although this is less common - by NATs (e.g. '(#$FunctionToArg 2 #$biologicalMother)'). Note that the collection #$Function-Denotational does _not_ include all functions whatsoever. Functions that, given their natures and the nature of the CycL language, could not sensibly be denoted by any NAT-forming CycL expression are not denotational functions. Examples include certain provably-existing exotic mathematical functions, such as (probably) any one-to-one function from the positive integers to the rational numbers. (For a more general collection that does include such functions, and for a more general explication of the notion of function itself, see #$Function-MathematicalObject and its comment). Note also that #$Function-Denotational does not include any of the so-called #$TruthFunctions (q.v.): #$Predicates, #$Quantifiers, or #$LogicalConnectives. For these relations (as construed in CycL) are not really functions at all, even though it can be heuristically useful to think of them as if they were functions from sequences of arguments to truth values. A numericalFunction is a Function that can take a type or a PluralThing and return a PluralThing that has the number of members specified by the function, each member being an instance of that type. Thus the expressions '(two Legs)' or '(two Leg)' both have a value that is a PluralThing consisting of two elements, each of the type 'Leg'. 'hasNumericalValue' relates instances of Number or NumericalFunction to the datatype number value. The value, in the case of some fractions (e.g.1/3), may be an approximation to the accurate value.. . 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 #$UnitedStatesGeographyMt) which are neutral with respect to the physical and dualist views. Also see the shared-note for this constant. c1371c02-9c29-11b1-9dad-c379636f7270 A specialization of #$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 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. 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. NOTE: When an Organization is said to act as an 'Agent', there necessarily must be some physical agent that in fact performs the action. Thus the 'agency' of an organization differs from that of physical agents, as it will be indirect. Organization is also a subtype of 'IntelligentAgent', meaning that it can 'understand' language. This stretches the meaning of what a 'MentalObject' can be, but this representation allows one to express the properties and actions of Organization as agents in much the came way one can talk of individual people. In reality, the actions of an Organization are performed by individual people acting on the Organization's behalf. This nuance should be included in the concept of Organization, but cannot be expressed in OWL. @ToDo1: when the FOL version of COSMO is created, the proper relations of Organization action and some Person's action should be added; when an Organization 'does' something, we should be able to asK what person (or computer program) 'did' that on the Organization's behalf.. 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. COSMO note: In COSMO, this is a substance, not an object. 'Matter' is a PhysicalSubstance that has rest mass (i.e. any quantity of Matter has rest mass). This excludes electromagnetic waves, which is included in 'PhysicalSubstance' . 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 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 The property of people who are unable to perform some function. This depends on the context of the **specific function** that someone wants to perform, and is not an attribute describing a general lack of ability for multiple functions. Includes adjective senses 2,3, and 4 of 'incompetent' and part of adjective sense 1 of 'useless' in WordNet, applicable only to people: WN 'incompetent': 2. bungling, clumsy, fumbling, incompetent - (showing lack of skill or aptitude; "a bungling workman"; "did a clumsy job"; "his fumbling attempt to put up a shelf") 3. incompetent, unskilled - (not doing a good job; "incompetent at chess") 4. incapable, incompetent, unequal to - (not meeting requirements; "unequal to the demands put upon him") WN 'useless' 1. (7) useless - (having no beneficial use or incapable of functioning usefully; "a kitchen full of useless gadgets"; "she is useless in an emergency") useless useless1adj incompetent incompetent2adj incompetent3adj incompetent4adj The property of things that are considered to have no value as being of practical utility. This is a subtype of 'Worthless', more specific for physical objects that cannot be used.. Corresponds to part of adjective sense 1 of 'useless' in WordNet, not applicable to people: 1. (7) useless - (having no beneficial use or incapable of functioning usefully; 'a kitchen full of useless gadgets'; 'she is useless in an emergency') A transitive relation that allows the ordering of IntensiveAttributeValues, such as 'good' 'so-do' and 'Poor'. An attribute value that is one of at least two values expressing a range of values that have some linear ordering, and may overlap. The protypical ordering is high-medium-low, but many such ordered valuies can exist. The ordering can be represented in OWL as a list. As of v0.51 rev 685, the values are not thus ordered. @ToDo - create orderings for Intensive values. . 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') 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' In English, 'good' is one of the most 'plastic' adjectives, varying in meaning depending not only on the thing modified, but the context and the speaker. To reduce this ambiguity in an ontology, the function that represents 'Good' will need to make some distinctions. Among the possible distinctions are whether the noun modified is: an artifact (a good car); a role (a good wife); a person (a good boy); a conceptual work (a good book); and others. Because of the speaker-dependence, some residual ambiguity in any use of 'good' is likely. See also Nirenberg and Raskin's 'Ontological Semantics' pp. 239-240 for related discussion. 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 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'. This includes ethical as well as pragmatic 'bad'. 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 adjective 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') 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'. . An attribute value that expresses a judgment that the thing evaluated is slightly better than average, but not 'Good'. . The property of things (including people and events) that have some value for some purpose for some person. Corresponds to part of adjective sense 1 of 'useless' in WordNet: 1. (16) useful, utile - (being of use or service; "the girl felt motherly and useful"; "a useful job"; "a useful member of society") 2. (1) utilitarian, useful -- (having a useful function; "utilitarian steel tables"), 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. 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 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. isaSignOf relates a specific Sign or SignType to something to which it refers in some way - perhaps by providing evidence os something, or merely 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 #$containsInformation). bdff6c64-9c29-11b1-9dad-c379636f7270 A 'DigitalInformationStore' is the PhysicalObject that contains digital information, whether in the memory chips of a computer, on hard isk, on CD-ROM, or in digitally encoded form in paper. This is distinguished from the AbstractDocument that is represented by such physical media, and is also distinguished from ordinary physical texts or documents written on some physical medium in a visually readable form in somme humaninterpretable symbols system, whether alohabetic or iconic.. COSMO note: in COSMO this type is abstract and does not include physical objects. Cyc: A specialization of both #$InformationStore and #$PartiallyIntangibleIndividual. Each instance of #$StructuredInformationSource is an #$InformationStore in which bits of information are represented as related in a systematic way that is easily characterized by some type of formal structure, including spatial or architectural terms (used metaphorically). Examples include: a database organized in fields and values; a spreadsheet organized in rows and columns with entries; an organizational tree diagram with nodes and branches; a topographical map; a document written in HTML (hyper-text markup language). Negative examples include computer programs, poems, and novels. A specialization of both #$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 An Object4D is an Object extended in time, making it effectively four-dimensiona. This is the object that is used to represent physical objects in a Perdurantist ontology. See 'Object' and 'PhysicalObject' for further discussion. the type Object4D is disjoint from the type Object3D. An Object4D can have a TimeSlice, but an Object3D cannot. The preferred representation of PhysicalObjects uses the type PhysicalObject and its subtypes, which are subtypes of the more general Object, Object4D and Object3D are included only to enable representation of explicitly perdurantist or endurantist ontologies. An Object3D is an Object *not* extended in time, making it only three-dimensional. In COSMO assertions on what are instances of Object3d in a purely endurantist ontology are equivalent to assertions on the dimension-neutral 'Object'. However, an instance of Object3D cannot also be an instance of TimeSlice. See 'Object' and 'PhysicalObject' for further discussion. The type Object4D is disjoint from the type Object3D. An Object4D can have a TimeSlice, but an Object3D cannot. The preferred representation of PhysicalObjects uses the type PhysicalObject and its subtypes, which are subtypes of the more general Object, not of Object3D, Object4D and Object3D are included only to enable representation of explicitly perdurantist or endurantist ontologies. 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: a mathematical 'set', the subject of Set Theory. This is not a COSMO 'Group', as Sets have different characteristics from COSMO Groups. Among other things, there is no Group with zero members in it, whereas the empty set {} is a subset of every SetMathematical. Corresponds to noun sense 2 of 'set' in WordNet: 2. (15) set - ((mathematics) an abstract collection of numbers or symbols; 'the set of prime numbers is infinite') set set set2n 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 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. 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 The UnitOfMeasure for a number, which may be a limit (e.g. > 3, lessThan 5). The UnitOfMeasure that measures the hour(s) within one day, or within a twelve-hour period of Am or PM. Considered as an adverb in WordNet: . (16) o'clock - (according to the clock; 'it's three o'clock in Tokyo now') o'clock o'clock o'clock1adv hasValue relates an Attribute to the Value of the attribute. The value may be qualitative (Flexible) or quantitative {10 feet}. NOTE that AttributeValues can take the form of either instances of AttributeValue or *subtypes* of AttributeValue, which are instances of AttributevalueType. The latter are used to allow for subclassing of AttributeValues, to allow inferring that having one value also implies having its parent AttributeValues (up to the least specific value). hasUnit relates an Attribute or QuantitativeAttributeValue to the UnitOfMeasure in which the value is expressed. For a length, for example, this might be meters, feet, miles, etc.. This relation may be used to relate quantitativeAttributes directly to their UnitOfMeasure (if they are quantiative attributes), or to relate the QuantitativeAttributeValue to its UnitOfMeasure. The direct relations allows one to specify QuantitativeAttributeValues without reifying the AttributeValue in addition to the Attribute. hasMeasure relates a QuantitativeAttributeValue to the AttributeType that the QuantitativeAttributeValue is a measure of. A LengthMeasure, for example, could be a measure of a distance, a diameter, a girth, oany other property or relation expressed in units of distance. 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 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 hasQuantifier relates a QuantitativeAttributeValue to the quantifier that indicates how many units large the value is. Any Number that can be expressed as a (possibly infinite) decimal, i.e. any Number that has a position on the number line. A NumberRange is a Quantifier that is mostly used with units of measure, to express the idea that a measure falls within that range. Instances of NumberRange can be represented in COSMO by using the NamespacePrefix 'R_' in front of the range, which is the lower number and higher number separated by a hyphen. Thus the NumberRange 25 to 30 can be reified by creating an instance of NumberRange labeled 'R_25-30'. Using this formalism, a measure that is within the range of 30 to 32 meters could be represented by the function term (in ESKIF) '{R_25-30 meters)'. In implementations that allow the use of bare numbers in an expression, two numbers separated by a hyphen (e.g. '25-30') might be interpreted as a range, rather than as a number derived by subtraction Programs interpreting such a NumberRange may use it as required for the local application. A NumberRange in which the lower number of the range is not included in the range, but the upper number is. '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. 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. 0.5 0.333333333333333 One-Quarter, the RationalNumber that can be represented as 1/4 or 0.25. See also 'QuarterPart'. Corresponds to part of noun sense 1 of 'quarter' in WordNet (this is the number sense; for the part sense, use 'QuarterPart': 1. (7) one-fourth, fourth, quarter, fourth part, twenty-five percent, quartern - (one of four equal parts; "a quarter of a pound") 0.25 quarter quarter quarter1n 0.20 0.6666666666666666 1.5 2.5 COSMO note: this is not a pure ratio, but a MeasurableQuantity that is a ratio of other MeasurableQuantities. It is represented, as are other MeasurableQuantities, as a Quantifier and a unit. In this case the quantifier is a ratio and therefore a RationalNumber, and the unit is expressed as a ratio of other units. Cyc: A specialization of #$MultiDimensionalQuantity (q.v.). Each instance of #$RatioQuantity is a quantity that is derivable (via #$QuotientFn) as a ratio of other quantities. For example, (#$MilesPerHour 65) is a ratio quantity obtainable by dividing (#$Mile 65) by (#$HoursDuration 1); and (#$PoundsPerSquareInch 50) is equal to (#$QuotientFn (#$Pound-UnitOfForce 50) (#$SquaredFn (#$Inch 1))) . Ratio quantities are used for measuring a difference or change in one quantity against a (usually incremental) difference or change in another quantity. When the later quantity is a #$Time-Quantity (as in the first example above), the ratio quantity is an instance of the specialization #$Rate. See also #$PerFn. 845b6f34-6aa7-41d7-8bba-c3bd93f1a360 A DimensionlessRatio is a ratio of quantities in which the dimension of the numerator is the same as the dimension of the denominator, resulting in a dimensionless number. However, this type is for ratios of measures, and the resulting number is not a pure number, but a measure with the dimension 'dimensionless'. The Quantifier is a RationalNumber. Each DimensionlessRatio can be labeled by using the 'RTO_' namespace prefix, and an underscore between the numerator and denominator; see 'RationalNumber' for more similar treatment of the labels for RationalNumbers. Thus a DimensionlessRatio of one-third could be labeled 'RTO_1_3'. 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. 0.0 1 100 '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) (#$followingValueOnScale VALUE2 VALUE1 SCALE); holds. bd5880b2-9c29-11b1-9dad-c379636f7270 2 3 4 5 6 7 8 9 10 11 An Integer that is greater than zero. An Integer that is less than zero. 'Money' in COSMO is tgreated as a GenericSubstance, and specific quantitities of Money are treated as Objects composed of Money. Money can take many forms, but it is considered an Asset because if owned, it can always be given away, so someone who keeps money must consider it of positive value. It may be represented by a physical token such as a coin or bill of currency, or merely be an electronic record in a financial institution. Whatever form it takes, if you have it, it allows you to do things you might not be able to do without it. It is a ValuableThing. 'Money' is distinct from 'MoneyObject'; the latter is some specific quantity of Money, whereas Money is somewhat more abstract, like the substance.of which a MoneyObject is made. In COSMO, 'Money' is generic and can be used in the collective sense; but its subtype 'CurrencyObject' is a type whose instances are individual PhysicalObjects. NOTE that we assert that it money is 'Pleasant'. This is not a necessary characteristic for all Assets, but for fungible ones like money, it is more fun to have it than not have it. Corresponds to noun sense 1 of 'money' in WordNet: 1. (364) money - (the most common medium of exchange; functions as legal tender; "we tried to collect the money he owed us") bd58d8e4-9c29-11b1-9dad-c379636f7270 money money money1n The collection of all #$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. c0c575fd-9c29-11b1-9dad-c379636f7270 '(#$ableToAffect AGENT THING)'; means that AGENT is capable of causing some change in THING. This does not imply that AGENT ever actually does cause any change in THING, but that THING is within AGENT's 'zone of influence'. For instance, I am able to affect the ceiling panel above my head, even though I've never done anything to it. In contrast, I cannot affect the moon. This is an inherently vague notion, since one's ability to influence objects tends to diminish as they grow larger--or smaller--and farther away. However, it's an important common sense concept, since we must learn what we can and cannot affect in order to understand our capabilities and limitations and plan actions accordingly. c038990d-9c29-11b1-9dad-c379636f7270 This predicate relates agents to things of which they have part or whole ownership. (#$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 #$ownsShare. c10af144-9c29-11b1-9dad-c379636f7270 COSMO note: there is an issue involved in deciding whether a minor living with parents can actually own thing in his/her own right, if it is not earned by the child. In COSMO we will assume that a child *can* own things. Therefore this sense of ownership may not be legally enforceable. Cyc: A predicate that relates #$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 only sense)of 'own' and verb sense 4 of 'have' and noun sense 1 of 'ownership' in WordNet: 1. (47) own, have, possess - (have ownership or possession of; 'He owns three houses in Florida'; 'How many cars does she have?') WN 'ownership' 1. (4) ownership - (the relation of an owner to the thing possessed; possession with the right to transfer possession to others) bd58d753-9c29-11b1-9dad-c379636f7270 own own own1v have have have4v ownership ownership1n isOwnedBy is the inverse of 'owns'. Since 'owns' implies full ownership (which may be exercised by a group of people), this relation is functional 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. This corresponds to part of verb sense 1 (the only sense)of 'own' and verb sense 4 of 'have' in WordNet: 1. (47) own, have, possess - (have ownership or possession of; 'He owns three houses in Florida'; 'How many cars does she have?') WN 'have' bd58bef9-9c29-11b1-9dad-c379636f7270 own own own1v have have have4v 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 #$LegalAgent. The estate of a deceased person. This is an unusual entity which is both Property and a IntelligentAgent. As an approximation we can consider it as Property which is owned by itself, temporarily, until liquidated. @TODO: This still needs to be axiomatized (v 0.44), as well as its relation to the DeadPerson who owned it, and the Executor who manages it. In Cyc called 'Estate-LegalEntity': Cyc: An estate is a collection of property managed by an executor, a #$LegalAgent. bd61ade1-9c29-11b1-9dad-c379636f7270 A GroupOfPeople is a Group of which each component element is a Person. GroupOfPeople is a category that may be used for convenience in talking about groups of people with some common characteristic. This is PhysicalObject with mass and location, etc. It is disjoint with Organization, which is a MentalObject; however, the common reference to an organization as the sum of its members is captured by the type 'OrganizationMembership', which includes as a subtype the group of people that form the membership of an organization. A GroupOfPeople is potentially an Agent, but in COSMO we have a subtype 'MultiPersonAgent' which is used to represent a GroupOfPeople that has actually acted as an agent. The difference of MultiPersonAgent from GroupOfPeople is subtle - This category should be used when the agency aspect of the GroupOfPeople is salient in the discourse. Because a 'GroupOfPeople' can be quite transitory - the people in a particular elevator at a particular time - they need not be viewed as an agent. When they have in fact acted in concert, they become a 'CollectiveAgent'. A Group may be defined extensionally (by enumeration) or intensionally (e.g. all the people in a building at some time). COSMO: any thing that is owned - an object, right, substance, land. Cyc: This is the collection of all things which are owned. Members of this collection may be tangible, such as real estate, or intangible, such as the rights to produce a movie based on a particular book. Ownership has complex characteristics - not yet detailed. c14442f3-9c29-11b1-9dad-c379636f7270 An Asset is a Resource that has a net positive value. The value does not have to be monetary, but should be sufficiently concrete to leave little doubt that the person who owns the Asset actually wants to own it, and does not simply accept its ownership as an obligation. Anything that can be readily sold for money is an Asset. In the context of performing a task, any Resource that is available for use and can help to accomplish that task is an Asset. Therefore Asset, like its parent Type 'Resource' is a Role and an individual entity can be an Asset in one situation and a liability in another. Note that a military 'asset' is classified as 'MilitaryAsset' directly under 'Resource'. c0c575fd-9c29-11b1-9dad-c379636f7270 'containsAbstractSubstance' is a specialized relation that relates objects (physical or abstract) to some abstract substance(s) which form some part of the composition of the object or region. An 'abstract substance' is an absrtactkion of the notion of a PhysicalSubstance, and is a subtype of GenericSubstance. One example is 'Money', considered in COSMO as a substance that makes up the abstract component of a MoneyObject. Other absract substances can be imagined, that may compoose abstract objects, but as of rev 839 abstract substances other than Money are not defined. . A 'MoneyObject' is something that represents some quantity of money. It may be physical, such as a coin or paper currency, or abstract, such as a bank account or a share of stock; in general, if it is not actually currency it should be easily convertible to currency. It may be a single object such as a coin, or a collection of objects such as the bills in a wallet. This is a mixture of physical and abstract types, useful because of the many ways that money can be represented. The actual quantity of money that any given MoneyObject represents is related to the object by the relation 'hasMonetaryValue' . NOTE that the monetary value can vary with time,as with a share of stock; even a piece of currency, that may have a fixed value in that currency for some time, may change its value relative to other currencies when the currency changes. Old rubles and new rubles are both called 'ruble' but are actually different currencies. NOTE also that some things that are TenderObjects, such as 'CreditCard', are not MoneyObjects because their value is not in the object itself, but in the account on which it draws; the account is the MoneyObject. Each MoneyMeasure is a measure of a quantity of money in some currency; it is an OrderedPair consisting of a quantifier and a CurrencyUnit. 'hasMonetaryValue' specifies the quantity of money in some currency that is the monetary value of some MoneyObject. COSMO note: this is the base, minimal level of pleasant feeling. Other more intense forms of pleasant Feeling such as 'Enjoyment' are also represented in COSMO. This is the Feeling; things that casue this feeling are represented in COSMO as 'PleasantThing'. NOTE that COSMO distinguishes between the Feeling of Pleasure, which is mostly mental, and the Sensation of a PleasurableSensation, which arises from the body and affects the feelings. Cyc ('Pleasure-Feeling'): Agreeable feeling of gratification or satisfaction. Corresponds to noun sense 1 of 'pleasure' in WordNet: 1. (21) pleasure, pleasance - (a fundamental feeling that is hard to define but that people desire to experience; 'he was tingling with pleasure) bd590bf5-9c29-11b1-9dad-c379636f7270 pleasure pleasure pleasure1n An attribute of things - events, processes, or objects - that in normal circumstances can be expected to give pleasure to people who experience it (Events) or possess it (things). For people who are pleasant in behavior use 'Nice''. This provides one method to mark those Assets that are especially worthy of attention. Corresponds to adjective sense 1 of 'pleasant' 2 and part of sense 1 of 'nice' in WordNet: WN 'pleasant': 1. (9) pleasant - (affording pleasure; being in harmony with your taste or likings; 'a pleasant person to be around'; 'we had a pleasant evening together'; 'a pleasant scene'; 'pleasant sensations') WN 'nice': 1. (23) nice - (pleasant or pleasing or agreeable in nature or appearance; 'what a nice fellow you are and we all thought you so nasty' - George Meredith; 'nice manners'; 'a nice dress'; 'a nice face'; 'a nice day'; 'had a nice time at the party'; 'the corn and tomatoes are nice today') pleasant pleasant pleasant1adj nice nice nice1adj An attribute of things - events, processes, or objects - that in some way interfere or intrude on a person's activities, or are inherently unpleasant. This is an EvaluativeAttribute, relative to the desires and intentions of the person characterizing the thing as 'unwanted'. e.g. 'she attracted unwanted attention from the men'. Things that are actually unpleasant are characterized by the subtype 'Unpleasant' in COSMO. Corresponds to part of sense 2 of 'unwanted' in WordNet: WN 'unwanted' 2. unwanted - (interfering; 'unwanted shadows distort the picture'; 'removed the unwanted vegetation') unwanted unwanted2adj An attribute of things - events, processes, or objects - that in normal circumstances can be expected to produce a reaction of dislike in most people who experience it (Events) or perceive it (things). This is an attribute for things that actually produce a reaction of displeasure, not for those things that one simply does not like. The sense of 'disagreeable' referring to a *trait* of people who act unsociably is *not* included here, but the behavior itself, if it offends other people, would be characterized by this AttributeValue, 'Unpleasant' Corresponds to the single adjective sense of 'unpleasant', adn to part of senses 1 and 2 of 'disagreeable' in WordNet: 1. (6) unpleasant - (disagreeable to the senses, to the mind, or feelings ; 'an unpleasant personality'; 'unpleasant repercussions'; 'unpleasant odors') WN 'disagreeable' 1. disagreeable - (not to your liking; 'a most disagreeable journey'; 'a disagreeable old man'; 'in a disagreeable mood') 2. disagreeable, unsympathetic - (not agreeing with your tastes or expectations; 'found the task disagreeable and decided to abandon it'; 'a job temperamentally unsympathetic to him') . unpleasant unpleasant unpleasant1adj disagreeable disagreeable1adj disagreeable2adj 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 - 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'. An attribute of things - events, properties, or objects - that are worthy of paying attention to because they are often (but not always) important or at least interesting to intelligent agents. This is an attribute that can be used to mark things that an agent should keep in mind. isTheCauseOfMentalSituation relates some Objects, Processes or Events to a MentalEvent, Action or Mental process, which are caused in some way by the causative Object or Event. This relation allows Objects to be the 'cause' of mental events, (such as revulsion or admiration) or Actions of agents even though the act of looking at or thinking about an Object may be said to be the actual 'cause'. This relation is broad to allow direct representation of linguistic relations. The subrelation 'hadMentalEffect' is more restricted to causes that are Events. NOTE that 'situations' such as a ProblemSituation are Events, and may be related to MentalEvents by this relation. 'mentalSituationWasCausedBy' is the inverse of 'isTheCauseOfMentalSituation' and relates some MentalEvent or Mental process, or intentional Action to some Objects, Processes or Events that in some way caused by the causative Object or Event. This represents a form of mental 'causation' and therefore does not require transfer of matter or energy, as does physical causation. A MentalSituation can be caused indirectly by an Event, by a Person hearing about the Event from some information source; no direct connection of MentalSituation and causative Event may be needed, though it is always possible. This corresponds to part of the meaning of lingujistic phrases 'due to' or 'owing to'. owing to A PleasantThing is an Event, Process, Substance, or Object that will typically (or is intended to) give 'Pleasure' to a person who experences it (an Event) or who has possession of it (an object). This is a very broad category, necessarily vague because many things can give pleasure in many ways and in many degrees, yet it is usefult to be able to predict whether a person can be expected to be pleased by something. To be more precise insuch prediction will require a great deal of information about the circumstances and inclinations of individual people. Corresponds to noun sense 2 of 'pleasure' in WordNet: 2. (4) joy, delight, pleasure - (something or someone that provides pleasure; a source of happiness; 'a joy to behold'; 'the pleasure of his company'; 'the new car is a delight') pleasure pleasure pleasure2n isServingInTheRoleOf relates some Object to a Role that the Object is playing. For PhysicalObjects, the Role is usually time-dependent, and so assertions using this relation need to be indexed as to time by relating the reified assertion to some time interval. Linguistically, this relation can be expressed by saying that 'X is playing the role of R' or 'JR is playing Hamlet' (see 'DramaticActing' for a specialized use). Thus the verb 'play' will translate to this relation in such usage. Corresponds to noun sense 4 of 'play' in WordNet: 4. (27) act, play, represent - (play a role or part; "Gielgud played Hamlet"; "She wants to act Lady Macbeth, but she is too young for the role"; "She played the servant to her husband's master") play play play4v Points from an instance of Role or a RoleType to the Object or ObjectType that fills that Role. Each instance of Role will always have a start and end point, though they may not be known. NOTE that this relation and its inverse can be used for individuals or types; in the latter case, it means that every Role of a particular type has a role filler of a particualr type - but if this is expressed directly as a relation rather than a restriction, it merely serves as an instruction to the reasoner not to instantiate the filler. Inverse of 'hasRoleFiller' - points to a Role filled by some Object or ObjectType. COSMO note: This concept is similar to DOLCE 'Stative' but we make it temporarily (v0.2) a parent class of the DOLCE concept. Cyc: A specialization of #$Situation. Each instance of #$StaticSituation is a state of affairs between two or more things, persisting statically over some time interval. Instances of #$StaticSituation always have a temporal extent, and they usually have a tangible and spatial extent. As an example, consider the situation of Bill Clinton sitting in his easy chair on the evening of 7/4/96. There are participant objects such as Bill and the chair, there are relationships such as the seat of the chair supporting his bottom and his weight being off his feet, etc. In any #$StaticSituation, for the participants in that situation, there is some significant or focal relationship between them which does not change. In the most typical cases, there is no important change whatsoever, e.g. someone sitting would be such a #$StaticSituation. But some things represented as #$StaticSituations can alternatively be represented as #$Events. For example, a situation in which geese were flying in a flock would be static (the flock-like spatial relationship between the geese would be retained) but it would also be dynamic in that the geese were moving, so either representation could be chosen depending on the context. be1e537c-9c29-11b1-9dad-c379636f7270 Each instance of RoleSituation is a StaticSituation in which some entity filled some Role for some TimeInterval. A RoleSituation has only one role-filler. @ToDo: This restriction has not yet (v0.39) been formalized. As a Situation, each RoleSituation inherits a starting and an ending time point. Each RoleSituation has one role filler (subject), and this relation specifies that the subject of this relation is the role-filler (Subject) of the RoleSituation to which it points. Note that a RoleSituation is not a Role; it is a subtype of Event. Thus 'Student' would be a Role, but 'BeingaStudent' would be the corresponding RoleSituation. This relation is used primarily at the taxonomic level, to describe the relation of certain types of Events (RoleSituations) to the type of Role that is prominent in that Event. For soecifying that individuals are playing specific Roles, use 'isServingInTheRoleOf' or 'illsTheRoleOf'. Some AttributeValue specific to Organisms. This is very general. An EventAttributeValue is an AttributeValue that specifically characterizes Events. Any AttributeType specific to Organisms. 'DegreeOfIntensity' is an AttributeType whose values express some 'IntensiveAttributeValue'. This is a broad class of attributes, including those whose intensity varies gradually, as well as those for which discrete level have been identified. The sense of 'degree' meaning 'stage of development' is expressed by 'StageOfDevelopment'. The sense meaning 'grade', or level of quality is the subtype 'LevelOfQuality' Includes noun senses 1 and 2 of 'level' and sense 1 of 'degree' in WordNet: 1. (467) degree, grade, level - (a position on a scale of intensity or amount or quality; 'a moderate grade of intelligence'; 'a high level of care is required'; 'it is all a matter of degree') 2. (169) grade, level, tier - (a relative position or degree of value in a graded group; 'lumber of the highest grade') = level level level1n level2n degree degree degree1n A quantifier that specifies that there is no measurable quantity of the indicated thing. Corresponds to noun sense 1 of 'nothing' in WordNet: 1. (146) nothing, nil, nix, nada, null, aught, cipher, cypher, goose egg, naught, zero, zilch, zip, zippo - (a quantity of no importance; 'it looked like nothing I had ever seen before'; 'reduced to nil all the work we had done'; 'we racked up a pathetic goose egg'; 'it was all for naught'; 'I didn't hear zilch about it') nothing nothing nothing1n 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 #$GeographicalRegion are wholly indoor locations. GeographicalRegion[Cyc-includes_other_planets] Each GeographicalRegion is a connected one-,two- or three-dimensional region of space located on or near the surface of some astronomical body, not necessarily the Earth. For 3-dimensonal regions specifically on the Earth, use 'GeographicalArea'. It is understood that the regions defined are stationary with respect to some coordinate system in which the astronomical object itself is considered to be stationary. The astronomical object itself (most commonly the Earth) will of course be rotating and moving through space, and those motions are ignored when the relative locations defined by 'GeographicalRegion' are used. A GeographicalRegion will include some portion of the space above the solid material that defines the region, and below the surface; at this point (v 0.44) we have not precisely specified how much of the space above or below the surface is included. COSMO note: this Cyc category is reinterpreted as representing only spatial regions - points, areas, or volumes, on or near the surface of some planetary body (to clearly specify the Earth, use the subtype 'GeographicalArea'), but this does not represent any of the physical objects that might exist in that region. The discussion of 'tangible' in the Cyc documentation below suggests the inclusion of physical objects, but that is not the intent of this COSMO cateegory. Though this category does not include any physical objects, one may use 'GeographicalObject' to specify all of the objects in any GeographicalRegion, if desired. Cyc: A specialization of #$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.. 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. 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. 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. 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. 'isCreatedByAgentType' relates an ObjectType (concrete or abstract) to the type of Agent who *typically* creates or is capable of creating such things. The Agent may be a Group, and there may be more than one value for this relation. 'isCreatedByDeviceType' relates an ObjectType (concrete or abstract) to the type of Device that *typically* is used to create, or is capable of creating such things. A Device that is pointed to by this relation can be inferred to have the 'Capability' of creating such objects. This can be used to refer to Devices use in manufacturing processes. 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. 'Even' as an attribute (adjective) is a broad term signifying alignment of comparable edges of two PhysicalObjects, or a relative smoothness of the surface of an object. The subtypes of this type give the more specific meanings. This corresponds to adjective sense 2 of 'even' in WordNet: 3. (2) even - (being level or straight or regular and without variation as e.g. in shape or texture; or being in the same plane or at the same height as something else (i.e. even with); 'an even application of varnish'; 'an even floor'; 'the road was not very even'; 'the picture is even with the window') COSMO note: In Cyc, this class has physical objects in it that are flat. For COSMO, this is redefined as an AttributeValue. NOTE that an Object can have some sourface roughness and still be 'Flat', such as a flat roof with gravel on it. This AttributeValue needs to be interpreted with respect to the scale of the object being described. Thus this is not the same as 'smooth'. Cyc comment: A flat surface is flat overall. It may have texture or may have relatively small subregions which are concave, convex, have holes all the way through etc.. Need not be horizontal. See #$SheetShaped for 'two-sided' or 'flat' objects such as boards, uncrumpled sheets of paper, or Compact Discs. 209bf3e4-74bf-11d6-8000-00a0c99cc5ae 'Horizontal' is an AttributeValue of SolidObjects that have at least one long dimension that is oriented parallel to the Earth's surface. This is an approximate attribute, and things can be more horizontal than others. The degrees of 'horizontalness' have not yet (v755 been specified.. 'Vertical' is an AttributeValue of SolidObjects that have at least one long dimension that is oriented perpendicular to the Earth's surface. This is an approximate attribute, and things can be more vertical than others, but the orientation should not deviate by more than ten degress from true vertical.. The degrees of 'verticalness' have not yet (v755 been specified.. ObjectWithAttribute is a container category to collect all Types of PhysicalObjects that are defined by some distinctive attribute, such as 'Collectible' (taken from the openCyc.. A FlatObject is a PhysicalObject that has at least one surface that is relatively Flat. COSMO note: In Cyc, this class was called 'Flat', which in COSMO is an attribute. Cyc comment: A flat surface is flat overall. It may have texture or may have relatively small subregions which are concave, convex, have holes all the way through etc.. Need not be horizontal. See #$SheetShaped for 'two-sided' or 'flat' objects such as boards, uncrumpled sheets of paper, or Compact Discs. 209bf3e4-74bf-11d6-8000-00a0c99cc5ae A GroundOrFloor is some solid relatively horizontal flat object on which an animal can move in multiple directions (as opposed to, e.g. the limb of a tree that restricts direction of motion). This is a broad category, including natural ground such as soil, a lawn, a beach, a large flat rock on which one can stand, etc.,as well as flat artifacts on which a person can stand and move to some extent, including the floors of a structure, even one as small as a tree house. This is included to allow description of movements and postures involving relations with the object one is standing on. NOTE that a ceiling is also Flat and Horizontal, and as of v955 the distinction has not yet been axiomatized. 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. A 'LocalGroup' is a Group consisting exclusively of PhysicalObjects, and located in some specific location. This is more specific than 'ObjectGroup' in requiring that the place inwhich all the objects are located by specified explicitly or implicitly in the assertion using this type.. Some examples are toolkits, football teams while together on the field, and flocks of sheep. 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. bd58864a-9c29-11b1-9dad-c379636f7270 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'. Corresponds to a specialized use of verb sense 1 of 'have' in WordNet: 1. (1202) have, have got, hold - (have or possess, either in a concrete or an abstract sense; "She has $1,000 in the bank"; "He has got two beautiful daughters"; "She holds a Master's degree from Harvard") have have have1v 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. . The compound with one carbon and two oxygens in each molecule - CO2. A relationship that allows one to specify the known time(s) during which an individual organisn (usually an animal) was (is) alive. There can be more than one such time specified, and it must be deducible that an Organism was also alive in the intervals between the known times that it was alive. The full lifetime need not be specified, even if known. COSMO: A GeopoliticalEntity which is usually called a 'country' or 'nation'. This will be the most common referent for a country in relations in the ontology, unless the government or the area of the country is specifically intended as the referent. NOTE that a Country is not the land area nor the government, but a composite entity: It is a MentalObject which is not a PhysicalObject. 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, which is also an agent. Cyc: A specialization of #$GeopoliticalEntity. Each instance of #$Country is a nation-state having its own territory, population, and government, whether or not it is fully independent. For example, #$Scotland is an instance of #$Country, even though it is a part of the #$UnitedKingdomOfGreatBritainAndNorthernIreland. See also the important specialization #$IndependentCountry. Corresponds to noun sense 2 of 'country' and sense 1 of 'nation' in WordNet: 2. (257) state, nation, country, land, commonwealth, res publica, body politic - (a politically organized body of people under a single government; 'the state has elected a new president'; 'African nations'; 'students who had come to the nation's capitol'; 'the country's largest manufacturer'; 'an industrialized land') bd588879-9c29-11b1-9dad-c379636f7270 country country country2n nation nation nation1n COSMO: A synonym for 'Country'. NOTE that the sense of 'nation' used in 'the Siox nation' is not the sense intended here. COSMO: A synonym for 'Country'. 'State' is an ambiguous term with at least two frequently used but different meanings; it is synonymous with two terms: (1) PersistentState: A state of affairs that persists over some period of time is what is most commonly referred to as a 'state', if one includes the special case where the interval is zero, i.e. the 'state' is the state at a particular moment. (2) A Nation, or the first administrative subdivision of a Nation.. Therefore 'State' is a potentially confusing and deprecated term in COSMO and appears only in the list of Synonyms. This is the collection of #$SystemConditions which are dysfunctional for the system they affect. An dysfunctional condition is one which impairs the functioning of the system. For example, the function of an artery is to allow blood to flow to a part of the body, so that a blockage of the artery will constitute an abnormal condition of the artery to the extent that it reduces the flow of blood to that part of the body. e9ed2ff2-8ad9-41d7-9fbc-c5d588253797 'Unusual' the property that of something that is outside the usual range (of properties, property values, etc) for a thing of that type. See also the subtypes 'Strange', 'Abnormal', and 'Extraordinary'. Includes all 3 senses of 'unusual' and both senses of 'atypical' and both senses of 'uncommon' and sense 4 of 'rare' in WordNet; WN 'unusual' 1. (24) unusual - (not usual or common or ordinary; 'a scene of unusual beauty'; 'a man of unusual ability'; 'cruel and unusual punishment'; 'an unusual meteorite') 2. (1) strange, unusual - (being definitely out of the ordinary and unexpected; slightly odd or even a bit weird; 'a strange exaltation that was indefinable'; 'a strange fantastical mind'; 'what a strange sense of humor she has') 3. (1) unusual - (not commonly encountered; 'two-career families are no longer unusual') WN 'atypical' 1. (1) atypical, untypical - (not representative of a group, class, or type; 'a group that is atypical of the target audience'; 'a class of atypical mosses'; 'atypical behavior is not the accepted type of response that we expect from children') 2. atypical, irregular - (deviating from normal expectations; somewhat odd, strange, or abnormal; 'these days large families are atypical'; 'atypical clinical findings'; 'atypical pneumonia'; 'highly irregular behavior') WN 'uncommon' 1. (4) uncommon - (not common or ordinarily encountered; unusually great in amount or remarkable in character or kind; 'uncommon birds'; 'frost and floods are uncommon during these months'; 'doing an uncommon amount of business'; 'an uncommon liking for money'; 'he owed his greatest debt to his mother's uncommon character and ability') 2. rare, uncommon - (marked by an uncommon quality; especially superlative or extreme of its kind; 'what is so rare as a day in June'-J.R.Lowell; 'a rare skill'; 'an uncommon sense of humor'; 'she was kind to an uncommon degree') WN 'rare' 2. (2) rare -- (recurring only at long intervals; "a rare appearance"; "total eclipses are rare events") 3. (2) rare -- (not widely distributed; "rare herbs"; "rare patches of green in the desert") 4. (1) rare, uncommon - (marked by an uncommon quality; especially superlative or extreme of its kind; "what is so rare as a day in June"-J.R.Lowell; "a rare skill"; "an uncommon sense of humor"; "she was kind to an uncommon degree") unusual unusual unusual1adj unusual2adj unusual3adj atypical atypical1adj atypical2adj uncommon uncommon1adj rare rare rare2adj rare3adj rare4adj 'HighlyUnusual' is an intensive form of 'Unusual' - unusual to a high degree. NOTE that this sense is neutral with resepct to the kind of thing that is unusual - it can be an unusual instance of a type of obejct, and unusual event, and unusual property for an object. The more specific ways something can be unusual are covered by the types 'Infrequent' and 'HardToFind'. Includes adjective senses 2,3, and 4 of 'rare' in WordNet: 2. rare, uncommon - (marked by an uncommon quality; especially superlative or extreme of its kind; 'what is so rare as a day in June'-J.R.Lowell; 'a rare skill'; 'an uncommon sense of humor'; 'she was kind to an uncommon degree') 3. (2) rare -- (not widely distributed; "rare herbs"; "rare patches of green in the desert") 4. (1) rare, uncommon - (marked by an uncommon quality; especially superlative or extreme of its kind; "what is so rare as a day in June"-J.R.Lowell; "a rare skill"; "an uncommon sense of humor"; "she was kind to an uncommon degree") rare rare rare2adj rare3adj rare4adj 'Surprising' the property that of something that is not expected, and therefore causes the Feeling of Surprise. This is often relative to a particular agent's expectations; but things may be surprising to everyone. Corresponds to sense 1 of 'surpsrising' in WordNet; 1. (11) surprising - (causing surprise or wonder or amazement; 'the report shows a surprising lack of hard factual data'; 'leaped up with surprising agility'; 'she earned a surprising amount of money') surprising surprising1adj Abnormal is a property that can be assigned to something that is not just unusual, but unusual in a negative way. For the sense of 'highly unusual' without the implication of being bad, use 'Unusual'. For unusual and suprosingly so, use 'strange'. Includes adjective sense 2 and part of sense 1 of 'abnormal' in WordNet, but no WordNet sense specifically specifies the 'bad' meaning of 'abnormal' in this sense. 1. (1) abnormal - (not normal; not typical or usual or regular or conforming to a norm; 'abnormal powers of concentration'; 'abnormal amounts of rain'; 'abnormal circumstances'; 'an abnormal interest in food') 2. abnormal - (departing from the normal in e.g. intelligence and development; 'they were heartbroken when they learned their child was abnormal'; 'an abnormal personality') An AbnormalCondition is a SystemCondition which is not normal (i.e. unusual) for the system in which it is observed. It is worse than the usual condition (i.e. undesirable), not just different - but it is not necessarily a malfunction. Chipped paint on some object would be an AbnormalCondition, and a Disease would also be. A specialization of both #$DysfunctionalCondition and #$PhysicalEvent. Each instance of #$Malfunction is a dynamic state of impairment, in the sense that it has temporal aspects, it progresses dynamically, and so on; it is not just being in some static state of error (as non-event instances of #$DysfunctionalCondition are). Notable specializations of #$Malfunction include #$AgentBasedSystemMalfunction and #$Cancer. #$Malfunction is an instance of #$TemporalStuffType, since #$situationTemporalParts of malfunctions are themselves malfunctions down to a relatively fine granularity. bdd1efcf-9c29-11b1-9dad-c379636f7270 hasCorrespondingProcess relates an Event (or eventType) to the FunctionalProcess (or ProcessType) which gives rise to the Event over some interval of time (or more abstractly, some interval on the dimension of causality). NOTE that this relation can be used at either the instance or Type level, and can be used in a mixed mode, to specify that a particular Event was produced by a particular Type of Process. This relation is not yet elaborated in COSMO v0.3, and serves mostly as a placeholder to clarify (somewhat) the relation between Event and FunctionalProcess.. The inverse of 'hasCorrespondingProcess', points from an EventType to the ProcessType that results in that tyoe of Event.. A 'AilmentCondition' is any bodily malfunction in which some deterioration of function in some part of the body occurs that is not directly caused by injury. Such conditions are considered 'unpleasant' in COSMO een if they do not have immediately perceptible symptoms, because by reducing function they cause undesirable things to happen. COSMO note: the terms ailment, illness, disease, and sickness are considered as logical synonyms in COSMO. This is the most general category for any kind of illness, from a minor ache to a fatal disease, for any organism. Although the usage of each synonymous term varies, it is difficult to distinguish any differences in meaning. In the Random House Webster, definition 1 of 'disease' states: Disease 1. a disordered or incorrectly functioning organ, part, structure, or system of the body resulting from the effect of genetic or developmental errors, infection, poisons, nutritional deficiency or imbalance, toxicity, or unfavorable environmental factors; illness; sickness; ailment. NOTE: that breaks of bones or other trauma or injury is not included in this concept, nor is the anatomical abnormality resulting from injury, However, secondary physiological processes such as pain, inflammation, or other abnormality resulting from the injury is included here. NOTE: that this is a PersistentState, which is a type of Event that has a beginning and ending time. Although a PersistentState can be defined with an arbitrary beginning and ending time, the usual interpretation of the linguistic terms associated with illness will either refer to the whole event from onset to disapppearance of the illness, or to the DiseaseProcess that produces the illness during that interval of time. This may not conform exactly to the Cyc interpretation, below. In COSMO, the DiseaseProcess that produces an AilmentCondition is different from though intimately related to the AilmentCondition. NOTE the restriction: Every Ailment has a corresponding ProcessType, being a PhysiologicalConditionType. NOTE also that an AilmentCondition is not the same as the symptoms of that condition. The symptoms are a separate but related logical category. NOTE also that not every abnormal physiological condition is an AilmentCondition. Arrhythmia, for example, may be clinically insignificant or innocuous. NOTE also that a single instance of a disease is confined to one organism, so a Disease 'isLocatedAt' only one particular organism. To specify that a group of organisms is suffering from a disease, or that an epidemic is occurring among some group of organisms use 'DiseaseGroup'. Cyc: The most general collection of ailment events; a subcollection of both #$PhysiologicalCondition and #$DysfunctionalCondition. An instance of #$AilmentCondition is a dynamic state of sickness, injury, or physiological impairment. The rationale for construing ailments in this way is the obvious fact that to have an ailment is to undergo an event: an individual ailment has temporal features, it progresses dynamically, and so on. It is not just a matter of being in some static state of unwellness . Subcollections of #$AilmentCondition include #$RespiratoryAilment, #$HeartCondition, #$Cancer, #$MotionSickness, #$Poisoning, #$Infection, and #$InjuryCondition. If a particular person has an infection, that event is an instance of #$AilmentCondition. An #$AilmentCondition does not begin before there is an actual, developed sickness or impairment, and thus does not include the event of getting sick or becoming impaired. Also note that each type of ailment, such as #$Infection, is the collection of all cases or instances of individuals suffering from that condition. See also #$DiseaseType. Corrresponds to noun sense 1 of 'illness' and sense 1 of 'ailment' in WordNet. The WordNet distinctions between these two are unclear and are ignored. 1. (8) illness, unwellness, malady, sickness - (impairment of normal physiological function affecting part or all of an organism) 1. (7) ailment, complaint, ill - (an often persistent bodily disorder or disease; a cause for complaining) c10c1856-9c29-11b1-9dad-c379636f7270 illness illness1n ailment ailment1n A common term for 'AilmentCondition'. NOTE that this is a PersistentState, which is a subtype of Event in COSMO; it is not a Process. Therefore it has a starting and ending time. A common term for 'AilmentCondition'. NOTE that this is a PersistentState, which is a subtype of Event in COSMO; it is not a Process. Therefore it has a starting and ending time. A common term for 'AilmentCondition'. NOTE that this is a PersistentState, which is a subtype of Event in COSMO; it is not a Process. Therefore it has a starting and ending time. An Event which is sufficiently beneficial to someone to be of interest to the builder or user of the ontology - a subjective judgment.. An Event which is sufficiently harmful to someone to be of interest to the builder or user of the ontology - a subjective judgment. 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. UnpleasantBodyEvent is any event affecting an animal body which is typically considered unpleasant or harmful. This can be externally caused, such as being shot by a bullet, or internally caused, such as having upset stomache or vomiting, or a heart attack. It is limited to physical events affecting the body, and does not include events that are unpleasant psychologically (such as an insult, or being fired) but do not have direct effects on the physical body. The unpleasantness can range from mildly unpleasant, like a mild electrical shock, to lethal. 'hadAffectedObject' points from an Event to one of the objects that participated in the Event, that existed at the beginning of the Event and (may have) had one of its properties changed. For things created in an Event, use 'causedCreationOf'. The Object pointed to must be one whose Property(ies) are one of the 'fluents' that is a value of the FunctionalProcess that results in the Event. This relation captures the notion of a 'patient' in the usual Event representations, being the notion of something that was 'acted on' in an Event. This case role should not be used for the agent in an Event, unless the Agent was acting on itself (as in Sujicide). In COSMO it is not necessary that the object of this relation actually have some property changed - something may be 'touched' in an event and fulfill the role of the thing 'acted on' without any of its perceptible properties actually being changed. However, for objects of an act of perception, this relation should not be used - use 'hadObjectPerceived'. This is similar to case relations that are labeled as 'patient' - the thing acted on in an Event. A related relation that relates Actions to the types of things that are affected is 'isAnActionOnType'. For static events, representing a state continuing unchanged over some period of time, the Object(s) that is 'affected' by the Event is the Object(s) whose properties ('fluents') are unchanged in that interval, which will be the Objects whose state the ontologist intends to describe with that Event representation. 'hadObjectPerceived' points from an Event to one of the objects or substances that was perceived or detected, by any sense and any means, animal senses or mechanical (including optical) detectors. This is used for Events of perception, when the Object perceived may not be 'affected' and therefore it would be inappropriate to use 'hadAffectedObject'. A specialization of both #$SingleDoerAction and #$InformationTransferPhysicalEvent. Each instance of #$Perceiving is an event in which an agent (an instance of #$PerceptualAgent) acquires information through the exercise of its senses. COSMO note:most references to perceiving use the more specific types of Perceiving such as 'Seeing' and 'Hearing'. In SUMO called 'Perception' SUMO Sensing some aspect of the material world. Note that the agent of this sensing is assumed to be an Animal. This corresponds to senses 3 and 5 of 'perception' in WordNet. Sense 3 in WN is a 'process' and sense 5 is a 'sensory activity'. "perception' can be both of these, and in COSMO this forms only one concept representation. WN nound 'perception' 3. (4) perception - (the process of perceiving) 5. sensing, perception - (becoming aware of something via the senses) WN verb 'perceive' 1. (27) perceive, comprehend - (to become aware of through the senses; 'I could perceive the ship coming over the horizon') bd58c31c-9c29-11b1-9dad-c379636f7270 perception perceive perception3n perception5n perceive1v 'isaPerceptionOf' relates a Perceiving event to the specific Event or type of Event that is or was perceived. The SUMO term for the Cyc 'Perceiving'. COSMO note: Perceiving-Voluntary is equated in COSMO with the general notion of 'paying attention'. As in Cyc, this includes not merely passive attention to something happening, but also actions in which an Agent must pay attention to surroundings in order to accomplish the purpose of the action. Cyc: A specialization of both #$Perceiving and #$PurposefulAction. Each instance of #$Perceiving-Voluntary is a perceptual event in which the perceiving agent does not merely passively receive sensory information, but actively filters or directs how it is perceiving. Thus, searching for a set of lost keys would be an instance of #$Perceiving-Voluntary, as would straining to hear something, but merely hearing a balloon pop next to one would _not_. be7798b4-9c29-11b1-9dad-c379636f7270 Any instance of intentional Perceiving (by any sense, by an animal or mechanical IntentionalAgent, with or without the aid of instruments) which produces information. This is a broad sense, and includes both detection (observing the existence of something) as well as observing or measuring specific properties of things, and distinguishing a thing from others, or recognizing the category (type) of thing it is. If a machine is doing the Observation, and that machine is not classified as an IntentionalAgent, then the agent doing the detecting is the agent that set up the machine to do the Observation, whether the agent is present or not at the time of the Observation. 'The seismometer observed a level 4 earthquake and transmitted the data to the university laboratory 1000 miles away.' 'the fall of the satellite was in such a remote location that it escaped notice from the ground' Includes verb sense 1 of 'observe', verb senses 1 and 2 and noun sense 2 of 'notice', and verb sense 1 of 'detect' in WordNet: 1. (41) detect, observe, find, discover, notice - (discover or determine the existence, presence, or fact of; "She detected high levels of lead in her drinking water"; "We found traces of lead in the paint") 2. (21) notice, mark, note -- (notice or perceive; "She noted that someone was following her"; "mark my words") WN noun 'notice' 2. (4) notice, observation, observance -- (the act of noticing or paying attention; "he escaped the notice of the police") observe observe observe1v notice notice notice1v notice2v notice2n detect detect1v 'hadObjectObserved' points from an Event of seeing or observing to one of the objects or substances or Events that was observed, by any means, animal senses or mechanical visual detectors.. A Change is a Difference in some attribute of a single Object at one time, compared to the same attribute at an earlier time. For abstract objects, the difference may be before or after some operation, such as a mathematical operation - therefore the Change is not necessarily situated in time, but can be on some abstract dimension of change. This type has some similarities to a BecomingEvent in that it has a participant and a property before the change, and a property after. But it is narrowly focused on changes in a single participant, and is not as flexible in representing Events as would be an instance of Event. 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 'hasObjectChanged' is a specialized relation, relating a Change (an AttributeValue, not an Event) in some object or substance to the Object or substance that has changed. The Object may be abstract, and the Change can be any operation (such as a mathematical operation), not merely an Event situated in time. 'hasAttributeBefore' is a specialized relation, relating a Change (in Attribute values) to the value before the change. The corresponding relation, pointing to the value after the change, is 'hasAttributeAfter'. NOTE that because abstract Changes can be represented (the rotation of a geometric figure) that are not situated in time, the 'before' and 'after' do not necessarily relate to positions on the time line. 'hasAttributeAfter' is a specialized relation, relating a Change (in Attribute values) to the value after the change. The corresponding relation, pointing to the value before the change, is 'hasAttributeBefore'. NOTE that because abstract Changes can be represented (the rotation of a geometric figure) that are not situated in time, the 'before' and 'after' do not necessarily relate to positions on the time line. A 'GroupAttribute' is an AttributeType that can qualify a Group, Set, or other aggregation. One example (a subtype) is Cardinality. A property type of a Set, Group, or List specifying the number of elements contained in that aggregate. Note that this is the attribute type, and the attribute values are represented as instances of CardinalityValue. The UnitOfMeasure for a Cardinality attribute. The Quantifier will be a positive integer, possibly with a 'greater than' or 'less than' qualifier. A Cardinality with limits might be used, for example, in a relation that specifies the maximum (permitted) occupancy of a room. A property of a Group or Set: A nonnegative whole number, together with the UnitOfMeasure 'elements'. NOTE that 'Cardinality' and 'Dimensionality' are often expressed as pure numbers, but in COSMO as AttributeValues actually have a 'UnitOfMeasure' associated with the number. For convenience, the datatype properties 'hasCardinalityNumber' and 'hasDimensionalityNumber' are defined with datatype integers as the value. 'PartCardinalityValue' is an AttributeValue that specifies the type and number of parts that a PhysicalObject or PhysicalObjectType has. This AttributeValue is used with the relation 'hasPartCardinality' to specify the number of parts of a particular type that an Object has. Each value is an instance of 'TwoArgumentValue', an AttributeValue that takes the place of two arguments in an inherently ternary relation. The two arguments are the part type, specified by 'hasPartType' and the number of those parts, specified by 'hasQuantifier', inherited from the parent class 'CardinalityValue'. 'hasPartCardinality' is a property of an Object (physical or abstract) that has parts, and may have more than one of the same type of part; the type of the part and the cardinality are contained in an object argument that is an instance of 'PartCardinalityValue'. This relation is used to specify, e.g. that a TypicalAdultPerson has two arms and one nose. This relation allows specifying the number of parts of a particular type that an Object or Substance has. See 'PartCardinalityValue' for the means of specifying the number of parts. This can be used at the type or instance level. NOTE that this kind of restriction cannot be accomplished by simply using the OWL 'cardinality' constraint on the 'hasPhysicalPart' relation, because those constraints restrict the total number of entities that can be related by somw particular relation, not the number **of a particular type**. It would be possible to use cardinality constraints, if a suitably specific relation were defined. For example, if one wanted to say that a 'ThreeMastedSchooner' is a Schooner that has three Masts, one might define a relation 'hasMast' as a subtype of the 'hasPhysicalPart' relation, and then, in the ThreeMastedSchooner type specification, assert that the cardinality of the relation 'hasMast' is three. With the 'hasPartCardinality' relation, one can achieve a similar meaning without having to define a new relation. The internal semantics of this relation, however, cannot be processed by the OWL reasoner, as would an explicit cardinality constraint. The semantics of this relation would depend on implementation inan FOL version of the ontology. NOTE: this is intended as a default relation, and is in the same class or relations with those having 'typically' in their label. With respect to substances, 'parts' can refer to the different molecular parts (e.g.atoms) of a molecule fo the substance. This notion might be better represented by a more specialized relation. @ToDo: This is a multi-part mechanism for specifying part cardinalities that could be done more simply with a multiple-arity relation in an FOL implementation (e.g. 'hasPartsOftype' with cardinality and type as arguments). The translator from OWL to CL might do such a conversion, if it proves more computationally efficient. 'hasPartType' is a specialized relation for the property PartCardinalityValue, specifying the type of part whose cardinality is being specified. For example, to specify that a TypicalAdultPerson has two arms, one uses {TypicalAdultPerson hasPartCardinality TwoArms}, and then creates an instance ('TwoArms') of PartCardinaltiyValue that has the assertions: {TwoArms hasPartType Arm} and {TwoArms hasQuantifier N_2}. See 'hasPartCardinality' for the relation relating an Object to the number of parts of a particular type. An Animal with four legs. 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. Any state or Event occurring in our real universe (not in any fictional or hypothetical world) within some interval of time. An instance of 'Reality' would be the things existing and happening in some interval of time in some region of space. The whole of Reality over all time is the entity 'RealWorld', which is not an Event. @ToDo relate 'Reality' with 'RealWorld' This does not cover 'truth' within some theoretical or axiomatically defined system.. Any state or Event hypothesized to occur, but not in fact occurring in our real universe within the specified interval of time and space. Instances of 'NonReality' would be fictional or counterfactual Events, or ErroneousBeliefs. . 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 #$Drink (instances of which are liquids that can be consumed without chewing). bd58e69c-9c29-11b1-9dad-c379636f7270 COSMO note: redefined as strictly organic, so water and salts are excluded, but having water up to 80% as in meat and vegetation still allow a substance to be considered an 'OrganicSubstance'. For predominantly organic materials, use 'OrganicCompound'. Cyc: An instance of #$ExistingStuffType and a specialization of #$PartiallyTangible. Each specialization of #$EdibleStuff is a type of partially tangible stuff which all normal instances of some specialization of #$Organism-Whole can consume and successfully metabolize a significant portion of any instance of, with or without resulting harm to themselves. This collection includes virtually all animal and vegetable matter, as well as salts, potable water, and instances of #$OralDrug. It does not necessarily include things that are ingested but not metabolized, such as the stones that birds swallow to aid in digestion, or dirt, paint chips, and coins ingested by children. The function #$EdibleByFn is used to specify the collections of edible stuff that are ingestible by all normal instances of certain specializations of #$Organism-Whole, including #$Person. Note that whether an edible substance _also_ has a detrimental effect if eaten is a separate question. Something can be both edible and poisonous. bd5908ef-9c29-11b1-9dad-c379636f7270 A SubstanceRole is a Substance that is categorized by the Role it plays or is intended to play in some Event, such as a DrugSubstance. A Substance, not an object, that may be beneficial or harmful or innocuous, but in any case has some effect on the physiological functioning of an organism. SUMO: A Substance that is capable of inducing a change in the structure or functioning of an Organism. This Class includes Substances used in the treatment, diagnosis, prevention or analysis of normal and abnormal body function. This Class also includes Substances that occur naturally in the body and are administered therapeutically. Finally, BiologicallyActiveSubstance includes Nutrients, most drugs of abuse, and agents that require special handling because of their toxicity. COSMO note: 'Nutirent' in COSMO has a broader meaning than the traditional meanings, and includes, in addition to substances that can be metabolized to provide energy or biological structures, vitamins and minerals that assist the metabolic process but are not themselves metabolized. Cyc: A specialization of #$EdibleStuff. Each instance of #$Nutrient is a substance considered necessary or beneficial in the diet of a person or animal. If a food or a pill is sold in a package, often the nutrients in the food or pill are listed on the package label. Specializations of #$Nutrient include #$EdibleSodium, #$ProteinStuff, #$EdibleCalcium, #$EdibleIron, and #$Vitamin. SUMO: A BiologicallyActiveSubstance required by an Organism. It is generally ingested as Food, and it is of primary interest because of its role in the biologic functioning of the Organism. Includes but is broader than sense 1 of 'nutrient' in WordNet: 1. (1) food, nutrient -- (any substance that can be metabolized by an organism to give energy and build tissue) bd58d3c5-9c29-11b1-9dad-c379636f7270 nutrient nutrient1n Food is a collective term denoting any substance that is eaten by animals for nourishment, or can be eaten for nourishment. NOTE that Food is a subtype of 'EdibleStuff' which has been redefined from the Cyc meaning to exclude liquids, and include only organic materials. 'Food' in COSMO is a substance, not a PhysicalObject. For the PhysicalObjects that consist of Food substances, see 'FoodObject'. Cyc comment: An instance of #$ExistingStuffType, and a specialization of #$FoodOrDrink. Each instance of #$Food is a particular portion of food of a type which can be, and habitually is, eaten by humans or other animals. Here the notion of _eating_ is important; eating an instance of #$Food will generally require biting or chewing, but if placed into the mouth (e.g. with a utensil) in a manner not considered to be drinking, it is still considered eating. Thus, edible stuff normally taken in via drinking, inhalation, or osmosis is excluded from this collection. A borderline example is a bowl of bouillon, which, although it can be drunk from the bowl is normally ''eaten'' with a spoon; a borderline non-example is a very thick milkshake, which may be eaten with a spoon, but is normally drunk (possibly using a straw) from a glass. Instances of #$Food provide calories and/or nutrients that humans or animals need. bd58bd8b-9c29-11b1-9dad-c379636f7270 SUMO: Any Food which was originally part of the muscle tissue of an Animal and is not ingested by drinking. Note that this class covers both raw meat and meat that has been prepared in some way, e.g. by cooking. Note too that preparations involving a combination of Meat and FruitOrVegetable are classed directly under Food, not as subtypes of this Type. NOTE that whole animals, even though they may be eaten by other animals, are not categorized as 'Meat'. bd58bd46-9c29-11b1-9dad-c379636f7270 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. bd58f431-9c29-11b1-9dad-c379636f7270 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. bd58a5e1-9c29-11b1-9dad-c379636f7270 (starts ?TempThing1 ?TempThing2) means that ?TempThing1 and ?TempThing2 are both TemporalThings (TimeIntervals or Events) that have the same initial TimePoint and that ?TempThing1 ends before ?TempThing2. This is a generalization of the SUMO 'starts' relation. SUMO: (starts ?INTERVAL1 ?INTERVAL2) means that ?INTERVAL1 and ?INTERVAL2 are both TimeIntervals that have the same initial TimePoint and that ?INTERVAL1 ends before ?INTERVAL2. (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' typicallyStarts relates one EventType to another EventType when the first EventType usually is the beginning part of the second EventType, or an attempt to initiate the second EventType. For example, a 'Calling' event will typically start an OralConversation. This is a relation on prototypical Events, so it is not necessary that a majority of instances of the first type result in some oinstance of the second type - attempts of type 'E1' may fail more often than not, and still satisfy the relation {?E1 typicallyStarts ?E2}. typicallyFinishes relates one EventType to another EventType when the first EventType usually is the ending part of the second EventType. For example, a 'Catching' (of prey) will usually be the final phase of a 'Pursuing'. In SUMO, named 'earlier'. SUMO(earlier ?INTERVAL1 ?INTERVAL2) means that the TimeInterval ?INTERVAL1 ends before the TimeInterval ?INTERVAL2 begins. NOTE: in COSMO, a TimePoint is a type of TimeInterval, so one may use occurredEarlierThan for either TimePoints or TimeIntervals, or for mixtures of TimeIntervals and TimePoints, but occursBefore can only be used for TimePoints. Corresponds to parts of verb sense 1 and 3 of 'precede' in WordNet, where the interpretation of the thing preceding is coreced to an Event or state. 1. (9) predate, precede, forego, forgo, antecede, antedate - (be earlier in time; go back further; 'Stone tools precede bronze tools') 3. (3) precede, come before - (be the predecessor of; 'Bill preceded John in the long line of Susan's husbands') precede precede1v precede3v (occurredLaterThan ?TT1 ?TT2) means that the TemporalThing ?TT1 starts after the TemporalThing ?TT2 begins. No overlap is permitted. The axiomatic description has a circularity to it that indicates its primitive nature: (=> (and (occurredLaterThan ?TT2 ?TT1) (hasEndingTimePoint ?TT2 ?EndingTimePoint)) (exists (?FutureTimePoint) (and (inst ?FutureTimePoint FutureTimePoint) (occursBefore ?EndingTimePoint ?FutureTimePoint)))) NOTE: in COSMO, a TimePoint is a type of TimeInterval, so one may use occurredLaterThan for either TimePoints or TimeIntervals, or mixtures of the two. Corresponds to verb sense 2 of 'follow' in WordNet: 2. (50) postdate, follow - (be later in time; 'Tuesday always follows Monday') follow follow follow2v co-occurredWith specifies that the beginning TimePoints for the two TemporalThings related are identical, and that the ending TimePoints are also identical. This allows one to specify beginning and ending TimePoints of some TemporalThing by reference to another TemporalThing. NOTE: in COSMO, a TimePoint is a type of TimeInterval, so one may use co-occurredWith for either TimePoints or TimeIntervals, or for other TemporalThings like Events.. In SUMO, called 'before'. SUMO: (before ?POINT1 ?POINT2) means that ?POINT1 precedes ?POINT2 on the universal timeline. For time intervals, use 'occurredEarlierThan' Corresponds to verb sense 2 of 'follow' in WordNet: 2. (50) postdate, follow - (be later in time; 'Tuesday always follows Monday') follow follow follow2v 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 'cause-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 from that starting state AND the resources (including time)are available to execute procedure P345 AND no negative consequences (with a cost greater than the benefit of achieving goal-state) will result from executing procedure P345 THEN execute P345. . Procedures will form the ontological analogue of 'procedural memory' in people. It is not required that a Procedure A Procedure may be required to verify an Assertion, and such verification procedures are an important part of actual 'understanding' and 'meaning' for assertions. 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 industrial processes, 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'. Corresponds to noun sense 1 of 'method, sense 1 of 'procedure', and sense 2 of 'means' and sense 2 of 'way' in WordNet: WN 'method': 1. (112) method - (a way of doing something, especially a systematic way; implies an orderly logical arrangement (usually in steps)) WN 'means' 1. (55) means, agency, way - (how a result is obtained or an end is achieved; 'a means of control'; 'an example is the best agency of instruction'; 'the true way to success') WN 'procedure' 1. (41) procedure, process - (a particular course of action intended to achieve a result; "the procedure of obtaining a driver's license"; "it was a process of trial and error") means way means means2n way way2n method method1n procedure procedure1n Plan[SUMO]_Plan[DOLCE] COSMO note: unlike SUMO and DOLCE, COSMO classifies a 'Plan' as a Procedure (a MentalObject), and the action contemplated in a Plan is a PlannedAction. They are related by the relation {Plan hasExecutionEvent PlannedAction} A Plan is related to the intended end state by a relation of the form: {Plan hasDesiredSituation GoalSituation} A Plan can exist only in the mind of an IntentionalAgent, though it may have a physical representation, as in a document. It is related to an IntentionalAgent by a relation of the form: {Plan isInTheMindOf IntentionalAgent}, or the inverse: {IntentionalAgent hasMentalObject Plan} NOTE that a 'Plan' may have an end goal which does not involve a change of state - one may plan to run two laps around a course and wind up where one starts. 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. Corresponds to noun sense 1 of 'plan' in WordNet: 1. (438) plan, program, programme - (a series of steps to be carried out or goals to be accomplished; 'they drew up a six-step plan'; 'they discussed plans for a new bond issue') plan plan plan1n isAnExecutionOf relates specific actions to the Procedure (or Type of procedure) that specifies how to carry out that action. This can be used at the type or instance level. When used at the type level, it should be interpreted as meaning that an execution, if successful, has a plan categorized as the referenced type. Note that playing a recording of an action that is an execution of a specfication also counts as being an execution of that specification. Therefore playing a CD of a movie is an execution of the script of that movie. This is an 'action' because such playing is always done as a result of some action taken by an agent, even when the agent merely sets in action some automaton that actually executes the playback of a recording. A PlannedAction is an Action that is not yet executed, and would be expected to happen if a Plan is executed. 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. 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. A LinguisticAssertion (which may be a combination of Assertions) that is part of the content of a proposed Agreement, which, if the Agreement is made, creates an Obligation on the part of one or more of the parties to the Agreement. This kind of LinguisticAssertion can be referred to as a 'provision', 'term', 'stipulation', or a 'condition' for the Agreement to be accepted and valid. This type corresponds approximately to sense 1 of 'provision' in RHW, bt applies to any potential agreement, not just a legal instrument: 1. a clause in a legal instrument, a law, etc., providing for a particular matter; stipulation; proviso. Corresponds to the intersection of noun senses 1 of 'provision', 2 of 'stipulation', 3 and 4 of 'condition', 1 of precondition', 3 of 'term' and 1 of 'proviso', in WordNet: 1. (27) provision, proviso - (a stipulated condition; "he accepted subject to one provision") WN 'condition': 3. (117) condition, precondition, stipulation - (an assumption on which rests the validity or effect of something else) WN 'term' 3. (113) condition, term -- ((usually plural) a statement of what is required as part of an agreement; "the contract set out the conditions of the lease"; "the terms of the treaty were generous") proviso proviso1n stipulation stipulation2n condition condition condition3n provision provision provision1n precondition precondition1n term term3n refersToFutureSituation relates a MentalObject, Communictaion, or Feeling to some FutureSituation which is its topic or focus. The notion of a 'request' involves both the event in which a Request communication is made and the content of that communication. The content of a request can be interpreted as a combination of assertion and question: the assertion is that some information or action is desired, and the question is whether the listener will provide the information or do the action. This Type represents the request event. The content of the request is represented as 'RequestContent'. This request is generic, including computer communications to other computers. For the specifically human activity, use 'Requesting'. An 'Occasion' is an Event that has some particular significance to an IntelligentAgent. This is a broad, almost vague category, and each 'Occasion' should be related to some purpose or other type of Event; but there is no restriction as of rev789 to require that reference. Every HumanActivity is an Occasion; though routine activitues may not be Salient, each HumanActivity that is represented in an ontology will be salient by virtue of its being paid attention to. Each HumanActivity is an occasion in the sense of being potentially referrable in a phrase such as 'on the occasion when we were digging that ditch . . .". NOTE that a 'special ocasion' would be a more salient instance than the average instance of 'Occasion'. Includes but is broader than noun sense 1 of 'occasion' in WordNet: 1. (14) juncture, occasion - (an event that occurs at a critical time; 'at such junctures he always had an impulse to leave'; 'it was needed only on special occasions') 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 SUMO: A request expresses a desire that some future action be performed; often the future action is to be performed by the person to whom the Requesting is addressed, but it can also be a request for permission, in which case the future action is a 'permitting' action. Examples: the 5th Battalion requested air support from the 3rd Bomber Group; a person requests membership in some organization. Note that this class covers proposals, recommendations, suggestions, LegalAppeals, etc. This notion of requesting is specifically for people, using language. For the more generic event including computer requests, use the parent type 'Request'. For the informational content of a Request,use 'RequestContent'. 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 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 Stipulation is a Requesting (an Action) that a certain action be performed or state be in effect, as a condition for some other action. The topic of this Requesting is a 'Proviso', which refers to a StipulationCondition, (a desired FutureSituation). NOTE that a Stipulation is a Communication (an Event), and the content of the Stipulation, which may show up as part of a proposed Agreement is represented by 'Proviso' in COSMO. The more common meaning of 'stipulation' would be represented by 'Proviso' in COSMO, but where the communication of the proviso is at issue, this type can be used. It is likely to be needed only to represent a Communication of the requested 'Proviso' during a negotiation. This is expressed by a phrase such as 'we can agree on condition that . . .' The content of a Stipulation that is part of a proposed Agreement is represented by a 'Proviso' which is an Assertion (a logical Proposition) of the form 'you do this and I'll do that'. See 'Proviso' A StipulationCondition is DesiredFutureSituation that is the topic and referent of a Stipulation (a Request). NOTE: this is the actual Situation (or Action) envisioned in a Proviso, which is expected to be executed by the party on whom it is an Obligation if the proposed Agreement is agreed to. This is the '. . . ' in the phrase 'on condition that . . .' condition condition condition3n 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. 'hasMentalObject' relates an IntentionalAgent to one or more of the Mental things that an agent may be said to 'have': a Goal, an Intention, a Plan, a Feeling. NOTE that the inverse relation 'isInTheMindOf' is a subproperty of 'wasCreatedBy': anything in an agent's mind must be created by that agent. 'isInTheMindOf' is the inverse of 'hasMentalObject'. NOTE that this relation 'isInTheMindOf' is a subproperty of 'wasCreatedBy': anything in an agent's mind must be created by that agent. A RelativeTime is any TimeInterval 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 (represented in COSMO as subtypes of this type). 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. A necessary part of an Intention is a Plan to do something. See 'Plan'. Because an Intention is difficult to describe in any other way, the most generic 'part' relation, 'hasPart' is used to relate an Intention to the Plan that it includes. NOTE the difference between a 'purpose' and an 'Intention' in COSMO: in COSMO, a 'purpose' is represented by the type 'Goal' (a MentalObject), which references a desired 'GoalSituation', but an 'Intention' references a 'Plan' (also a MentalObject), which is a method to achieve a desired 'GoalSituation'. These notions are closely related. An instance of 'Intention' can be created when an agent's intentions are not known; if the end goal of an agent's intentions are known, they can then be related to the Intentions through the Plan and its GoalSituation. An Intention, as a MentalObject, must be in the mind of some IntentionalAgent; an intention is related to that agent by a relation of the form: {Intention isInTheMindOf IntentionalAgent}. 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 distinction 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. Corresponds to part of noun sense 1 of 'intention' in WordNet: 1. (12) purpose, intent, intention, aim, design - (an anticipated outcome that is intended or that guides your planned actions; 'his intent was to provide a new translation'; 'good intentions are not enough'; 'it was created with the conscious aim of answering immediate needs'; 'he made no secret of his designs') intention intention intention1n A TimeSlice is a temporal part of some entity - a PhysicalObject Role, or GenericLocation. In a four-dimensional (perdurantism) treatment of objects, this would be a part of a four-dimensional object. Every TimeSlice has a time at which it begins and a time at which it ends, specified by 'hasStartingTimePoint' and 'hasEndingTimePoint'; it is continuous, and the TimeSlice exists at every time point between the beginning and ending times. Because a TimeSlice is not disjoint with anything else, this allows one to create four-dimensional time slices of physical objects (or physical locations) by creating an instance of an object that is also an instance of a TimeSlice, and specifying the beginning and ending time points. Such an object could be used as an argument in a binary relation, thereby including the intended time interval in the relation. This usage creates an interpretation of entities in this ontology that may seem at variance with both the traditional 'endurantist' and 'perdurantist' interpretations. It is closer to the 'perdurantist' in that the object without specification of its time slice may be interpreted as the whole-life object, but there is a major difference: the COSMO leaves open the possibility of specifying that a relation on an object holds during some interval of time - and that is not consistent with traditional four-dimensionalist usage. To some extent, the difference in usage can be interpreted as only a difference in the syntactic means of expressing the same meaning with alternate notations. The COSMO usage permits more flexibility in the way relations can be specified within temporal boundaries. COSMO use of TimeSlice can also be applied to Attributes, as an alternative means of specifying the time interval during which an Attribute applies to an Object. Specifying the TimeSlice on the Attribute is equivalent specifying the TimeSlice on the Object. So: (hasAttribute FireEngine21 RedColor_DTI_20080101_20080130) . . . means that FireEngine21 was red from Jan_01_2008 to Jan_30_2008, This is equivalent to: (hasAttribute FireEngine21_DTI_20080101_20080130 RedColor) . . . and also to (in ESKIF): {FireEngine21 was Red, from Jan_01_2008 to Jan_30_2008}. The latter usage raises an important point. Since, in COSMO, a PersistentState represents an Attribute or set of Attributes that remains constant over some interval of Time. To represent an Object as having some Attribute remain constant over some interval of Time (either explicitly, or as a TimeSlice) is logically equivalent to specifying the existence of a PersistentState for that Object over that time interval. The different ways of representing that situation are different views, and could be translated if there was a reason to do so. isaTimeSliceOf relates an instance of TimeSlice to the PhysicalObject (or other entity) of which it is a TimeSlice. In COSMO PhysicalObjects may be 3 or 4 dimensional, and this relation allows one to create a TimeSlice of an object, so as to specify properties in a particular time interval, and relate that time slice to the dimension-neutral object of which it is a TimeSlice. If one creates an explicityl 4D object (an instance of Object4D), that object can also have a TimeSlice. 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. 'hasReturnValue' points to the last argument in the argument list - in RDF, it is the object; when a relation is a simple function, this argument will be the return value of the function. For example, in the relation instance: (hasColor Car23 RedColor) . . . the entity 'RedColor' is the value of the RelationInstance. Simple Functions are functional relations that are functional in the last argument; a Function is a special kind of relation that can be used to create a 'function term' - a term that is in the form of a RelationInstance. Thus we may have a function called 'TheMotherOf' and it could be used to create a term of the form: (TheMotherOf PrinceWilliam). That term could be used to represent the person who is the mother of PrinceWilliam. Formally, in the version of COSMO that will be in a CL-compliant form, such functions are relations that have one more argument (i.e. the value) than appears in the funciton term. In the above case, the value of the term could be specified by an assertion in the form: (TheMotherOf PrinceWilliam PrincessDiana). If the formalism permits, the same meaning could be asserted by an assertion of the form: (equals (TheMotherOf PrinceWilliam) PrincessDiana). The two would be equivalent. The ability to properly interpret functions will depend on the CL implementation. hasSubject points to the subject of a RelationInstance, the first argument in RDF or a CL-compliant format. hasSubject points to the relation (in OWL, the Property) which relates the arguments; of a RelationInstance. In the special form of a RelationInstance, the 'topic' specified in the relation 'hasTopic' will be any of the arguments, including the subject, of a RelationInstance (but not the relation name). Therefore this relation is a subproperty of 'hasTopic'. Each instance of RelationInstance is an Assertion structured as an ordered n-tuple, (an instance of List) representing one instance of a relation among two or more entities. Certain concepts in COSMO are represented as subtypes of 'RelationInstance', such as Obligation and Debt. This type is used to reify relations so that they can be discussed as an object. Each RelationInstance must have at least two arguments (role fillers). The number of arguments can be specified by the 'hasCardinalityNumber' relation, which would point to an integer which is one greater than the arity of the relation; the cardinality specifies the total number of elements in the list, which includes the relation itself. The roles (arguments) in each RelationInstance are specified by relations on each instance: 'hasRelation' points to the relation (in OWL, the Property) which relates the arguments; 'hasSubject' points to the subject as it would appear in an RDF triple; 'hasReturnValue' points to the last argument in the argument list - in an RDF triple, it is identical to the object; when a relation is a simple function, this argument will be the return value of the function. 'hasSecondArgument' points to the second argument of a relation with arity three or higher, but never to the value; 'hasThirdArgument' points to the third argument of a relation with arity four or higher, and never to the value; etc.; The ordering of the component elements (relation and arguments) in a RelationInstance does not have to be fixed, but if it does not use the format of having the relation name first and value last, it should have a mapping to that ordering (a procedure that converts one to the other) so that the relations ('hasRelation','hasReturnValue' 'hasSubject', etc.) specifying the components of the RelationInstance will have the same meaning regardless of the ordering. For example, a RelationInstance using the SKIF format will have the relation name first: (hasBirthMother PrinceWilliam PrincessDiana) This can be rendered in ESKIF with the order of the first two elements reversed: {PrinceWilliam hasBirthMother PrincessDiana} The meaning is the same in both cases, and the relations on 'RelationInstance' will return exactly the same elements in both cases. This corresponds to sense 1 of 'relation' in WordNet: 1. (27) relation - (an abstraction belonging to or characteristic of two entities or parts together) relation relation relation1n 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, if they become actual, be past at a later time. Once a 'FutureSituation' becomes actual and comes to an end, it has the attribute 'DFinished'. But this category is useful to make clear the meaning of some Mental entities that reference future events, such as 'Goal' and 'Task' and 'Obligation'. Each instance of 'GranularityValue' is a QuantitativeAttributeValue that specifies the size (in some units) of an Entity that can be divided in two parts, both of which are of the same type as the starting whole. 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 'Meaning' is the set of Propositions which form the logical content of what a speaker intended to convey in some Communication. The restriction requires that the communication be specified; this type represents the content of the communication. The meaning of 'meaning' is a subject of much debate. For this purpose, this type assumes that there is a set of logical propositions in the speakers mind that the speaker intends to represent in a communication; that set of Propositions is what is represented by this type. Corresponds to noun senses 1 and 2 of 'meaning' in WordNet: 1. (48) meaning, significance, signification, import - (the message that is intended or expressed or signified; 'what is the meaning of this sentence'; 'the significance of a red traffic light'; 'the signification of Chinese characters'; 'the import of his announcement was ambiguous') 2. (32) meaning, substance - (the idea that is intended; 'What is the meaning of this proverb?') 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. A superfluous relation for testing. 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. The highest degree of Goodness or quality. If something is Complete as well as being TheBest, it will have the attribute 'Perfect'. This implies that something can be TheBest in quality while still being less than Complete - one can be TheBest of some group of things, but lack something that would improve its desirability. 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 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 lower degreee of Goodness than 'Bad'. This is specifically for badness in quality generally, or for adequacy of performance of a task; this sense is not for quality of manners or morality. The applicable WirdNet usages would be: 'abominable workmanship'; 'terrible handwriting'; 'an awful voice' 'a painful performance' Corresponds to part of adjective sense 1 of 'awful' in WordNet: WN 'awful'. For the sense of unpleasant, use 'Awful' 1. (10) atrocious, abominable, awful, dreadful, painful, terrible, unspeakable - (exceptionally bad or displeasing; 'atrocious taste'; 'abominable workmanship'; 'an awful voice'; 'dreadful manners'; 'a painful performance'; 'terrible handwriting'; 'an unspeakable odor came sweeping into the room') awful awful awful A lower degreee of Goodness than 'VeryBad'; extremely bad. The lowest degreee of Goodness. 'Strange' is a property that can be assigned to something that is not just unusual, but surprisingly so; unusual in an unexpected way; odd. For the sense of 'unusual' but still only deviating somewhat from normal in a property for which deviations are known to occur, use 'Unusual'. Corresponds to part of adjective sense 1 of 'strange' , and sense 4 of 'odd' (which is also sense 1 of 'curious' and sense 1 of 'peculiar), in WordNet: WN 'strange' 1. (42) strange, unusual - (being definitely out of the ordinary and unexpected; slightly odd or even a bit weird; 'a strange exaltation that was indefinable'; 'a strange fantastical mind'; 'what a strange sense of humor she has') WN 'odd' 4. (1) curious, funny, odd, peculiar, queer, rum, rummy, singular -- (beyond or deviating from the usual or expected; 'a curious hybrid accent'; 'her speech has a funny twang'; 'they have some funny ideas about war'; 'had an odd name'; 'the peculiar aromatic odor of cloves'; 'something definitely queer about this town'; 'what a rum fellow'; 'singular behavior') strange strange strange4adj odd odd4adj curious curious1adj peculiar peculiar1adj Extraordinary is a property that can be assigned to something that is highly unusual, and in a positive (good) way. For the sense of 'highly unusual' without the implication of being Good use 'HighlyUnusual'. Corresponds to adjective sense 1 of 'extraordinary' in WordNet: 1. (12) extraordinary - (beyond what is ordinary or usual; highly unusual or exceptional or remarkable; 'extraordinary authority'; 'an extraordinary achievement'; 'her extraordinary beauty'; 'enjoyed extraordinary popularity'; 'an extraordinary capacity for work'; 'an extraordinary session of the legislature') 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. One example is a written document with a set of sentences describing the events of a meeting. For an abstract 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. Corresponds to part (the abstract part) of noun sense 1 of 'record' in WordNet: 1. (238) record - (anything (such as a document or a phonograph record or a photograph) providing permanent evidence of or information about past events; 'the film provided a valuable record of stage techniques') record record record1n A 'PerformanceRecord' is a Record (an AbstractSymbolicObject), usually in some formatted form, of some aspects of performance of something - a Person, a machine, a computer program. The more specific sense of sports team win-loss records is represented as the subtype 'WinLossRecord'. Includes noun senses 2, 5, 6, and 7 of 'record' in WordNet: 2. (169) record - (the number of wins versus losses and ties a team has had; 'at 9-0 they have the best record in their league') 5. (75) record, track record - (the sum of recognized accomplishments; 'the lawyer has a good record'; 'the track record shows that he will be a good president') 6. (21) criminal record, record - (a list of crimes for which an accused person has been previously convicted; 'he ruled that the criminal record of the defendant could not be disclosed to the court'; 'the prostitute had a record a mile long') 7. (16) record, record book, book - (a compilation of the known facts regarding something or someone; 'Al Smith used to say, `Let's look at the record''; 'his name is in all the record books') record record record2n record5n record6n record7n A 'PerformanceRecord' tallying the wins and losses of some sports team or individual for some period of time. Includes but is broader than noun sense 2 of 'record' in WordNet; this includes individual records as well as team records: 2. (169) record - (the number of wins versus losses and ties a team has had; "at 9-0 they have the best record in their league") record record record2n 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.. 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. 'wasTheLocationOf is the inverse of 'occurredAt', and relates a GenericLocation to some Event that occurred at that location. 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'. This is one relation expressing the notion of 'happen' that is sense 1 of verb 'happen' in WordNet: 1. (150) happen, hap, go on, pass off, occur, pass, fall out, come about, take place - (come to pass; 'What is happening?'; 'The meeting took place off without an incidence'; 'Nothing occurred that seemed important') happen happen happen1v A Type-level 'location' relation for Events, to specify that a certain type of Event usually occurs *inside* a certain type of object. 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 Desire is DirectedFeeling within a CognitiveAgent that is specific to that agent, that references some 'DesiredFutureSituation'. The restrictions require that a DesiredFutureSituation be specified, and that a 'Goal' be specified that also references that DesiredFutureSituation. NOTE that both verb and noun 'desire' map to this category: 'to desire' something is to have a desire (feeling) for that sommething. The something desired is relted by the 'hasDesiredSituation' relation. A 'preference' is a subtype of 'Desire' - see 'Preference'. The Feeling of Desire may be caused by the conclusion of a rational thinking process, but is itself a Feeling, which is not a Proposition. 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 specialization 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. To 'desire' something is to have this feeling of 'Desire'. 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 (referenced by the relation 'hasDesiredSituation'), even if an Object is indirectly referenced as a participant in that Situation (i.e. the .DesiredSituation is possession of the Object). NOTE that the restriction on this Type references a 'DesiredFutureSituation' rather than merely a FutureSituation. This requires that, in specifying a Desire and the Situation desired, that Situation should be categorized as a DesiredFutureSituation so that it can contain 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. Corresponds to noun sense 1 and verb sense 1 of 'desire' and verb sense 1 of 'want' in WordNet: WN noun 'desire': 1. (34) desire - (the feeling that accompanies an unsatisfied state) WN verb 'desire' 1. (25) desire, want - (feel or have a desire for; want strongly; 'I want to go home now'; 'I want my own room') desire desire desire1n desire1v want want want1v A 'GoalSituation' is the Situation that is desired in an agent's Goal or plan. In COSMO, a 'Goal' is a mental object that includes a Desire, an Intention to act (a plan of action) and an end toward which the plan is aimed. The end is an instance of this type 'GoalSituation'. A Goal and a GoalSituation are intimately connected, but are not well distinguished linguistically. When one speaks generally of a person's goals, the reference should be to an innstance of 'Goal'; when one want to specifically describe the intended result, use 'GoalSituation'. The distinction between 'Goal' as a MentalObject and 'GoalSituation' allows the ontology to reify a person's goal(s) without any knowledge of the actual situation that would satisfy the goals. One can therefore talk about a goal, and separately about a situation that 'satisfies' the goal - in this usage, the 'goal' appears to be a MentalObject distinct from the GoalSituation. Corresponds to sense 1 of 'goal' and sense 2 of 'purpose' in Random House Webster 1. the result or achievement toward which effort is directed; aim; end 2. an intended or desired result; end; aim; goal. Corresponds approximately to noun sense 1 of 'goal' and sense 1 of 'purpose' in WordNet: WN 'goal': 1. (243) goal, end - (the state of affairs that a plan is intended to achieve and that (when achieved) terminates behavior intended to achieve it; "the ends justify the means") WN 'purpose' 1. (75) purpose, intent, intention, aim, design - (an anticipated outcome that is intended or that guides your planned actions; "his intent was to provide a new translation"; "good intentions are not enough"; "it was created with the conscious aim of answering immediate needs"; "he made no secret of his designs") goal goal1n purpose purpose purpose1n bd58fb03-9c29-11b1-9dad-c379636f7270 In COSMO, a 'Goal' is a MentalObject that is typically produced by a 'Desire' (which see), and includes an Intention to act (a plan of action) and an end toward which the plan is aimed. The end is an instance of the type 'GoalSituation', related by the relaton 'hasDesiredSituation'. NOTE that the 'GoalSituation' is the same situation pointed to by the 'hasDesiredSituation' on the Desire that causes the Goal. @ToDo: This relation must be represented in the FOL version. A Goal and a GoalSituation are intimately connected, but are not well distinguished linguistically. When one speaks generally of a person's goals or a person 'having' a goal, the reference should be to an instance of 'Goal'; when one want to specifically describe the intended result, use 'GoalSituation'. The distinction between 'Goal' as a MentalObject and 'GoalSituation' allows the ontology to reify a person's goal(s) without any knowledge of the actual situation that would satisfy the goals. One can therefore talk about a goal, and separately about a situation that 'satisfies' the goal - in this usage, the 'goal' appears to be a MentalObject distinct from the GoalSituation. A 'Goal' is in the Mind of a single individual; though more than one person may have the same GoalSituation (more than one person may want to work toward the same state of affars, e.g. World Peace), the Goals of those individuals are personal to each of them. 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 but *is not currently existing**, whereas an Intention to do something does not necessarily imply that the action will change the situation ('he intends to keep quiet for the next ten minute') and intending to do something does not imply that the Agent wants the FutureSituation to happen for the Agent's own purposes - agent could intend to do something demanded by someone else.. The difference between an Intention and a Goal is that an Intention references a future Actikon, while a Goal references a future desired State. 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 is a MentalObject that *references* some desired FutureSituation, but is not itself the desired FutureSituation; a Goal is internal to an agent, not just a state of affairs in the exgternal world.. 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. Corresponds approximately to noun sense 1 of 'goal' and sense 1 of 'purpose' in WordNet: WN 'goal': 1. (243) goal, end - (the state of affairs that a plan is intended to achieve and that (when achieved) terminates behavior intended to achieve it; "the ends justify the means") WN 'purpose' 1. (75) purpose, intent, intention, aim, design - (an anticipated outcome that is intended or that guides your planned actions; "his intent was to provide a new translation"; "good intentions are not enough"; "it was created with the conscious aim of answering immediate needs"; "he made no secret of his designs") goal goal1n purpose purpose purpose1n A Number that expresses a position in a sequence, as contrasted with a cardinal number that represents some quantity of things. Ordinal numbers map to the integers. NOTE that an OrdinalNumber can also appear in fractions, in which it has a different meaning. The Lexical Expert routing must disambiguate. @ToDO r755 - perhaps an OrdinalNumber should be a subtype of FunctionalAttributeValue rather than Number? SUMO uses ordinals like 'first' 'last' as functions. Numbers and AttributeValues are disjoint - this needs some additional thought. COSMO version 0.52 has reified only the first twelve OrdinalNumbers. When others are needed, they can be reified in-line with the relations using them. In addition to the specific numerical OrdinalNumbers, three vague OrdinalNumbers are defined for orders that are unknown but must nevertheless be specified by some restriction: 'Unranked'; 'LowRank' and 'HighRank'. '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 CodeSymbol is an AbstractSymbol created for the purpose of serving as the symbol element of a Code. 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. 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'. 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. 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.. 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. 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. representsInstance 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. 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. 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. bd58dc36-9c29-11b1-9dad-c379636f7270 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. 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. A 'Rule' is a special kind of Proposition that asserts that some system or structure is or should be structured in a certain way, or that some agent should behave in a certain way. This is a very general sense of 'rule' including laws of nature, rules for behavior, principles for design of artifacts. Most uses of this type will be through the more specific subtypes. Rules such as a LawOfNature are not created by IntelligentAgents, but most Rules are. Some rules such as GrammaticalRules are created by a community as a whole, in an evolutionary manner, rather than by individuals imposing their views on others. This broad sense includes senses 1,2,3,4,5,6, 9, and 10 in WordNet: 1. (16) rule, regulation - (a principle or condition that customarily governs behavior; 'it was his rule to take a walk before breakfast'; 'short haircuts were the regulation') 2. (15) convention, normal, pattern, rule, formula - (something regarded as a normative example; 'the convention of not naming the main character'; 'violence is the rule not the exception'; 'his formula for impressing visitors') 3. (10) rule, prescript - (prescribed guide for conduct or action) 4. (7) rule, linguistic rule - ((linguistics) a rule describing (or prescribing) a linguistic practice) 5. (3) principle, rule - (a basic generalization that is accepted as true and that can be used as a basis for reasoning or conduct; 'their principles of composition characterized all their works') 6. (1) principle, rule - (a rule or law concerning a natural phenomenon or the function of a complex system; 'the principle of the conservation of mass'; 'the principle of jet propulsion'; 'the right-hand rule for inductive fields') 9. rule - (directions that define the way a game or sport is to be conducted; 'he knew the rules of chess') 10. rule - (any one of a systematic body of regulations defining the way of life of members of a religious order; 'the rule of St. Dominic') . A MentalObjectGroup is a Group consisting solely of MentalObjects. '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 An InstantaneousState is the set of attributes ('fluents') associated with the Objects of a System at some time point. This is the limiting case of a PersistentState (and of Event), where the time interval is of zero duration. Every Event that is not an InstantaneousState has two InstantaneousStates as components of the Event, the starting state and the ending state. 'hadEndingState' points from an instance of Event to the 'InstantaneousState' that existed at the time that the Event ended. Every Event has some 'InstantaneousState' at the starting time and some 'InstantaneousState' at the ending time, as an integral part of its representation. But COSMO (rev 829) does not require that these states be specifed for every instance of Event, though there should be a signal to the reasoner that those states do exist; they may be significant in specific cases. NOTE that this is an instance-level relation, and cannot be used to state that some type of Event typically or always causes some type of InstantaneousState.. 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; this relation can also be used to relate possible future Events. The past tense merely emphasizes that we are discussing arg1 Events that, in the given context, are viewed as completed and not ongoing. . 'hadEndingState' points from an instance of Event to the 'InstantaneousState' that existed at the time that the Event began. Every Event has some 'InstantaneousState' at the starting time and some 'InstantaneousState' at the ending time, as an integral part of its representation. But COSMO (rev 829) does not require that these states be specifed for every instance of Event, though there should be a signal to the reasoner that those states do exist; they may be significant in specific cases. @ToDo: how to represent this requirement? NOTE that this is an instance-level relation, and cannot be used to state that some type of Event typically or always causes some type of InstantaneousState.. 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; this relation can also be used to relate possible future Events. The past tense merely emphasizes that we are discussing arg1 Events that, in the given context, are viewed as completed and not ongoing. . 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 part of a word preceding a string which itself forms a full word. A part of a word following a string which itself forms a full word, or is the root of a full word. 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.. describes relates a document or AbstractString or Specification or Proposition to some term or word that is defined or described in that information structure. Each 'ThinkingAboutSomething' is a Thinking which has some specific main topic. 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 #$recipientOfInfo in the other. COSMO: in COSMO a Promise is a LinguisticAssertion, not an Event. Cyc: An attribute associated with instances of #$CommunicationAct-Single. If a communication act has this attribute, then the #$senderOfInfo intends to carry out the action described in the act and is obligated to do so. bd588d19-9c29-11b1-9dad-c379636f7270 A PromisedThing is the Action which some agent agrees to do when making a Promise. SUMO; Instances of this Class commit the agent to some future course. For example, Bob promised Susan that he would be home by 11pm.. An Event in which a Promise is conveyed from one IntelligentAgent to another. This does not require anything in return. The restriction requires that for each instance of a PromisingEvent the content of the Promise must be represented - and vice versa.. Each AgreeingEvent is a Conversation between two parties that results in an Agreement, which is a mental object. In each AgreeingEvent, at least one party conveys a Promise to the other, to do something in the future. Therfore an 'AgreeingEvent' is not merely a conversation in which the parties 'agree' on some facts - this type of Event creates an Agreement to do something. A collection of complex information transfer events. Each instance of #$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 #$CommunicationAct-Single. bd5891c4-9c29-11b1-9dad-c379636f7270 COSMO note: removed 'compositePhysicalAndMentalEvent' as parent - we want to reserve that for individual actions, but a SocialOccurrence has multiple participants, and requiring specifying each agent is impractical. NOTE that a SocialOccurrence is not necessarily planned in advance, and therefore is not necessarily an instance of 'Event-Organized'. For planned SocialOccurrences, use 'SocialGathering'. Cyc: A specialization of both #$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 isPerformedByAgent 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. 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 experimentally 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. 'violatesRule' relates an Event or EventType to some Rule or Theory or PropositionType that is violated by that Event. This can be used to describe actions violating human laws (crimes or petty violations), or MagicActions violating the laws of physics, or Events that violate the expectations of (and thereby disprove) some theory. 'Necessary' is an AttributeValue of objects that are required to perform some action, or of Events (including PersistentStates) that must occur in order to achieve some Goal. This is one AttributeValue of the FutureSituation that is part of an Obligation. Corresponds to adjective sense 1 of 'necessary' and both senses of 'required' in WordNet: WN 'necessary' 1. (84) necessary - (absolutely essential) WN 'required': 1. (14) needed, needful, required, requisite - (necessary for relief or supply; 'provided them with all things needful') 2. (1) compulsory, mandatory, required - (required by rule; 'in most schools physical education is compulsory'; 'attendance is mandatory'; 'required reading') necessary necessary necessary1adj required required1adj required2adj A 'NecessaryFutureSituation' is a FutureSituation that is necessary to occur for some agent to achieve a Goal or satisfy an Obligation. Corresponds to only part of noun sense 2 of 'need' in WordNet - that part where a 'need' is a situation, e.g. 'his greatest need was a good day's rest': 2. (29) need, want - (anything that is necessary but lacking; 'he had sufficient means to meet his simple needs'; 'I tried to supply his wants') need need need2n 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 #$Mathematics, embodied in many and various sources. bd5880a8-9c29-11b1-9dad-c379636f7270 The collection of Microtheories each containing those propositions that describe what some #$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 #$Agent. bd5906ae-9c29-11b1-9dad-c379636f7270 A MentalObject that specifies in a Proposition how one IntelligentAgent is related to another. One example is an Obligation. This is a broad category. A specialization of both #$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. bd58b123-9c29-11b1-9dad-c379636f7270 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 A 'RuleForBehavior' is a Rule created by some Authority that asserts that a certain type of Behavior is forbidden or is permitted under certain conditions, or that some Action must be performed in a certain manner. Subtypes are Laws created by the legislative bodies of GeopoliticalEntities, rules created by parents for their children to follow, business practices adopted by commercial enterprises for their employees to follow, rules created by any organization that regulate how their members may act, rules created to describe the allowed method for playing a game, among others. A set of more than one RuleForBehavior is also considered as a RuleForBehavior, but is represented by the subtype 'RulesForConduct'. Each 'RuleForBehavior' is a special kind of Proposition that asserts that some agent has some Obligation to do (or refrain from doing) some act, and each . This is not a logical 'rule', which is categorized in the type 'Axiom'. Also excluded are 'rules' 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'. Includes noun senses 3, 9, and 10 of 'rule' in WordNet: 3. (10) rule, prescript - (prescribed guide for conduct or action) 9. rule - (directions that define the way a game or sport is to be conducted; "he knew the rules of chess") 10. rule - (any one of a systematic body of regulations defining the way of life of members of a religious order; "the rule of St. Dominic") rule rule rule3n rule9n rule10n Each 'RulesForConduct' is a Group of more than one 'RuleForBehavior'. 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. Includes noun senses 3, 9, and 10 of 'rule' in WordNet: 3. (10) rule, prescript - (prescribed guide for conduct or action) 9. rule - (directions that define the way a game or sport is to be conducted; 'he knew the rules of chess') 10. rule - (any one of a systematic body of regulations defining the way of life of members of a religious order; 'the rule of St. Dominic') bd58b164-9c29-11b1-9dad-c379636f7270 rule rule rule3n rule9n rule10n The collection of all contexts which contain assertions expressing the desires of some agent or group of agents. beb40074-9c29-11b1-9dad-c379636f7270 A MentalObject that refers to some NecessaryFutureSituation that the Agent having the Obligation may cause to happen or may refrain from doing; if the Agent does not perform an Action to cause the FutureSituation to occur, then some negative consequence is likely to be incurred for failure to perform 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. The NecessaryFutureSituation has the AttributeValue of 'Necessary', meaning that it is required to happen in order for the agent to fulfill the Obligation. An Obligation may be created in an ObligationCreatingEvent (which see). NOTE that an Obligation usually (but not always) 'isTheCauseOfMentalSituation' with object 'FeelingOfCompulsion'; someone with an Obligation usually has some degree of mental pressure to perform the obligatory action or inaction. The existence of negative consequences for failure to perform an Obligation distinguishes it from the more general 'RulesForConduct' which prescribe how some action should be performed, but do not necessarily impose penalties for failure to conform. The notion of an 'Obligation' is also represented in COSMO by the relation 'hasObligation' - that relation can be used to express linguistic phrases such as 'he must ...'; 'he ought to ...' 'You have an obligation to ...'. That relation takes 'Obligation' as its range. 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) bd58bfd0-9c29-11b1-9dad-c379636f7270 obligation obligation1n obligation2n obligation3n duty duty2n ought must A 'FeelingOfCompulsion' is a Feeling that causes an IntelligentAgent to be more disposed to do some act, because there may be negative consquences for not doing it. This is not a 'compulsion' in the sense of some irresistable irrational impulse, but merely a feelng of pressure to do something. A 'FeelingOfCompulsion' may be caused by an Obligation, but may not. This type can be used to represent psychological 'pressure' to do something, from any source. Corresponds to noun sense 2 of 'pressure' in WordNet; sense 6 is taken as a generally oppressed feeling that does not impel to any specific action, and therefore is not a subtype of this type. 2. (29) pressure - (a force that compels; 'the public brought pressure to bear on the government') 6. pressure - (an oppressive condition of physical or mental or social or economic distress) bd58e1f2-9c29-11b1-9dad-c379636f7270 pressure pressure pressure2n In COSMO 'Duty' is a synonym of 'Obligation'. 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' bd58cfb6-9c29-11b1-9dad-c379636f7270 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 #$ist, which is used to relate an assertion to the microtheories in which it is true. bd5880d5-9c29-11b1-9dad-c379636f7270 A specialization of both #$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. c0aad036-9c29-11b1-9dad-c379636f7270 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. bd58cf26-9c29-11b1-9dad-c379636f7270 hasPhysicalRepresentation is the relation that points from some concept or thing, whether abstract or concrete, to a physical object that is intended as a representation of that thing. Thus a picture or drawing of an object would be aphysical representation of that object. Also, the physical marks on a piece of paper that spell out words in some language would be a physical representation of the abstract words, and those marks woujld also be a physical representation of the AbstractString that is in turn an abstract representation of the abstract words. Thus a physical representation such as the letters 'cat' you are looking at now can represent both an abstract representation (e.g. the AbstractString 'cat', which has many such physical representations), or the more abstract notion of a cat, or of some actual physical cat. Representations can take several levels, and for accurate reasoning it is necessary to keep them distinct. The inverse of 'hasPhysicalRepresentation'. Corresponds aproximately to verb senses 1 and 2 of 'represent' in WordNet: 1. (39) represent, stand for, correspond - (take the place of or be parallel or equivalent to; "Because of the sound changes in the course of history, an 'h' in Greek stands for an 's' in Latin") 2. (30) typify, symbolize, symbolise, stand for, represent - (express indirectly by an image, form, or model; be a symbol; "What does the Statue of Liberty symbolize?") represent represent represent1v represent2v 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 #$SolidTangibleArtifact. bd58cf9a-9c29-11b1-9dad-c379636f7270 COSMO note: this type represents the physical image contained in light waves reaching the eye. It is caused by light emitted from or reflected from PhysicalObjects. This is not for the objects themselves, but for the image encoded in the light. A Two-dimensional Physical object having some graphical (non-text) content; this may be a hologram, but it must be contained on two-dimensional surface. The restriction allows the image to be part of a 'SheetOfSomeStuff' (it could be the whole of the sheet) or the surface part of a thicker PhysicalObject It will always be possible to consider a StillImage as a physical representation of an AbstractImage (i.e. it may have an AbstractRepresentation), but it is not necessary to specify any instance of AbstractImage for each instance of PhysicalImage. It can be a picture, drawing, or any other graphical thing. Writing is not usually considered as a graphical thing, but it is possible that some images may have writing in them, and images of writing are common. The distinction is in the way the entity is actually represented, abstractly and physically. For a moving picture on film, each frame is an instance of this type. COSMO note: A specialization of #$PhysicalObject. Each instance of #$SheetOfSomeStuff is a partially tangible thing which (in its intrinsic shape - see #$CurrentShapeVsIntrinsicShape) is continuous and, when flattened, uncrumpled, unfurled, etc., has one dimension which is significantly smaller than the other two dimensions. Although each instance of #$SheetOfSomeStuff is a _continuous_ sheet, it may be penetrable, so #$Screen-Mesh, #$Netting, and #$LaceCloth are specializations of #$SheetOfSomeStuff. Instances of #$SheetOfSomeStuff may be in solid, liquid, or gaseous form. An instance of #$Puddle on a relatively flat surface (but not in a deep pothole) or an instance of #$AltoStratusCloud would be instances of this collection. Note that being an instance of #$SheetOfSomeStuff implies nothing about the current configuration of the instance; in particular, instances of #$SheetOfSomeStuff need not be perpetually lying flat. For example, aluminum foil on a roll or a bedspread crumpled up on a bed are instances of #$SheetOfSomeStuff. Cf. #$SheetShaped. bd59066e-9c29-11b1-9dad-c379636f7270 The property of an object that is thin in one dimension but extended in the other two dimensions more than ten times the length of the thin dimension. NOTE that this property can be of a solid, liquid, or gas, and may be a transient property for liquids and gases. The notion of 'Sheetlike' does not require that the Object or Subtance having that property consists of a single unbroken sheet. One can talk about the plating on a set of silver-plated tableware as being 'Sheetlike' even though there are many individual sheets. The continuity notion of substance shape only requires that any given object that has that property, if divided in two, still has that property. A specialization of #$SheetOfSomeStuff. Each instance of #$FreeSheet is a sheet of tangible stuff that has two sides open to the environment. That is, over most of each of its surfaces, it is not related by #$sheetSurfaceConnected (q.v.) with something else. Specializations include #$SheetOfPaper, #$Towel, #$Fence, and #$CreditCard. be2a4be2-9c29-11b1-9dad-c379636f7270 A solid FreeSheet that is an ArtifactObject; pieces of paper, credit cards, bed sheets, etc. isaSourceOf specifies what comes from a Source. What comes must be an Object (abstract or physical) or a Substance. COSMO note: This is a Cyc class that is interpreted to mean 'anything that can be seen and bears information'. This is not necessarily a PhysicalObject, as it may be lightwaves, but according to the Cyc definition of Stillimage (below), the image should be stable (a constant projection). Hoever, not every physicalObject is classified as a 'StillImageSource', only VisualInformationBearingObjects. It use Cyc 'Stillimage': A collection of visual images. Each element of #$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 person with a skill at some activity that can be paid for. COSMO note: this type and its subtypes do not require that a person characterized by one of these types necessarily makes a living from performing the skills associated with these type. This type is a designation for skilled people, and skilled people who are amateurs or volunteers also qualify, but the skill must be at the level of a professional, and the activity must be one that people are commonly paid for performing, when working for the benefit of others. Cyc: The collection of all people who work at a job that requires 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. NOTE that this includes two distinguishable senses of 'professional' (1) a member of one of the 'learned' professions - doctor, lawyer, teacher, scientist; (2) someone who does something for pay. WordNet sense 2 is a specialization of this second snese, for athletes. But one can also be a 'professional dancer' or 'professional gambler'. See adjective 'Professional'. Includes noun senses 1 and 2 of 'professional' in WordNet: 1. (3) professional, professional person - (a person engaged in one of the learned professions) 2. (1) professional, pro - (an athlete who plays for pay) 2320060c-d8d5-41d7-864a-8c394a402d15 professional professional professional1n professional2n 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. Each Role is a TempporalThing, which can point to starting and ending times using the relations 'hasStartingTimePoint' and 'hasEndingTimePoint'. An alternative 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. 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. bd58e737-9c29-11b1-9dad-c379636f7270 isKnowledgeableAbout points from an IntelligentAgent (typically a person, but possibly an automaton) to a field of knowledge about which that agent has a substantially greater body of knowledge than the average person. The agent does nto have to be an expert in the field, but should have enough expertise to do productive work or study. Thus a Chemist is knowledgeable about chemistry, and a physician about medicine. In order to be knowledgeable about a topic, a person must have studied that topic. Observations gained from practical experience are a form of 'studying' for this purpose, if they are remembered and mentally organized. ##ToDo: This implication should be formalized. 'isVeryKnowledgeableAbout' is a subproperty of 'isKnowledgeableAbout', and points from an IntelligentAgent (typically a person, but possibly an automaton) to a field of knowledge about which that agent has a mastgerly level of knowledge more than over 90% of the practitioners in the field.. In order to be knowledgeable about a topic, a person must have studied that topic. Observations gained from practical experience are a form of 'studying' for this purpose, if they are remembered and mentally organized. ##ToDo: This implication should be formalized. The collection of people who have a level of knowledge or expertise beyond that of an amateur. They may or may not have graduated from some educational institution. A Person with some expertise in some field, a subtype of 'Expert'. Any Position which requires learning a set of skills. 'typicallyWorksAt' relates an individual 'PersonWithOccupation' or a type of person (HumanRoleType) to a location or type of location where that person typically works. A #$PersonTypeByOccupation (q.v.) instances of which are persons who use some sort of creative or artistic abilities in carrying out the main function of their jobs. #$EntertainmentOrArtsProfessional includes both professional performing artists and producers of tangible artworks, either creative or commercial. Note that this collection does _not_ include people working on the business side of those professions, such as producers or art dealers, whose jobs are more similar (see #$jobAttributes) to those of other business professionals (e.g. managers, marketers, sales representatives) than to the artists'; cf. #$EntertainmentOrArtsAdministrator. bd58ea20-9c29-11b1-9dad-c379636f7270 A specialization of #$Person. Each instance of this collection is a person who produces or performs works of art. This includes performing artists (whose works are transitory unless recorded) as well as visual artists, literary writers, and composers (whose works are intended to last for a significant length of time and be viewed or otherwise appreciated after the artist finishes them). A notable specialization of this collection is #$Artist-Visual. See also #$ArtObject, #$artisticWorksCreated. c0c71923-9c29-11b1-9dad-c379636f7270 COSMO note: This is a very broad category of PhysicalObjects that are created as works of Art - which does not require that the work can also have a practical purpose - artifacts may in general be multipurpose. The restriction requires that the Artist be identified, but if unknown, this relation can be satisfied by pointing to 'UnknownPerson'. ArtObject (CYC) ArtWork (SUMO) OPENCYC 1: MAY 23, 2002 A specialization of both #$HumanAccessibleIBO and #$Artifact. Each instance of #$ArtObject is a tangible object that is a work, or a reproduction of a work, in one of the representational or plastic arts, such as a painting, sculpture, ceramic piece, quilt, or stained glass composition. #$ArtObject does _not_ include as instances plays, movies, music, performance art, or other activities. #$ArtObject is a specialization of #$InformationBearingObject, but its instances need not have any propositional content. Examples of #$ArtObject: the #$StatueOfLiberty, the Mona Lisa, a poster reproduction of Van Gogh's 'Starry Night', Rodin's 'Burghers of Calais', a piece of Ju ware from the Sung Dynasty, the windows of Chartres Cathedral, a series of prints by Picasso. SUMO: (ArtWork) Artifacts that are created primarily for aesthetic appreciation. Note that this Class does not include most examples of architecture, which belong under StationaryArtifact. The SUMO equivalent of 'ArtObject'. A 'FineArtObject' is an ArtObject that is not a Device- that is, it was not created primarily to perform some useful function, but to create a sense of enjoyment or beauty or admiration in the person perceiving it visually. Music is not a FineArtObject. Includes two-dimensional art and sculpture, but *not* architecture or other mostly practical objects that may also be artistically designed. Corresoonds to the instances of objects included in the WOrdNet 'Fine Art': 1. art, fine art -- (the products of human creativity; works of art collectively; 'an art exhibition'; 'a fine collection of art') fine art fine art1n The collection of #$ArtObjects which are primarily two dimensional. Positive examples of subcollections include #$Painting-ArtForm, #$PenAndInkDrawing, and #$Engraving. Negative examples include #$Sculpture or #$LiteraryWork-CW. c051b79b-9c29-11b1-9dad-c379636f7270 A PhysicalObject containing a two-dimensional image that was created on a flat surface either by applying pigments to the surface (painting, crawing, printing), or by using a photographic process of some kind. Includes noun senses 1 and 2 of 'picture' in WordNet; for the more specific types, use 'Painting' or 'Photograph': 1. (27) picture, image, icon, ikon - (a visual representation (of an object or scene or person or abstraction) produced on a surface; "they showed us the pictures of their wedding"; "a movie is a series of images projected so rapidly that the eye integrates them") 2. (24) painting, picture - (graphic art consisting of an artistic composition made by applying paints to a surface; "a small painting by Picasso"; "he bought the painting as an investment"; "his pictures hang in the Louvre") picture picture picture1n picture2n 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 #$AmericanSignLanguage, nor the musical performance. bebb52e8-9c29-11b1-9dad-c379636f7270 COSMO note: in COSMO, a ConflictEvent can be between two or more CognitiveAgents, the agents do not have to be intelligent. This then includes conflicts between non-human animals. This is the most general sense of 'conflict', including friendly competitions, board games, sports games, business competition, and wars. The 'competition' of plants for light or food is not included in this sense, but may be a metaphorical usage to be treated by NLU processes. Cyc: A collection of all events in #$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 #$Microtheory). NOTE: a ConflictEvent can be friendly, as in a negotiation; it only requires that the goals have some element of conflict, where better for one party is worse for the other. Similar to SUMO: 'Contest' SUMO: A SocialInteraction where the agent and patient are CognitiveAgents who are trying to defeat one another. Note that this concept is often applied in a metaphorical sense in natural language, when we speak, e.g., of the struggle of plants for space or sunlight, or of bacteria for food resources in some environment. Includes noun senses 1 and 3 of 'conflict' and senses 1,2, and 3 of 'competition' and senses 1 and 2 of 'contest' in WordNet: 1. (6) conflict, struggle, battle - - (an open clash between two opposing groups (or individuals); 'the harder the conflict the more glorious the triumph' - - Thomas Paine; 'police tried to control the battle between the pro- and anti-abortion mobs') 3. (4) battle, conflict, fight, engagement - - (a hostile meeting of opposing military forces in the course of a war; 'Grant won a decisive victory in the battle of Chickamauga'; 'he lost his romantic ideas about war when he got into a real engagement') WN 'competition': 1. (17) competition - - (a business relation in which two parties compete to gain customers; 'business competition can be fiendish at times') 2. (4) contest, competition - - (an occasion on which a winner is selected from among two or more contestants) 3. (4) competition, contention, rivalry - - (the act of competing as for profit or a prize; 'the teams were in fierce contention for first place') WN 'contest": 2. (1) contest - - (a struggle between rivals) bf2126cb-9c29-11b1-9dad-c379636f7270 conflict conflict1n conflict3n competition competition competition1n competition2n competition3n contest contest1n contest2n #$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. bff0f785-9c29-11b1-9dad-c379636f7270 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. c0b5be8e-9c29-11b1-9dad-c379636f7270 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. bd58ca27-9c29-11b1-9dad-c379636f7270 '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') bd588d1e-9c29-11b1-9dad-c379636f7270 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. NOTE that as a Region, it is disjoint with a PhysicalObject. 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. Corresponds to noun sense 1 of 'place' and sense 1 of 'spot' in WordNet; NOTE that this type is not a point, as suggested by the Wordnet gloss, but a region, as no physical object can be wholly located at a point.and this type must accommodate whole PhysicalObjects.: WN 'place' 1. (79) topographic point, place, spot - (a point located with respect to surface features of some region; "this is a nice place for a picnic") bd588009-9c29-11b1-9dad-c379636f7270 place place place1n spot spot spot1n 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'. bd58f581-9c29-11b1-9dad-c379636f7270 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. The curved surface of a solid like a sphere is not included in this type. 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 An Object, physical or abstract, that is LongAndThin. A LongAndThinObject doesn't have to be very long,just >5 times longer than the diameter or width. . A LongAndThinThing doesn't have to be very long,just >5 times longer than the diameter or width. This is more specialized than a 'LongAndThinObject', being solid. Cyc: 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 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. 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. c0fbbe61-9c29-11b1-9dad-c379636f7270 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 #$ConvexTangibleObject, but a cup or doughnut cannot be. c0b9215a-9c29-11b1-9dad-c379636f7270 A 'path' of any kind, a very broad concept. This type collects all Cyc 'paths'. Includes noun senses 2,3, and 4 of 'path' and sense 1 of 'track' and sense 1 of 'route' in WordNet: WN 'path' 2. (8) path - (a way especially designed for a particular use) 3. (3) path, route, itinerary - (an established line of travel or access) 4. path, track, course - (a line or route along which something travels or moves; 'the hurricane demolished houses in its path'; 'the track of an animal'; 'the course of the river') path path path2n path4n path3n track track track1n route route1n An instance of #$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. Includes noun senses 2,3, and 4 of 'path' and sense 1 of 'track' and sense 1 of 'route' in WordNet: WN 'path' 2. (8) path - (a way especially designed for a particular use) 3. (3) path, route, itinerary - (an established line of travel or access) 4. path, track, course - (a line or route along which something travels or moves; 'the hurricane demolished houses in its path'; 'the track of an animal'; 'the course of the river') bd588e69-9c29-11b1-9dad-c379636f7270 path path path2n path4n path3n track track track1n route route1n 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. Includes noun senses 2,3, and 4 of 'path' and sense 1 of 'track' and sense 1 of 'route' in WordNet: WN 'path' 2. (8) path - (a way especially designed for a particular use) 3. (3) path, route, itinerary - (an established line of travel or access) 4. path, track, course - (a line or route along which something travels or moves; 'the hurricane demolished houses in its path'; 'the track of an animal'; 'the course of the river') c095e890-9c29-11b1-9dad-c379636f7270 path path path2n path4n path3n track track track1n route route1n 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. 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. This is not necessarily an artifact; a RiverBed is a 'Path-Physical'. 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. Corresponds to noun sense 2 of 'passage' in WordNet: 3. (4) passage - (a way through or along which someone or something may pass) bee87cc9-9c29-11b1-9dad-c379636f7270 passage passage passage3n 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. This is an AttributeValue of Objects or Substances that behave according to physical laws, and not a conscious disposition to act that is observed in Animals. The animal disposition to act in specific ways is represented by the type 'BehavioralDisposition', and its subtypes, and is not an AttributeType, but a mental state (a subtype of MentalEvent). This distinction reflects the fact that a 'tendency' of inanimate things to undergo natural processes (e.g. decomposition) arises from different kinds of causes than dispositions to behave in som specific way. @ToDo: the detailed structure of tendency has not yet (v0.54) 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 be 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 #$AmorphousThing. c0946b98-9c29-11b1-9dad-c379636f7270 Rigid is an attribute of objects that strongly resist bending; it is a quality that occupies the higher range of 'Stiff' - droop should be less than 2 degrees. This is relative to size and shape. A 4mm wide aluminum rod only a few inches long may have no perceptible droop when held horizontally, but a rod of similar diameter and 10 feet long may droop very noticeably from one end to the other. The longer length would not be classified as 'rigid'. See also 'Semirigid' - the property of things that can deform to some perceptible degree under pressure. Each subtype of Capability is a type of action that some Object can perform or assist in performing. One subtype of this is 'Function', specifically a type of action for which an object has been designed, either by some IntelligentAgent or by Evolution. @ToDo: more elaboration needed. NOTE the triangular relation: an Artifact hasDesignFunction which is an ActionType, A Capability or Function wasRealizedByAction which is an *instance* of an Event or Action Type.. A specialization of both #$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 #$RingShapedObject. Examples include spatially localized objects, such as the equator, as well as abstract shapes. COSMO NOTE: This is an approximate concept. We included mostly rounded objects with some edges, such as lenses and other disks-shaped objects in this category. For 'diameter' relations, the largest diameter would be what is specified. A RoundObject will in general have no acute angles that are prominent or necessary: a lens that has sharp edges is still a RoundObject because the sharp edges occupy a very small part of the lens, and are not essential to its properties. NOTE that being Convex does not imply that one is also Round - Convex objects can have sharp edges. c1005f91-9c29-11b1-9dad-c379636f7270 Stiff is an attribute of objects that resist bending somewhat, but may not be as resistant as something that is Rigid. This is relative to size and shape, and relative to other objects of similar size and composition. To be 'stiff' an Object should not droop noticeably ( (by less than 5 degrees from horizontal) when held horizontally at one end. A short length of a rod of a certain diameter may be stiff, but a longer length may not be. For a 'Card','Stiff' means al least that it is stiffer than a piece of paper of 24 pound stock. OuterSpace is any part of the region beyond the limits of the Earth's atmosphere, including locations on or inside of other planets. It is disjoint with GeographicalArea. It is also disjoint with locations under the Earth's surface (which are not included in GeographicalArea). Called 'SpaceRegion' in Cyc and SUMO: Cyc: A specialization of both #$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. be5c5d8b-9c29-11b1-9dad-c379636f7270 The Cyc and SUMO terms for 'OuterSpaceRegion' Each 'GameRules' is a set of rule (a 'RulesForConduct') that specifies the allowed manner in which a game can be played. This is for all kinds of games that have rules, including sports and board games and childrens' informal games. Corresponds to noun sense 9 of 'rule' in WordNet: 9. rule - (directions that define the way a game or sport is to be conducted; 'he knew the rules of chess') . rule rule rule9n 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. COSMO note: 'ManufacturedGoods' is an Article Of Commerce, something manufactured with the intention of selling it. 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. A synonym for 'ManufacturedGoods'. 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. A Cyc synonym for 'Device'. A Device that has internal moving parts, and performs its intended function primarily by causing physical objects to move. Each MechanicalDevice has an internal Mechanism. A MechanicalDevice can have sophisticated electronics use to control it, but its primary function must be to do something mechanical. Corresponds to part of noun sense 1 of 'machine' and sense 5 of 'mechanism' in WordNet, and excludes purely electronic devices, though a 'MechanicalDevice' may be powered by electricity and may have electronic controls.: 1. (600) machine - (any mechanical or electrical device that transmits or modifies energy to perform or assist in the performance of human tasks) WN 'mechanism': 5. mechanism - (device consisting of a piece of machinery; has moving parts that perform some function) machine machine machine1n mechanism mechanism5n The internal parts of a MechanicalDevice that cause the whole Device to perform its function. This corresponds to sense 5 of 'mechanism' in WordNet: 5. mechanism - (device consisting of a piece of machinery; has moving parts that perform some function). mechanism mechanism5n Any Device designed to create PrintedText or PrintedGraphics. This can range from large web presses used for newspapers to small mobile personal printers for use wth a personal computer. @ToDo; hasCapability CreatePrintedMaterial. The inverse relation is asserted, that PrintedMaterial isCreatedByDeviceType PrintingDevice. But the inverse should also be asserted. A PrintingDevice designed to create PrintedText on a commercial scale, as in printing newspapers or books, and relies on applying ink to paper by pressing inked typeset or carved (lithographic) surfaces against the paper. Computer printers that use inkjets or lasers (xerographic processes) for printing are not included.. Antique hand-operated one-plate-at-a-time printing presses *are* included in this type. Corresponds to noun sense 4 of 'press' in WordNet: 4. (1) press, printing press - (a machine used for printing) press press press4n A specialization of #$InformationTransferEvent and of #$Action. Each instance of #$IBTGeneration is an event which creates some #$InformationBearingThing. The #$InformationBearingThing created may be either a transient wave phenomenon (e.g. sound, light, or radio waves), or it may be a relatively long-lasting instance of #$InformationBearingObject (cf. the important specialization of IBTGeneration - #$IBOCreation). Humans frequently generate such IBTs as spoken language, gestures, and handwritten notes. It is irrelevant for instances of #$IBTGeneration whether there is another agent who accesses the resulting IBT. Note that every communication act starts with an instance of #$IBTGeneration. (Thus, see also #$Communicating and its specializations, especially #$CommunicationAct-Single.) For an analogous collection regarding instances of #$ConceptualWork, see #$CWCreation. Two important specializations of this collection are #$IBTGeneration-Original and #$IBTGeneration-Replication. See also the predicate #$ibtGenerated. NOTE that IBTGeneration is not a subtype of 'MakingSomething' because that latter category must result in the creation of some persistent physical object, and IBTGeneration could result only in creating gestures or sound waves which dissipate quickly. For the event of making a physical IBT see 'IBOCreation'. bd70d156-9c29-11b1-9dad-c379636f7270 An instance of #$TemporalStuffType and a specialization of #$IBTGeneration and #$AtLeastPartiallyMentalEvent. Each instance of #$UsingALanguage is an event in which some #$Agent-Generic produces (tokens of) expressions in a #$Language. Notable specializations include #$Writing and #$Talking. 01ff9efc-8ca2-41d8-9751-e5259a3edb5c 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 #$artifactsCreated. Includes parts of verb senses 1,2, 3 and 5 of 'create' and senses 3 an 9 of 'make' in WordNet: WN 'create' 1. (104) make, create - (make or cause to be or to become; 'make a mess in one's office'; 'create a furor') 2. (40) create - (bring into existence; 'The company was created 25 years ago'; 'He created a new movement in painting') 3. (6) create - (pursue a creative activity; be engaged in a creative activity; 'Don't disturb him-he is creating') 5. create, make - (create by artistic means; 'create a poem'; 'Schoenberg created twelve-tone music'; 'Picasso created Cubism'; 'Auden made verses') bdb9167b-9c29-11b1-9dad-c379636f7270 make make make3v make9v create create create1v create2v create3v create5v Each 'CreatingaConceptualWork' is an Actikon in which an IntelligentAgent performs an act of Thinking that causes a new 'ConceptualWork' to come into existence. Usually this type of Action also causes a PhysicalObject to come into existence, or to be modified in such a way as to represent the new ConceptualWork. This incliudes cratikon of art works in any form, as well as craetion of new text works. Includes parts of verb senses 1,2, 3 and 5 of 'create' and senses 3 an 9 of 'make' in WordNet: WN 'create' 1. (104) make, create - (make or cause to be or to become; 'make a mess in one's office'; 'create a furor') 2. (40) create - (bring into existence; 'The company was created 25 years ago'; 'He created a new movement in painting') 3. (6) create - (pursue a creative activity; be engaged in a creative activity; 'Don't disturb him-he is creating') 5. create, make - (create by artistic means; 'create a poem'; 'Schoenberg created twelve-tone music'; 'Picasso created Cubism'; 'Auden made verses') make make make3v make9v create create create1v create2v create3v create5v COSMO note: this type is the root type for Eents in which a characteristic part of the Event is creation of some PhysicalObject (or PhysicalSubstance). Cyc: The collection of all #$CreationEvents in which something #$PartiallyTangible is created. be92955a-9c29-11b1-9dad-c379636f7270 COSMO note: this is for creating a PhysicalObject by means of a PurposefulPhysicalAction; the thing made is therefore an 'ArtifactObject'. Growing crops (planting and cultivation) is a borderline included sense of 'makingSomething' For creating a ConceptualWork, use 'CreatingaConceptualWork'. In the case of Writing, both kinds of Creation, of an abstract and physical artifact, is usually occurring at the same time. For producing artifacts for sale use 'Manufacturing' Cyc: A collection of creation events - a specialization of both #$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. Includes verb senses 6, 15, and 28 of 'make' and sense 2 of 'produce' and noun senses 1 and 3 of 'production' in WordNet: 6. (53) produce, make, create - (create or manufacture a man-made product; We produce more cars than we can sell; The company has been making toys for two centuries) 15. (9) make - (make by shaping or bringing together constituents; make a dress; make a cake; make a wall of stones) 28. (2) cook, fix, ready, make, prepare - (prepare for eating by applying heat; Cook me dinner, please; can you make me an omelette?; fix breakfast for the guests, please) WN 'production' 1. (229) production - ((economics) manufacturing or mining or growing something (usually in large quantities) for sale; "he introduced more efficient methods of production") 3. (134) production - (the act or process of producing something; "Shakespeare's production of poetry was enormous"; "the production of white blood cells") bd58fe38-9c29-11b1-9dad-c379636f7270 make make make6v make15v make28v produce produce produce2v production production production1n production3n The SUMO approximate equivalent of Cyc 'MakingSomething'. An Action that creates a 'RepresentationObject'. This is a broad category of Actions, including Communications, Writing, visual art creations, Includes sense 9 of 'represent' in WordNet, but is broader; 9. (2) represent, interpret -- (create an image or likeness of; "The painter represented his wife as a young girl") represent represent represent9v A specialization of both #$PhysicalCreationEvent and #$IBTGeneration. Each instance of #$IBOCreation is an event in which an instance of #$InformationBearingObject (hereafter IBO) is created. Examples of #$IBOCreation include publishing a book, making a film, printing a photograph, molding a plastic credit card, painting a billboard, and minting a coin. When an IBO is created, its content may be either original, be copied from a prior #$InformationBearingThing, or be instantiated from an existing #$ConceptualWork. See also the predicate #$iboCreated. bd621044-9c29-11b1-9dad-c379636f7270 The collection of events in which an #$InformationBearingObject (a PhysicalObject) containing written material is created. Includes #$Writing, and the reproduction of #$TextualMaterial. bd58f7e4-9c29-11b1-9dad-c379636f7270 A specialization of #$IBTGeneration (q.v.). Each instance of #$VisualInformationGeneratingAct is an action that generates visual information (i.e. information of a kind typically accessed via the sense of sight). Specializations of this collection include #$MakingAGesture, #$DisplayingSomething, and #$Writing. If a given visual-information-generating act also involves conveying the information to another agent (i.e. if it is a #$Communicating), then it is also a #$VisualCommunicating (q.v.). Or a visual-information-generating act might be a proper sub-event of a visual-communicating act. COSMO note: the information generated does not have to be literally 'visual', since content generated e.g. by a sensor in a form that could be transmitted to and read by a person or automaton. Also, to accommodate the SUMO equivalent, content modification is also included here. This is a broad category of information eneration, but making sounds, as in talking, would be a form of IBTGeneration that is not included. Similar to the SUMO 'ContentDevelopment' SUMO: A subclass of IntentionalProcess in which content is modified, its form is altered or it is created anew. bd58f666-9c29-11b1-9dad-c379636f7270 The Action causing creation of some PrintedMaterial (see 'Printed') by a machine such as a PrintingPress or ComputerPrinter. This is not 'Writing' - the original creation of a text, but printing out something previously written in a separate Action. Note that this is an Action, not necessarily a HumanActivity, since it could be caused by the action of an atomaton (e.g., printing a warning after receiving some signal). Includes noun sense 3 of 'printing' and verb sense 4 and possibly part of verb sense 1 of 'print' in WordNet; sense 1 appears to include both physical printing and commercial distribution; the distribution of the printed material is not included in this type. @ToDo: need 'publishing'? 3. printing, printing process -- (reproduction by applying ink to paper as for publication) WN verb 'print': 1. (12) print, publish - (put into print; "The newspaper published the news of the royal couple's divorce"; "These news should not be printed") 4. print, impress -- (reproduce by printing) print printing printing3n print print4v print1v The attribute of a text that has been printed on some sheet-like object (usually paper) by means of a printing device - opposed to 'handwritten', 'engraved' 'carved in', 'spray painted on' or other methods of putting text onto a physical object. The printing device can be a commercial press, a laser printer, a dot-matrix printer, or any other device. NOTE: this means 'machine printed'. 'printed' in the sense of not cursive for handwriting is represented as 'PrintedStyleOfWriting' print TextualMaterial that has been printed on a device. This can include parts of a larger text.. print Any of the several categorized styles in which documents may be handwritten, as opposed to printed, engraved, etc.. Being in a handwritten form of writing in which characters are printed according to some sort of standard. Unlike the #$CursiveStyleOfWriting, in printed writing, characters tend to be separated from one another by whitespace, since the writing implement is lifted off the page frequently. 18d0cd86-74b2-11d6-8000-00a0c99cc5ae print Being in the cursive style of writing for the different writing systems 1c3b7d38-74b0-11d6-8000-00a0c99cc5ae 'PrintedMaterial' is any piece or Group of 'HardcopyInformationBearingObject's on one or more SheetOfSomeStuff's, created by a PrintingDevice. This can include text or graphics or any combination of the two. Printed currency is an instance, as are books, newspapers, magazines, printed flyers, etc. Printed items on stiff cardboard, such as are used in posters and lawn signs, are also instances. TextualMaterial is a PhysicalObject that has some text (linguistic symbols) written on it in some language, and the text should be a significant part of the purpose of creating the object, not just an incidental identification mark or graffiti. If an Object is not originally textual (e.g. blank paper), but had text added for the purpose of conveying information via the text, and the main function of the object then becomes to hold that text, that object become textual material after the text is added. A building wall with elaborate graffiti is not textual material, though the physical material of the graffiti marks themselves (located on the wall) could be classified as textual material. In SUMO called simply 'Text'. SUMO: LinguisticExpression or set of LinguisticExpressions that perform a specific function related to Communication, e.g. express a discourse about a particular topic, and that are inscribed in a CorpuscularObject by Humans. COSMO note: This is a physical text, so it is not an AbstractSymbolicObject, and therefore we have removed 'InformationStore' as a parent, and changed the parent 'InformationBearingThing' to 'InformationBearingObject'. Cyc: A specialization of #$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. bd5904c7-9c29-11b1-9dad-c379636f7270 The SUMO equivalent of 'TextualMaterial'. 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] 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. 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. 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 furniture 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). bd58af2b-9c29-11b1-9dad-c379636f7270 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. ObligationArisingFromAnAgreement is a subtype of 'obligation' created by an Agreement. 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. #$SelfPoweredDevice, which includes, e.g., electric organs.) bd58942f-9c29-11b1-9dad-c379636f7270 COSMO note: this Object can be Abstract or Physical. Cyc: A specialization of #$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. bd5906ff-9c29-11b1-9dad-c379636f7270 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. 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 #$TransportationDevice, since they are devices which are worn rather than ridden on, ridden with, or ridden in. SUMO: A TransportationDevice is a Device which serves as the instrument in a Transportation Process which carries the patient of the Process from one point to another. COSMO note: In SUMO, an Oar was a subtype of TransportationDevice, but in COSMO that was not adopted. COSMO adopts the Cyc usage that a TransportationDEvice must be ridden in, ridden on, or ridden with. An Oar is an accessory part of a boat, not a TransportationDevice in itself. A TransportationDevice should have an unambiguous front and back - the front is the direction in which the transportation device typically moves. For devices that can move in either direction with equal facility, the 'front' may be designated arbitrarily, by some distinctive criterion. This provides a reference direction with which an 'orientation' can be described. isDesignedToTransport relates a type of TransportationDevice to the type of object it is designed to transport. #$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 #$Device-SingleUser, but a telephone-circuit is not. c10093ce-9c29-11b1-9dad-c379636f7270 Similar to Cyc, 'ArtificialMaterial'. But in Cyc a Substance is an object of homogeneous composition, while in COSMO it is not an Object, but a distinctive Type of its own. An ArtificialSubstance is one that does not exist in nature in the form it was created. Thus a pure version of something that exists in nature only in low concentration in mixtures would be an ArtificialSubstance. See also ProcessedNaturalSubstance, a related concept. Cyc: A collection of substances; a subcollection of #$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 #$ArtificialMaterial in another. COSMO note: ArtificialSubstances are resources, since they would not be artifacts unless they were considered useful for some purpose. bd590222-9c29-11b1-9dad-c379636f7270 A specialization of #$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 subtype of PoweredDevice including all Devices that have a source of power other than the muscles of the operator, in order to perform their job. This will include all electrical and electronic Devices, as well a MechanicalDevices with a non-human power source.. NOTE: this type is called in Cyc 'SelfPoweredDevice' The name was changed so that 'SelfPoweredDevice' can be used for the more general type of Devices that have a source of power expternal to the operator. Cyc: A specialization of both #$MechanicalDevice and #$PoweredDevice. Each instance of #$SelfPoweredDevice has, as one of its internal parts, a device which converts some kind of potential energy into force. For example, a cordless electric drill would be an instance of #$SelfPoweredDevice, since it contains a battery and motor that convert electricity stored in the battery into kinetic energy. Other examples of #$SelfPoweredDevices are the instances of #$Automobile, which (typically) convert gasoline and battery power to get the energy to move. Of course, some muscle power is involved in operating both a cordless drill and an automobile, but in neither case is it the main part of the power. Negative exemplars of a #$SelfPoweredDevice include all instances of #$Bicycle (powered by the people who ride them), cable cars (since they are pulled along by cables embedded in the street) and subway trains (often powered by an electrified 'third rail'). 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 #$FuelPoweredDevice include automobiles with gasoline-powered engines, kerosene heaters, propane torches, and jet airplanes. COSMO note: the Cyc parent 'MechanicalDevice' has been removed because purely electronic FuelPoweredDevices using fuel cells are now possible. bd58d2b1-9c29-11b1-9dad-c379636f7270 The ruling body of a GeopoliticalArea, a subtype of Organization. A HabitatRegion is a GeographicalRegion - part of the Earth's surface - that has been identified as the typical region where most of the naturally free-living individuals of a particular species of Organism will be found. Instances of this Type can be used as the object argument of the 'hasTypicalHabitat' relation, when a type of Organism is known to be located mostly in one region of the Earth. COSMO note: This type is interpreted as being an overall MilitaryOrganization that has some independence, such as a government's Army, navy or Air Force. Smaller subdivisions of the main organization are represented as 'MiltaryUnit' Cyc: A specialization of #$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 #$GovernmentMilitaryOrganizations such as the armies, navies, and air forces of the world's governments, and in addition private armies, rebel armies, and organized mercenary units. In SUMO called 'MilitaryForce': SUMO: MilitaryForce is the subclass of Organizations that are organized along military lines and for the purpose of either defensive or offensive combat, whether or not the force is an official GovernmentOrganization. bd58f1ef-9c29-11b1-9dad-c379636f7270 The SUMO term for 'MilitaryOrganization'. A Business is any individual, group, or Organization that sells products or provides services for a fee. Every business has some customer, or anticipated type of customer. NOTE that this usage differs from CYC, in that a 'Business' is more general than CommercialOrganization, because it can include individuals as well as Organizations. A 'Business' can be large or small,and can be a single worker doing household repair work for hire. It should, however, be sustained long enough to have an expectation of some benefit from word-of-mouth or advertising; a cool-aid stand or hand car wash operated for one day would not be a Business in this sense. A Business can be sold, even if it is operated by a single Person; (the name of the business may be valuable 'goodwill'). Therefore it can be owned, and is a ValuableThing NOTE; a 'Business' in COSMO is not a subtype of Organization, Cyc: A specialization of #$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. #$Business. Corresponds to noun sense 1 of 'business' in WordNet: 1. (1268) business, concern, business concern, business organization, business organisation - (a commercial or industrial enterprise and the people who constitute it; 'he bought his brother's business'; 'a small mom-and-pop business'; 'a racially integrated business concern') bd58d036-9c29-11b1-9dad-c379636f7270 business business business1n hasCustomers relates an individual Business to the type of Customer that it serves, or to individual Customers. A Customer i any agent that buys something (goods or services) from a Business. NOTE: the generic relation specifying what kind of business has what kind of cutomer is not yet (v0.5) represented in COSMO, thought it is in Cyc. isaCustomerOf relates an IntelligentAgent to an individual Business from which that Agent has purchased something. The past tense in the label for this relation merely indicates that some transaction occurred at some time in the past - the agent may continue to be a Customer of the same business. There is no differentiation in this relation between past and present Customer relations. However, being a prospective Customer is *not* covered by this relation - some transaction must have occurred. A 'Customer' is an agent that buys something - goods or servies - from a Business. This includes individuals, groups, organizations - any IntelligentAgent. Corresponds to noun sense 1 of 'customer' in WordNet, but note that the Wordnet documentation does not anticipate organizations as cusomers, and the Wordnet sense is interpreted boradly to include such agents. 1. (25) customer, client - (someone who pays for goods or services) The SUMO term approximately equal to 'Business'. COSMO: A Business that is an Organization. Cyc: A specialization of #$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. bd5892d3-9c29-11b1-9dad-c379636f7270 company company company1n COSMO note: a 'Competition' is not a life-or-death struggle like a war, but a less significant ConflictEvent in which someone wins a prize, however trivial, but no one loses anything of material value that they had before the Competition; all sports games and board games are included provided that there are no stakes involved. Debates are also included. 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 #$competingAgents. bd58801a-9c29-11b1-9dad-c379636f7270 compete competition competition1n competition2n competition3n A Habitat can be a specific region of the Earth's surface, or some type of region such as a 'Forest', or even some substance such as 'SeaWater'. Because it is so heterogeneous, it is a vague high-level category under 'Individual' @@ToDo: Should this be a metatype with the different habitats as instances??? Every Type that can serve as the object value for the 'hasTypicalHabitat' relation should be a subclass of this Type. NOTE that in WordNet a 'habitat' is a subtype of 'environmrnt'. But a habitat is the normal *type* of living place of a *species* and an environment is the current *specific* location of an *individual*, so the two are not directly related in that manner. An Environment is a Place and a Habitat is a more abstract high-level Type. hasTypicalHabitat relates some OrganismType to some type of region or environment in which the naturally free-living organisms of that Type are usually found. beab31a5-9c29-11b1-9dad-c379636f7270 An instance of #$AnimalTypeByMaturity (q.v.) and a specialization of #$Animal. #$JuvenileAnimal is the collection of all animals that are not fully grown or fully mature. Cf. #$AdultAnimal. c10c20a8-9c29-11b1-9dad-c379636f7270 A Person under 18 years - a Role In Cyc 'YoungHuman' is a peron under 35, but that level of discrimination is not needed yet. (v 0.32) SUMO: The class of Humans that are younger than 18 years of age. Cyc:A specialization of #$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 #$HumanYoungAdult. c10b66cf-9c29-11b1-9dad-c379636f7270 A specialization of #$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 #$HumanInfant. SUMO: A HumanYouth between birth and puberty, i.e a Human who is NonFullyFormed. bd58cf30-9c29-11b1-9dad-c379636f7270 COSMO note: ControllingSomething includes controlling in the sense of managing or directing the actions of other agents. This type is taken from Cyc, but in Cyc the subtypes are mostly for controlling inamimate objects. It appears to be closely similar to the SUMO : Guiding': SUMO: 'Guiding' (subtype of IntentionalProcess) Any IntentionalProcess where the agent tries to direct the behavior of another Object, whether an Agent or not. Cyc: A specialization of #$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 #$ControllingSomething event is typically taking place. bd588c1d-9c29-11b1-9dad-c379636f7270 A SUMO term approximately equivalent to 'ControllingSomething'. In Cyc called 'Projectile-Device'. A Projectile is an ArtifactObject designed to be propelled by the impulse delivered either by another object, or by thrust generated from part of the object itself. In many but not all cases, after the impulse is delivered, the Projectile then travels solely under ballistic (gravitational) forces. It may or may not not be a weapon; a baseball thrown to a catcher is a Projectile, as is a football or javelin. However, a rock thrown just to be skipped across the surface of a lake is not designed as a Projectile and is not an instance of this Type. The role of 'projectile' taken by various natural or artifact objects thrown by people or forces of nature would be specified by a case role relation. Cyc: The collection of all projectiles. Some instances of this collection, such as cannon balls, arrows, missiles are (intended to be) thrown, hurled, fired, or launched at their targets. The other instances, such as pistol cartridges, shot gun cartridges, or #$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'. c0500f87-9c29-11b1-9dad-c379636f7270 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. ContainerAndContents is a category of PhysicalObjects 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'. NOTE that a 'ContainerAndContents' can also be a 'Package', but 'Package' includes wrapped things that are not in a true 'Container'.. 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. A 'ReciprocalRole' is a Role tha relates one thing to another in a symmetrical way; if X hasRoleTo Y, then Y hasRoleTo X. Examples are Partner, Spouse, Acquaintance. There should be a symmetrical relation in the ontology for each ReciprocalRole. 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 #$Flexible. dbac7fe6-74ba-11d6-8000-00a0c99cc5ae The collection of all cavities, containers, and hollow objects. An instance of #$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.). be1f8dfd-9c29-11b1-9dad-c379636f7270 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 bd58b3bc-9c29-11b1-9dad-c379636f7270 #$ProjectileLauncher is a specialization of #$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. c1007d6d-9c29-11b1-9dad-c379636f7270 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 #$target. Examples: William Tell shooting the apple off his son's head, John Wilkes Booth shooting Abraham Lincoln, the last time you tossed a frisbee to someone, a pilot landing an airplane, and a skiier skiing one run of the downhill course. bdb6c421-9c29-11b1-9dad-c379636f7270 An attribute of dangerous situations or dangerous things. An attribute of situations or things that are not Dangerous. An Event or object which is common enough that it does not attract special attention when it is noticed. An Event or object which is unusual enough to warrant attention when it is noticed. This is very broad: examples are Landmarks. COSMO note: treated as a way to assign the attribute 'Dangerous'. Everything that is dangerous is an instance of 'DangerousThing'. Note that a DangerousThing is not necessarily an UndesirableThing - it just needs to be attended with care. Cyc: A specialization of #$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. Body Of Water bd5884fc-9c29-11b1-9dad-c379636f7270 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 usage differs from other ontologies for similar concepts. 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, pollution, etc. @ToDo: the water of a BodyOfWater may need to be represented as a separate object (the contents, related by the 'hasContents' relation) - this will wait until usage requires it. 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, #$NiagaraFalls. A SUMO term approximately equivalent to 'BodyOfWater'. A PropellingDevice is a PhysicalObject (not necessarily and Artifact, in spite of the name) which is designed by agents or by evolution to propel something (see 'Propelling'). This includes not only human artifacts like guns, bow and arrow, slingshot, trebuchet, etc., but the natural body parts of certain animals that evolved to propel things like liquids at prey or at predators. Each GeographicalObject represents the physical objects that are contained within some GeographicalArea or GeographicalRegion. For every GeographicalObject of sufficient interest to be defined, there should be some GeographicalArea (for Earth) or GeographicalRegion (for any planet-like astronomical body) that has already been defined to specify the region of interest. One might, for example, want to defined 'ThePortOfBaltimoreObject' to discuss all of the physical objects that are located within 'ThePortOfBaltimoreArea'. As of verion 0.23, the only specialization of GeographicalObject defined is BodyOfWater - the physical water contained in some region such as a lake or the AtlanticOcean. Kids who aren't old enough to start school yet (under 5 years of age). bd58c6f0-9c29-11b1-9dad-c379636f7270 A TopographicalFeature is a kind of Place, and is ambiguous as to whether it is a region of space on the surface of a planet, or a physical object (e.g. an ocean) that characterizes some region of space on the surface of a planet. Both types may be subtypes of this category. Cyc: A specialization of #$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 #$MalayPeninsula. bd58ce45-9c29-11b1-9dad-c379636f7270 -1 GeographicalRegion_Cyc-includes_other_planets In COSMO, this type includes those physical portions of a planet that are near to the surface including the atmosphere of the planet, which is a physical object. But the usage here differs somewhat from that in Cyc, in that this category must be a physical object, and is not a space region. Cyc comment: A specialization of #$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. The instance of this type can be related to their function by the relation 'hasDesignFunction'. 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. This type represents the causative (transitive) sense of 'move' in which some agent causes an object to undergo a Translocation. NOTE: In SUMO the same notion appears to be represented by the term 'Transfer' 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 #$CausingAnotherObjectsTranslationalMotion include a train transporting passengers, a person pushing a coin into a vending machine, the release of a bowstring which propels an arrow, and a magnet attracting a nail. SUMO: Any instance of Translocation where the agent and the patient are not the same thing. Corresponds to part of verb sense 2 of 'move' (the physical movement sense) in WordNet. For transfers of money, use 'MoneyTransfer'. 2. (60) move, displace - (cause to move, both in a concrete and in an abstract sense; "Move those boxes into the corner, please"; "I'm moving my money to another bank"; "The director moved more responsibilities onto his new assistant") move move move2v A specialization of#$SolidTangibleThing. Each instance of #$HolderGripper is an object that can apply pressure to another object and thereby grip it in such a way that its motion is restricted. c0fbac6b-9c29-11b1-9dad-c379636f7270 Water: the substance is not an object, but the semi-abstract substance of which each WaterObject is constituted. it has conceptual dimensions of density (e.g. grams per cc). The Type 'Water' includes all substances consisting mostly of pure water, including aqueous solutions Ithis differs form the Cyc usage, below). NOTE that the Cyc 'Water' is an object, and differs logically from COSMO 'Water' as do other Cyc substances from their COSMO equivalents. 'pure water' would be a subtype of 'Water'. Cyc comment: An instance of #$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 #$Water). bd58c01d-9c29-11b1-9dad-c379636f7270 An AqueousSolution is a solution for whicht the Solvent is Water. HeterogeneousCategory is a catch-all of classes that subsume other classes of varied basic types. Among other things, it is a mechanism for assigning qualitative adjectives that may apply to more than one basic type (like 'dangerous'), and to provide a parent aggregate Type for some relations. Thes subtypes may also be defined functionally,and may include entities of different innate character. COSMO note: This Cyc category has been redefined to represent those substances found in nature (or easily recoverable from substances found in nature) that are useful to people. A liquid mixture (solid 'solutions' are not reified here). The most abundant component in a solution is called the solvent. Other components are called solutes. A solution, though homogeneous, may nonetheless have variable composition, as a liquid solution may be layered if not well-mixed. Any amount of salt, up to a maximum solubility limit, can be dissolved in a given amount of water to form a Solution. NOTE: ToDo: the restrictions do not capture the proper semantics, and need to be converted to FOL axioms when possible. The 'mainComponentSubstance' should be a liquid that has the Role of Solvent in this solution. Cyc comment (modified): An instance of #$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. bd59059c-9c29-11b1-9dad-c379636f7270 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. bd58fc57-9c29-11b1-9dad-c379636f7270 A 'BecomingEvent' is an Event in which some Object changes its type or state or changes some attribute that is of moticeable significance. This is broad and 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') Also Includes verb senses 1, 2, and 3 of 'become' and noun senses 1, 2 and 3 of 'transition' and noun sense 1 of 'passage' in WordNet: WN noun 'transition' 1. (10) passage, transition - (the act of passing from one state or place to the next) 2. (3) conversion, transition, changeover - (an event that results in a transformation) 3. (1) transition - (a change from one place or state or subject or stage to another) WN 'become' 1. (333) become, go, get - (enter or assume a certain state or condition; 'He became annoyed when he heard the bad news'; 'It must be getting more serious'; 'her face went red with anger'; 'She went into ecstasy'; 'Get going!') 2. (222) become, turn - (undergo a change or development; 'The water turned into ice'; 'Her former friend became her worst enemy'; 'He turned traitor') 3. (5) become - (come into existence; 'What becomes has duration') change change change1n change1v change2v change3v passage passage passage1n transition transition1n transition2n transition3n become become become1v become2v become3v Another term for 'BecomingEvent' 'hadObjectMoved' points from a Motion to (at least) one of the objects that moved during that Motion.. For this relation, a 'MoneyObject' is a kind of object that can be moved (transferred). 'hadObjectMoved' points from an Event to (at least) one of the objects (if any) that was modified by that Action. This relation is a subrelation of 'hadAffectedObject', specifically pointing to the objects of actions that were actually modified (not merely moved) in an Event, such as being created or destroyed, or had parts severed or added. . 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. 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. 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. bd58e89f-9c29-11b1-9dad-c379636f7270 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.' Corresponds to noun sense 3 of 'power' and both senses of 'ability' and sense 1 of 'capability' in WordNet: WN 'power': 3. (77) ability, power - (possession of the qualities (especially mental qualities) required to do something or get something done; "danger heightened his powers of discrimination") WN 'ability' 1. (20) ability - (the quality of being able to perform; a quality that permits or facilitates achievement or accomplishment) 2. (9) ability, power - (possession of the qualities (especially mental qualities) required to do something or get something done; "danger heightened his powers of discrimination") WB 'capability' 1. (8) capability, capableness - (the quality of being capable - physically or intellectually or legally; "he worked to the limits of his capability") power power power3n ability ability ability1n ability2n capability capability1n 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 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. bd675149-9c29-11b1-9dad-c379636f7270 The Cyc term for 'Creation' COSMO note: this is the most general sense of 'create' or 'make' in that something tangible or intangible, or some new arrangement of tangible things, or some Event (usually a static situation, such as an arrangement of things) is brought into existence. Cyc: 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'. Includes verb senses 3, 6, 9, 15, 28, qnd 39 of 'make' in WordNet: 3. (255) make, create - (make or cause to be or to become; make a mess in one's office; create a furor) 6. (53) produce, make, create - (create or manufacture a man-made product; We produce more cars than we can sell; The company has been making toys for two centuries) 9. (16) create, make - (create by artistic means; create a poem; Schoenberg created twelve-tone music; Picasso created Cubism; Auden made verses) 15. (9) make - (make by shaping or bringing together constituents; make a dress; make a cake; make a wall of stones) 28. (2) cook, fix, ready, make, prepare -- (prepare for eating by applying heat; Cook me dinner, please; can you make me an omelette?; fix breakfast for the guests, please) 39. make - (gather and light the materials for; make a fire) bd58de89-9c29-11b1-9dad-c379636f7270 make make make3v make6v make9v make15v make28v make39v 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. bdfbe14f-9c29-11b1-9dad-c379636f7270 SUMO: Forming a mental picture of something which is not present. In COSMO this is considered as a strictly human ability; although some animals have demonstrated problem-solving suggesting some ability to imagine situations not present, that level is not considered as an instance of this type. 'CreativeImagining' is the forming of a mental image of something that is not only not present, but has not previously been described by others - at least to the imaginer. It is the creation of an image of something previously unknown to the person doing the imagining. The ability called 'Creativity' is the ability to perform this ActionType. All people have some degree of Creativity, but the term is usually applied to a person who has more than average such ability. 'Creativity' is the ability to perform CreativeImagining, at a level greater than average for humans. Corresponds to noun sense 1 of 'creativity' in WordNet: 1. (2) creativity, creativeness, creative thinking - (the ability to create) creativity creativity creativity1n A 'Skill' is an AgentCapability that is not inborn and is created by a process (one or more Actions) of 'LearningHowToDoSomething'. Corresponds to noun sense 1 of 'skill' in WordNet: 1. (40) skill, accomplishment, acquirement, acquisition, attainment - (an ability that has been acquired by training) skill skill skill1n A Group consisting exclusively of 'Action's. 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 #$Container, do not have well defined outside walls. bd5891a8-9c29-11b1-9dad-c379636f7270 COSMO note: LandStuff (land) is considered as a substance in COSMO, not an object. NOTE that not all LandStuff is composed of Soil - sandy desert and rocky mountains are also composed of LandStuff, but have little Soil. Cyc: A specialization of #$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. Corresponds approximately to noun sense 2 of 'land' in WordNet, but Wordnet is more specifically aligned with the more specific 'Soil': 2. (18) land, ground, soil - (material in the top layer of the surface of the earth in which plants can grow (especially with reference to its quality or use); "the land had never been plowed'; 'good agricultural soil') c0fba244-9c29-11b1-9dad-c379636f7270 land land land2n 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. Corresponds approximately to noun sense 3 of 'land' in WordNet: 3. (11) land, dry land, earth, ground, solid ground, terra firma (the solid part of the earth's surface; 'the plane turned away from the sea and moved back over land'; 'the earth shook for several minutes'; 'he dropped the logs on the ground') be66109c-9c29-11b1-9dad-c379636f7270 land land land3n A RecreationalFacility is a PhysicalObject .that is an Artifact that is designated for or was created for recreational use. NOTE that a RecreationalFacility (such as a national park) can be largely natural and still be an 'Artifact' by virtue of its being marked off and adapted for recreational use. @ToDo: this needs further analysis - how natural things can become 'artifacts' An 'OutsideLocation' is any 'GenericLocation' that is outside of (not included in the spatial region of) some Object or Region. This is a broad sense, including the outside of containers and the outside of geographical or spatial regions Corresponds to noun sense 1 of 'outside' in WordNet: 1. (7) outside, exterior - (the region that is outside of something) . outside outside outside1n An 'InsideLocation' is any 'GenericLocation' that is inside of (included in the spatial region of) some Object or Region. This is a broad sense, including the inside of containers and the inside of geographical or spatial regions Corresponds to noun sense 1 of 'inside' in WordNet: 1. (4) inside, interior - (the region that is inside of something) . inside inside inside1n Any region of space on the surface of the Earth, within the Earth's atmosphere, or on some object itself located on the surface of the Earth (including on ships at sea), which is not inside of an enclosed structure. NOTE that some minor pars of such a region may have structures, and may therefore contin some indoors regions, but this is a subtype of GeographicaRegion which is mostly outside of structures. A GeographicalRegion that is mostly inside a dense city and includes multiple buildings would not be an instance of this type, but a courtyard in a city would be. See 'OutdoorsObject' for further elaboration. The Cyc 'OutdoorLocation' is very similar - not yet (V0.55) clear if it is different. Corresponds to noun sense 1 of 'outdoors' in WordNet: 1. outdoors, out-of-doors, open air, open -- (where the air is unconfined; "he wanted to get outdoors a little"; "the concert was held in the open air"; "camping in the open") This sense can also be linguistically signalled by the word 'out' ('I'm going out for a walk'), but there is no sense of 'out' in WordNet exactly corresponding to this concept - closest is the adverb 'out', only part of which is included in this sense of 'Outdoors': WN adverb 'out' 1. (5) out - (away from home; "they went out last night"). out outdoors outdoors1n out out1adv Any Region inside of a HumanOccupationConstruct that is protected from weather. This type will be used as the referent for the adverb 'Indoors', though this type is itself a noun. 'Indoors' will be the equivalent of the adverbial phrase 'at an IndoorLocation'. Corresponds to adverb sense 1 of 'indoors' in WordNet: 1. (1) inside, indoors - (within a building; 'in winter we play inside') indoors inside indoors indoors1n inside inside1adv 'Indoor' is an AttributeValue of Regions, Objects, or Events that occur at an 'Indoors' (an indoor location). Corresponds to adjective sense 1 of 'indoor' in WordNet: 1. (2) indoor - (located, suited for, or taking place within a building; 'indoor activities for a rainy day'; 'an indoor pool') . indoor indoor indoor1adj 'Outdoor' is an AttributeValue of Regions, Objects, or Events that occur at an 'OutdoorLocation'. Corresponds to adjective sense 1 of 'outdoor' in WordNet: 1. (6) outdoor, out-of-door, outside - (located, suited for, or taking place in the open air; 'outdoor clothes'; 'badminton and other outdoor games'; 'a beautiful outdoor setting for the wedding') . indoor indoor indoor1adj A specialization of #$GeographicalRegion. Each instance of #$OutdoorLocation is a region of outdoor space; i.e. a region that is directly subject to atmospheric weather. Thus, the collection #$OutdoorLocation does _not_ include as instances any instances of #$UnderwaterLocation (q.v.) or any places that are underground (see #$Underground). Specializations of #$OutdoorLocation include #$MountainRange, #$Stream, and #$Highway. bd58b186-9c29-11b1-9dad-c379636f7270 A specialization of #$OutdoorLocation and #$Artifact. Each instance of #$OutdoorRecreationArea is an area designed to provide a venue for outdoor entertainment. Specializations include #$AmusementPark, #$SwimmingPool-Outdoor, #$SkiSlope, #$GolfCourse and #$DrivingRange. A natural beach that has not been crafted by human hands to serve as a venue for entertainment is not an instance of #$OutdoorRecreationArea, but a beach with lifeguards or snack bars or a scenic trail is an instance of #$OutdoorRecreationArea. f1a98958-68fe-11d6-9e69-0002b34b8539 A RecreationalArea is a RecreationalFacility (a PhysicalObject) .that is a LandArea that is designated for or was created for recreational use. These are the PhysicalObjects occupying an DryLand is a LandArea that is not coverend with water other than for temporary time periods after a rain or flood.. 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. bd5906f2-9c29-11b1-9dad-c379636f7270 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 #$GeopoliticalEntity, including a city, county, province, or nation-state. NOTE not every person clasified in COSMO as a 'GovernmentgEmployee' is necessarily an Employee in the strict sense, as elected politicians and heads of state may not be 'employees' in the business sense. bd58ef89-9c29-11b1-9dad-c379636f7270 A specialization of #$GovernmentEmployee. Each instance of #$NationalGovernmentEmployee is a person who is employed by the national government of some instance of #$Country. Instances of #$NationalGovernmentEmployee would include, among others, heads of national governments, diplomats, and members of a nation's armed forces. bfe2dc07-9c29-11b1-9dad-c379636f7270 A specialization of #$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 #$MarinePersonnel. SUMO: Someone who is a member of a ModernMilitaryOrganization. bd58ef05-9c29-11b1-9dad-c379636f7270 The collection of people who have graduated from some educational institution. d7f5940a-759a-41d7-8476-9fb8a5eab83a A Person who has a level of knowledge or expertise on some topic beyond the level of an average Expert; someone more knowledgeable than an Expert on a topic. They may or may not have graduated from some educational institution. A specialization of both #$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. bd5883e1-9c29-11b1-9dad-c379636f7270 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, #$AttackOnTangible. bdb7f301-9c29-11b1-9dad-c379636f7270 A specialization of #$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. c03802ae-9c29-11b1-9dad-c379636f7270 COSMO NOTE: a 'NaturalTangibleStuff' can be a substance that is still in situ in its natural enviroment, but it can also be an ArtificialSubstance, if it is extracted from its natural place and cut or rendered into a form for use by people. Cyc: 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. bd58d55a-9c29-11b1-9dad-c379636f7270 '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. This is one relation expressing the notion of 'happen' that is sense 1 of verb 'happen' in WordNet: 1. (150) happen, hap, go on, pass off, occur, pass, fall out, come about, take place - (come to pass; 'What is happening?'; 'The meeting took place off without an incidence'; 'Nothing occurred that seemed important') happen happen happen1v 'typicallyOccurrsInTimeIntervalType' is used to specify that crtain instances of Event usually occur within some type of TimeInterval (which includes TimePoint). e.g.a person usually gets out of bed in the morning, or a business usually opens its doors at its posted opening time.. This is one relation expressing the notion of 'happen' that is sense 1 of verb 'happen' in WordNet: 1. (150) happen, hap, go on, pass off, occur, pass, fall out, come about, take place - (come to pass; 'What is happening?'; 'The meeting took place off without an incidence'; 'Nothing occurred that seemed important') happen happen happen1v A BehavioralDisposition is PersistentState of a CognitiveAgent that manifests itself in a type of conscious behavior that occurs frequently under certain circumstances. This is a PersistentState, not an AttributeValue. The notion of 'Tendency' for objects to behave in certain ways that do not involve conscious decisions is represented as the AttributeValue 'Tendency'.and its subtypes. 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') bd5882fe-9c29-11b1-9dad-c379636f7270 feel feel1v feeling feeling1n 'TendencyToReact' is a BehavioralDisposition of an IntentionalAgent that specifies how that Agent is likely to react to some specific stimulus There may be more than one possible reaction, with probabilities for each. @ToDo: a relation to the stimulus is probably a related primitive notion for this concept. 'Feelings' are instances of a Person's 'TendencyToReact', specifically their tendency to have some specific Feeling or Emotion as a result of some action of another person. This corresponds to sense 1 of 'feelings' in WordNet; 1. (6) feelings - (emotional or moral sensitivity (especially in relation to personal principles or dignity); 'the remark hurt his feelings'). 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 #$Prescriber is a person who can prescribe medication. Instances include doctors, as well as non-physician prescribers. c10af23d-9c29-11b1-9dad-c379636f7270 SUMO: Any Food that is ingested by Drinking. Note that this class is disjoint with the other subclasses of Food, i.e. Meat and FruitOrVegetable. Called 'Drink' in Cyc: Cyc; A specialization of both #$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. bd58f408-9c29-11b1-9dad-c379636f7270 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). bd58a036-9c29-11b1-9dad-c379636f7270 The Event in which some wavelike oscillating disturbance of a medium, after emission from a source, is and propagated through the medium; although the mdium itself (as with water) may not be translocated, the wavelike pattern moves in a translational manner. The emission and the propagation of a wave can be viewed as separate aspects of a wave phenomenon, and in COSMO 'EmittingaWave' is represented separately from the WavePropagationEvent represented by this type. Although emission and propagation may occur simultaneously, as with light, the two aspects of wave phenomena are represented separately. 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. 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 #$Sound. In SUMO,approximately equivalent to 'Radiating' SUMO: Processes in which some form of electromagnetic radiation, e.g. radio waves, light waves, electrical energy, etc., is given off or absorbed by something else. NOTE that the SUMO documentation only speaks of EM radiation, but the SUMO subtype 'RadiatingSound' makes it clear that all types of radiation should be considered as within this category. c10080f5-9c29-11b1-9dad-c379636f7270 The SUMO equivalent of 'WavePropagation', an Event. The Cyc term for'WavePropagationEvent'. An instance of #$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 #$HealthInspector bd58a4d2-9c29-11b1-9dad-c379636f7270 BandShaped is the property of an object that is thin in one dimension, thicker in one other dimension, and long in the third dimension,with the object connected to itself at its two ends in the longest dimension. In some respects,it resembles a torus, but is not round in cross-section. The ratio of width to length (longest dimension, circling back on itself) can vary greatly among instances of BandShaped objects. Typical examples are the drive belts of motors, small rubber bands, hair bands, continuous conveyor belts, etc. BandShaped objects can be large, as in machinery or long conveyor belts. The collection of all officers of any organization. An officer is someone who is entrusted with an office, or recognized position of authority within an organization. Corresponds approximately to noun sense 2 of 'officer' in WordNet: 2. (183) officeholder, officer - (someone who is appointed or elected to an office and who holds a position of trust; "he is an officer of the court"; "the club elected its officers for the coming year") 16299b8e-b4df-41d8-9a8d-a12f5c4ba831 officer officer officer2n A specialization of #$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 #$XRays. c1009603-9c29-11b1-9dad-c379636f7270 A specialization of #$SocialBeing instances of which are agents - either individuals or organizations -- who provide medical care in a professional capacity. Specializations of #$MedicalCareProvider include #$MedicalCareProfessional and #$MedicalCareOrganization. c0fd5c00-9c29-11b1-9dad-c379636f7270 A specialization of #$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 #$Pharmacist. c10c316e-9c29-11b1-9dad-c379636f7270 Cyc c10ae480-9c29-11b1-9dad-c379636f7270 An Event in which some thing - an agent, an Action, a Situation - affects something else, or causes an Event. This is very broad and inclusive, but requires that something have a causative role in some other Event. see also the relations 'ableToAffect', 'hadAffectedObject', 'causes' and 'caused'. Corresponds to verb senses 1 and 2 of 'affect' in WordNet: 1. (51) affect, impact, bear upon, bear on, touch on, touch - (have an effect upon; 'Will the new rules affect me?'). 2. (11) affect - (act physically on; have an effect upon) affect affect1v affect2v A collection of #$PurposefulActions. In each instance of #$InfluencingAnAgent, one #$IntelligentAgent deliberately and successfully influences the actions of another (or at least the other's dispositions to act). This collection is restricted to influence through cognitive or emotional channels - e.g. influencing someone through rational persuasion, through appeals to emotion, or by #$MakingAThreat. Affecting someone's behavior solely by the application of physical force - e.g. twisting your arm to make you cry out - is not influencing in the relevant sense. Also, this collection does not include cases where an agent A influences the actions of B unknowingly - e.g., by serving as a role model for B, or by unintentionally alienating B. Borderline cases involve the influenced agent acting in a way the influencer did not envision - e.g. my telling you to be more assertive in your personal relationships, and you responding to the advice (to my horror) by beating someone up. Corresponds to verb sense 1 of 'influence' in WordNet: 1. (20) influence, act upon, work - (have and exert influence or effect; 'The artist's work influenced the young painter'; 'She worked on her friends to support the political candidate') c06d61d7-9c29-11b1-9dad-c379636f7270 influence influence influence1v Each 'AbilityToInfluencePeople' is the ability possessed by a Person who is 'Influential', i.e. the ability to affect the beliefs or attitudes of other people. @ToDo: how does this relate to 'Influential'?. 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. An attribute meaningful only as applied to CognitiveAgents, including animals, people, and groups and organizations. An attribute meaningful only as applied to people. 'Influential' is the attribute of an InfluentialPerson, attributing an ability to affect the beliefs and attitudes of another person. This is more specialized than 'AbilityToInfluiencePeople' in that the influential ability of 'Influential' is based on persuasion, and not on any element of force, such as financial force or authority. It can also be used to attribute the AbilityToInfluencePeople to agents other than individual people, such as newspapers and other organizations. A Person who is Influential is an InfluentialPerson and that Person also has the capability 'AbilityToInfluencePeople'. Corresponds to adjective sense 1 of 'influential' in WordNet: 1. (2) influential - (having or exercising influence or power; 'an influential newspaper'; 'influential leadership for peace') influential influential influential1adj 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.. The element with seven protons in each nucleus. 7 An essential component of DNA and RNA, each atom has 15 protons in the nucleus. 15 Any ChemicallyDefinedSubstance comtaining Nitrogen in its molecule.. Any ChemicallyDefinedSubstance comtaining Oxygen in its molecule.. 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 does 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. COSMO note: an ImprovementEvent is classified as such from the point of view of anyone who considers his/her situation, or the value of some object, to have improved. This differs from the Cyc definition. Improvements can occur without the participation of the beneficiary, such as EconomicImprovement. Every ImprovementEvent should cause some kind of Improvement, but the kinds of Improvement are diverse, and it is not convenient to attempt to reify every one, so the restriction included here does not require that an instance of 'Improvement' be specified.. However, the second restriction does require that the *thing* improved must be specified. Cyc: The collection of actions in which something is improved by being changed. The improvement is from the point of view of the performer. Corresponds to part of transitive verb sense 1 of 'improve' in WordNet (the part that has an Event doing the improving). For use of the verb 'improve' where an agent is the subject, use the relation 'causedToBe': 1. (66) better, improve, amend, ameliorate, meliorate - (to make better; "The editor improved the manuscript with his changes") bfeea174-9c29-11b1-9dad-c379636f7270 improve improve improve1v 'improves' specifies that one Event did or some EventType usually or often does have as a result the improvement (becoming better) in something - an Object, State, Attribute. The kinds of things that can be 'improved' are very broad, because an 'improvement' relates those things to their suitability for the purpose of some agent; and an agent's purpose may require almost anything to be true. 'improved the design'; 'improved his gold game' This relation can be used as part of the specification of an 'ImprovementEvent' NOTE that this relation is for Events that cause an Improvement; to relate an Agent to some Improvement that the agent causes, use 'causedToBe' Corresponds to part of transitive verb sense 1 of 'improve' in WordNet: 1. (66) better, improve, amend, ameliorate, meliorate - (to make better; "The editor improved the manuscript with his changes") improve improve improve1v The change in attributes that is caused by an ImprovementEvent - or any its subtypes. This is an AttributeValue that is a Difference in the same Attribute of the same Object at different times, the later time being one where the Object is better in some respect. The Attribute that changes does not have to impare the functionality of the Object, it may only detract from its appearance. Corresponds to noun sense 2 of 'improvement' in WordNet: 2. (7) improvement, betterment, advance - (a change for the better; progress in development) . improvement improvement improvement2n 'reversesTheEffectOf' specifies that one EvenType tends to reverse (undo) the effect of another EventType - not necessarily exactly, but the effects go in opposite directions. Thus ConcentratingaSolution is the reverse of Diluting. Reversal of effect is not necessarily exact or complete this relation merely informs the system that, i it wants to reverse the effect of some Event, it should look for types of events related to the first by this relation. Also, even if the reversal of effect occurs less than half the time, this relation applies if the first EventType is usually performed with the intention of undoing the effects of the first EventType. For example, a CleaningEvent is usually intended to reverse the effects of a ContaminationEvent. An instance of #$TemporalStuffType. Each instance of #$ExposureEvent is an #$Event the central focus of which is something's being exposed to something else for some period of time. (The notion of X's being exposed to Y is difficult to define precisely, but very roughly it means that Y has access to, or can reach, X.) A notable specialization is #$ExposureToSubstance. For the action that initiates an #$ExposureEvent, see #$ExposingSomething. be1b93a4-9c29-11b1-9dad-c379636f7270 An instance of #$TemporalStuffType and a specialization of #$ExposureEvent. Each instance of #$ExposureToSubstance is an event in which some #$PartiallyTangible is exposed to some other #$PartiallyTangible for some period of time. For cases in which the thing or stuff to which the object is exposed is not (necessarily) an instance of #$PartiallyTangible (e.g. exposure to #$Light), use the more general #$ExposureEvent. bdf7ef4b-9c29-11b1-9dad-c379636f7270 COSMO note: this Event type includes an instance of something getting dirty as well as instances where substances acquire undesirable components, in an way. Cyc: A specialization of #$IntrinsicStateChangeEvent. In each instance of #$ContaminationEvent, some instance of #$PartiallyTangible comes to contain a #$contaminant, and this state of affairs is considered undesirable from the point of view of some agent (see the related predicate #$unwantedMatter). Specializations of #$ContaminationEvent include #$InfectionTransmissionEvent and #$PollutionProcess. bffdf971-9c29-11b1-9dad-c379636f7270 A specialization of #$HumanActivity. Each instance of #$TakingCareOfSomething is a purposeful action in which an agent acts to maintain, preserve, or promote the health or good condition of someone or something (the thing taken care of is related to the action via the predicate #$objectTakenCareOf (q.v.)). Notable specializations of #$TakingCareOfSomething include #$Exercising, #$MedicalTreatmentEvent, and #$TeethCleaning. bd58d0f8-9c29-11b1-9dad-c379636f7270 COSMO note: the process corresponding to a TakingCareOfSomethingEvent. In Cyc no distinction is made in the hierarchy between Event and Process. Cyc: A specialization of #$HumanActivity. Each instance of #$TakingCareOfSomething is a purposeful action in which an agent acts to maintain, preserve, or promote the health or good condition of someone or something (the thing taken care of is related to the action via the predicate #$objectTakenCareOf (q.v.)). Notable specializations of #$TakingCareOfSomething include #$Exercising, #$MedicalTreatmentEvent, and #$TeethCleaning. bd58d0f8-9c29-11b1-9dad-c379636f7270 COSMO note: this is the most general sense of 'remove' including both direct physical action on the object moved (apparently the sense of WordNet sense 1) , and indirect 'removing' of people by ordering them to move their location. The direct physical causatkion of movement is the subtype 'RemovingPhysically'. All other 'removings' can be represented as instances of this more general type. In all cases,something physical (including people) must be caused to be moved (usually taken away) from some specified location. Cyc: A specialization of #$PurposefulAction. Each instance of #$RemovingSomething is an event in which an agent deliberately removes one object from another object. The removed object is related to the instance of #$RemovingSomething via the predicate #$objectRemoved, while the object to which it belonged prior to its removal is related via the predicate #$objectRemaining. In different types of removals, either the #$objectRemoved or the #$objectRemaining may be destroyed, or both may survive. Specializations of #$RemovingSomething include #$Ablation, #$RemovingSomething-Translational, and #$CuttingOffAPiece. The difference between this collection and #$SeparationEvent is that instances of #$RemovingSomething are purposeful actions, while instances of #$SeparationEvent need not be purposeful. SUMO (Removing) The Class of Processes where something is taken away from a location. Note that the thing removed and the location are specified with the CaseRoles patient and origin, respectively. Includes verb senses 1, 3, 4, and part of 5 of 'remove' and noun sense 1 of'removal' in WordNet; 1. (91) remove, take, take away, withdraw -- (remove something concrete, as by lifting, pushing, or taking off, or remove something abstract; 'remove a threat'; 'remove a wrapper'; 'Remove the dirty dishes from the table'; 'take the gun from your pocket'; 'This machine withdraws heat from the environment') 3. (4) get rid of, remove -- (dispose of; "Get rid of these old shoes!"; "The company got rid of all the dead wood") 4. (3) take out, move out, remove -- (cause to leave; "The teacher took the children out of the classroom") 5. (3) remove, transfer -- (shift the position or location of, as for business, legal, educational, or military purposes; "He removed his children to the countryside"; "Remove the troops to the forest surrounding the city"; "remove a case to another court") WN 'removal': 1. (9) removal, remotion -- (the act of removing; 'he had surgery for the removal of a malignancy') bd588d0d-9c29-11b1-9dad-c379636f7270 remove remove remove1v remove3v remove4v remove5v removal1n An Action in which.an agent physically causes some PhysicalObject or part of a PhysicalObject to be moved from some location to another, by carrying or pushing the moved object, or by extracting a part of some larger object.. This includes the forcible removal of people without their cooperation: 'The police carried the demonstrators into police vans and removed them from the site.' Removing a part of the body in surgery is also an example. Includes verb sense 1 of 'remove' and noun sense 1 of'removal' in WordNet; 1. (91) remove, take, take away, withdraw -- (remove something concrete, as by lifting, pushing, or taking off, or remove something abstract; 'remove a threat'; 'remove a wrapper'; 'Remove the dirty dishes from the table'; 'take the gun from your pocket'; 'This machine withdraws heat from the environment') WN 'removal': 1. (9) removal, remotion -- (the act of removing; 'he had surgery for the removal of a malignancy') remove remove remove1v removal1n The SUMO term for 'RemovingSomething'. COSMO note: in COSMO this is interpreted as including an Event in which an undesirable substance is removed from a substance of which it is part, even when the contaminant is not in solid form. Thus deionizing water would be a CleaningEvent. Cyc: A collection of events and a specialization of #$RemovingSomething and #$TakingCareOfSomething. In each #$Cleaning event, dirt (or some other unwanted substance) is removed from the #$objectOfStateChange of that event. If a #$Cleaning event is successful, then the #$Dirtiness level of the object will have been lowered. A notable specialization of this collection is #$Scrubbing. bd58c9de-9c29-11b1-9dad-c379636f7270 clean clean1v clean 'hadObjectCleaned' is a specialized relation pointing from a Cleaning Event to (at least) one of the objects that was cleaned by that Action. This relation is a subrelation of 'hadObjectModified', specifically indicating that the modification was a cleaning. We allow substances to be 'cleaned', as in purification of water by filtration or deionization. . A specialization of both #$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, #$SomethingToWear. bd5903d5-9c29-11b1-9dad-c379636f7270 WordNet: 'cape' 2. (1) cape, mantle - (a sleeveless garment like a cloak but shorter) bd58a7d5-9c29-11b1-9dad-c379636f7270 cape cape2n #$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 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 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.. #$SomethingToWear is a specialization of #$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 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 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). An AvoidanceAction is any action in which a CognitiveAgent intentionally avoids something. This is very general: the avoiding could be avoiding contact with a specific person or class of persons, avoiding eating certain types of food, avoiding thinking about something. Each AvoidanceAction is directed at some FutureSituation which is being avoided. This is the most general sense of 'acting so as to prevent some Event' in COSMO. In general, Agents act so as to cause some change, but agents can also act so as to prevent a change. This type represents tht latter sense. Also, note that in COSMO an intentional avoidance of an Action is considered as an Action (deciding not to act is a kind of acting). More specific types will be 'Preventing'; its subtype 'Protecting', and its subtype 'Defending'. The general sense of acting so as to avoid a change in some existing state. Linguistically, this notion is expressed by phrases such as 'keep oneself healthy', 'prevent the cancer from spreading'; 'keep the enemy from entering'; 'prevent an attack'.'keep the dog from running outside'. The thing prevented is not necessarily a harmful thing. The thing prevented is an Event, but in the linguistic expression the Event may be represented by a complex phrase such as 'prevent the dog from going into the neighbor's yard'. The way the Event is described appears to be the main difference between senses 1 and 2 in WordNet (sense 2 appears to require specifying an Agent and the use of the phrase 'from [doing something]', The sense of keeping an Agent from doing something is treated in COSMO as a subtype of this type. The linguistic analyzer will need to interpret actions with a 'from' as the thing prevented. This includes defense against natural forces as well as animate opponents; the more specific subtype 'Protecting' is a keeping from harm, and its subtype 'Defending' is an act of protecting against an attack by an opponent Similar to Cyc 'PreventFromHappening' Cyc A collection of events. Each instance of #$PreventFromHappening is an event which is the prevention of another event from taking place. For example, the act of a police officer stopping a crime in progress would be the prevention of a crime. To relate #$PreventFromHappenings to the events that they prevent, use the function #$PreventionFn. Corresponds to both verb senses 1 and 2 of 'prevent', and nojn sense 1 of 'prevention' in WordNet; sense 2 is the subtype 'KeepingAnAgentFromDoingSomething' 1. (63) prevent, forestall, foreclose, preclude, forbid - (keep from happening or arising; make impossible; 'My sense of tact forbids an honest answer'; 'Your role in the projects precludes your involvement in the competitive project') 2. (40) prevent, keep - (prevent from doing something or being in a certain state; 'We must prevent the cancer from spreading'; 'His snoring kept me from falling asleep'; 'Keep the child from eating the marbles') WN noun 'prevention': 1. (17) prevention, bar - (the act of preventing; "there was no bar against leaving"; "money was allocated to study the cause and prevention of influenza") prevent prevent keep prevent1v prevent2v keep4v The more specific sense of 'Preventing' where one Agent prevents another Agent (or agent-like thing such as cancer) from performing some action. Linguistically it is expressed by phrases such as 'keep the dog from running into the neighbor's yard',or 'keep the cancer from spreading' where a 'from' connects the object Agent and the action that is prevented. Corresponds to verb sense 2 of 'prevent' in WordNet: 2. (40) prevent, keep - (prevent from doing something or being in a certain state; 'We must prevent the cancer from spreading'; 'His snoring kept me from falling asleep'; 'Keep the child from eating the marbles') prevent prevention prevent prevent2v The general sense of acting so as to protect oneself, a place, or an associate against some form of danger. The protection can be active, as in fighting an opponent, or passive, as in placing a cover over something to keep it from getting wet (in the rain) or dusty. This includes defense against natural forces as well as animate opponents; the more specific subtype 'Defending' is an act of protecting against an attack by an opponent Corresponds to verb sense 1 of 'protect' and noun sense 1 of 'protection' in WordNet: 1. (44) protect - (shield from danger, injury, destruction, or damage; 'Weatherbeater protects your roof from the rain') 1. (19) protection - (the activity of protecting someone or something; 'the witnesses demanded police protection') protect protection protect protection protect1v protection1n 'Protective' is an AttributeValue of Object or Action that serves to protect something from harm. If an Object, it may be a participant in a 'Protecting' Event; if an Event, it may be a cause of a Protecting Event. @ToDO; this attributeValue needs rules to relate it to Protecting. The relation used is a placeholder. Corresponds to adjective sense 1 of 'protective' in WordNet: 1. (9) protective - (intended or adapted to afford protection of some kind; 'a protective covering'; 'the use of protective masks and equipment'; 'protective coatings'; 'kept the drunken sailor in protective custody'; 'animals with protective coloring'; 'protective tariffs') moving moving1adj #$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. Includes part of sense 2 of 'protection' (the object part) in WordNet: 2. (5) protective covering, protective cover, protection - (a covering that is intend to protect from damage or injury; "they had no protection from the fallout"; "wax provided protection for the floors") protection protection protection2n 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 #$PhysicalSeries is a group of partially tangible objects ordered in a linear fashion, most likely according to some spatial relationship. Instances would include a group of people in line at a ticket booth, or the vertebrae in a person's spine. COSMO-TODO note: the basic words 'line' and 'linear' and 'aligned' include the notion of PhysicalSeries for physical objects, and should be related to this concept. c04cb9b8-9c29-11b1-9dad-c379636f7270 #$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 #$Wagon are usually human-powered or animal-powered. SUMO: A Landcraft that is not self-propelled, but must be pulled by either an Animal or a self-propelled Vehicle to move along the ground. c0fd662e-9c29-11b1-9dad-c379636f7270 The SUMO term for 'PlantPart'. The blossom of a flowering plant, sometimes colorful and visually striking, and sometimes small and inconspicuous, which contains the reproductive organs of the plant, which also produce the seeds. In normal speech, the term is used for the outer envelope of the reproductive organs, when they are brightly colored and conspicuous. NOTE: the term 'flower' is also used to refer to a plant type that bears flowers, but that meaning is represented by the Type 'FloweringPlant', and is not included in this sense. NOTE also that the word 'flower' may be used to refer to a flower and part of its stem that have been severed from a plant (often to serve as decoration). That type is represented by 'CutFlower'. Corresponds to noun sense 2 of 'flower' in WordNet; 2. (8) flower, bloom, blossom - (reproductive organ of angiosperm plants especially one having showy or colorful parts) flower flower flower2n Measures of temperature. In scientific circles, the temperature of something is understood as the average velocity of the atoms or molecules that make up the thing. Cyc be66109c-9c29-11b1-9dad-c379636f7270 A collection of geographical regions and a specialization of #$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. bd58ce87-9c29-11b1-9dad-c379636f7270 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. bd58ced5-9c29-11b1-9dad-c379636f7270 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. bd589e83-9c29-11b1-9dad-c379636f7270 A collection of physical devices. An instance of #$AnimalPoweredDevice is a device that is powered by animal muscle power and not by any human user, although a human user may control the device and/or direct the animal. SUMO: AnimalPoweredDevice is the subclass of Devices that function with power supplied by animals. Examples: oxcarts, horse-drawn plows, mule-driven mills. c0fd5dad-9c29-11b1-9dad-c379636f7270 COSMO note: This type represents any LogicalAssertion (an AbsractText, an AbstractSymbolicObject) that asserts the existence of a ProblemSituation *and* describes or refers to the nature of that Situation (e.g.. by crating a filler for the 'hasMainTopic' slot). Note that to create an instance of ProblemToBeSolved, it is necessary also to create a representation of the ProblemSituation. NOTE that this is an AbstractString, not the propositional content of the string. The collection of all problems that sentient beings could conceivably be called upon to solve (expressed as sentences in CycL). Solving the problem may include determining the truth of a proposition [#$TruthVerificationProblem], answering a question [#$QueryProblem], or ensuring that some proposition becomes true [#$AchieveSituationProblem]. bf5556b7-9c29-11b1-9dad-c379636f7270 COSMO note: In Cyc this was named 'EnergyStuff'. A category is needed for energy, but the Cyc category is too heterogeneous, and is reinterpreted as being pure physical energy. As with substances and objects, the COSMO usage differs from Cyc. In COSMO Energy is viewed as a kind of Substance, though not a physical substance (and not phlogiston!). Energy is not a quantity of energy. In COSMO Energy is viewed as a form of Substance, and a Quantity of energy would be made up of Energy; relativistically, a quantitiy of Energy is equivalent to some Mass (i.e. equivalent to a PhysicalObject). Thus Energy behaves somewhat like a PhysicalSubstance, but to avoid unnecessary complications, it is not classified as a PhysicalSubstance, but as a GnericSubstance. In COSMO these distinctions are made; Energy -- an abstract notion of 'Energy substance' or 'Energy Stuff' which specifies qualitatively the kind of energy that is contained in any given quantity of energy: potential energy, thermal energy, nuclear energy. Analogous with substance and Object in COSMO, a quantity of energy consists of a density of energy multiplied by the quantify of matter that contains that kind of energy. (A quantity of matter consists of a desniity of some type of matter multiplied by the space in which that matter is distributed. The conceptual units of this kind of 'energy' is (energy measure - of a particular type) divided by the (mass of matter containing energy at that density). This a lump of coal might have 30 kilocalories of chemical energy per gram, and that would be the kind and density of energy inn that lump of coal. This category is not a particular quantity of energy and is therefore not equivalent to a physical object. It is more like a substance than an object. QuantityOfEnergy: In our universe an alternative form of matter. Each QuantityOfEnergy has some equivalent in mass, This is distinct from an energy measure - the analogy would be that a QuantityOfEnergy is an Object, and is measured by an EnergyMeasure, just as a PhysicalObject is measured by a MassMeasure. NOTE: Energy' and its subtypes are classsified as instances of 'EnergyType' which is a subtype of 'SubstanceType'. Thus different forms of 'Energy' are instances of 'SubstanceType'.. EnergyMeasure Cyc Comment (EnergyStuff): The most generic collection of all instances of all types of energy, either in radiating wave form or in solid matter form, that may be used to provide a source of energy. NOTE; LDOCE seems to use 'power' instead of 'energy'. Corresponds approximately to noun sense 1 of 'energy' in WordNet: 1. (86) energy - ((physics) the capacity of a physical system to do work; the units of energy are joules or ergs; "energy can take a wide variety of forms") NOTE: the physical sense of 'power' in Wordnet is exclusively for the technical units of energy/time, and does not apply to this type. There is no Wordnet sense that seems to include 'electric power', which is interpeted in COSMO as 'energy in the form of electricity' and is equivalent to 'electric energy' bd58ad1b-9c29-11b1-9dad-c379636f7270 power energy energy1n An EmittableObject is something that can be emitted in an Emission event; to be reasonable, it should be microscopic, like radiation. IF something like a bullet is propelled, that would be a propulsion event QuantityOfEnergy is some finite quantity of energy, which is relativistically equivalent to some quantity of mass, and is therefore a subtype of PhysicalObject. This is not a Measure, which is a quantity, which is an AbstractEntity. This is some specific quantity of energy, such as the quantity held in some chemical form. The measure of this quantity would be the PhysicalQuantity 'EnergyMeasure'. For Energy generically see 'Energy'. An EnergySource is an Object or Substance or type of energy (e.g. sunlight) that contains some usable quantity of Energy. See 'Energy' for more detail about how Energy is represented in COSMO. The substances usually used as fuels. bd58ad5b-9c29-11b1-9dad-c379636f7270 #$Water in any physical state (solid, liquid, or gas) which is considered fresh water rather than sea water. Thus, lakes, rivers, drinking water, steam, precipitation, are all fresh water. bd589758-9c29-11b1-9dad-c379636f7270 The class of health professionals who provide various aspects of hands-on health care to patients. Nurses do not usually diagnose or decide on treatments, but they administer medicines and treatments, perform medical tests, give regular care to hospitalized patients, etc. bd5895de-9c29-11b1-9dad-c379636f7270 #$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. 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. bd58ee6f-9c29-11b1-9dad-c379636f7270 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). An Event that causes a ProblemSituation is termed a 'ProblemCausingEvent' in COSMO 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. Corresponds to noun sense 1 of 'problem' in WordNet: 1. (331) problem, job - (a state of difficulty that needs to be resolved; "she and her husband are having problems"; "it is always a job to contact him"; "urban problems such as traffic congestion and smog") problem problem problem1n 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 #$SkateBoard. This type is for Vehicles that are supported solely by their 'SupportingWheel's when being used as intended fror transportation. Airplanes are not instances, even though they taxi on wheels, because that is not their primary distinctive and intended way of moving people or cargo. A wheelbarrow is not an instance, because it is not supported solely by the front wheel, but also by the person carrying the handles. #$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 #$Wagons. c072ef0b-9c29-11b1-9dad-c379636f7270 COSMO note: a Product is something of a kind that is or was usually created with the intention that it be sold in exchange for money or some other valuable thing. It may be a physical object (or substance), a service, or a right. A stock option, for example,is categorized as a right rather than an object or service, but is created as a 'Product' for sale. Because things created commercially may also be created by individuals for their own use, being a Product does not necessarily mean that each individual instance was in fact created with the intention to be sold. Creation for sale means that things of this Type will usually be found on the market, or was mostly found on the market at one time. Antique objects will still be Products even after that kind of object is no longer manufactured. OPENCYC 1: MAY 23, 2002 A collection of temporal things. Instances of #$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: Although SUMO requires a ProductObject to be manufactured, an agricultural product is also included in this COSMO type, such as an ear of corn (conforming with the WordNet usage of 'product'). SUMO: An Artifact that is produced by Manufacture and that is intended to be sold. Corresponds to noun sense 4 of 'good' in WordNet (usually used in the plural, as 'goods'): WN 'good' 4. commodity, trade good, good - (articles of commerce). WN 'product' 2. (138) product, production - (an artifact that has been created by someone or some process; 'they improve their product every year'; 'they export most of their agricultural production') 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. Most paper products are consumable, even though a portion may be used several times instead of just once (as with tissue paper). A specialization of #$PartiallyTangibleProduct. Each instance of #$ConsumableProduct is a product of which any portion can be used only once. A portion of a #$ConsumableProduct is 'used up', i.e., destroyed or transformed into an unusable or waste form, during normal use. Note: 'consumable' here does not necessarily mean consumed by mouth; the consumption may be any use of the product. bd58e656-9c29-11b1-9dad-c379636f7270 #$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. A #$SeriesWithoutRepetition is a #$Series in which each member occurs only once. bf7c353a-9c29-11b1-9dad-c379636f7270 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. #$Translation-NoLocationChange. bd5f8117-9c29-11b1-9dad-c379636f7270 A SpaceInAHOC is a PhysicalObject that comprises the whole or part of a structure in which people may live, do business, or perform any other activity that people can do indoors. As a 'Cavity' this means that there is room to contain things - objects, people, etc. There is a certain ambiguity in this Cyc concept: as a 'feature' a Cavity should not be identical to a whole object, but a 'HumanOccupationConstruct' can be a whole structure as well as a part. In COSMO We retain this ambiguity and interpret this category as including whole structures as well as parts of structures. The emphasis is on the space inside the structure, but this category is *not* a region of space, it is a PhysicalObject. Cyc: A specialization of both #$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. bd589ff6-9c29-11b1-9dad-c379636f7270 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. bd58c76b-9c29-11b1-9dad-c379636f7270 flower flower flower1n 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. bd58e6c8-9c29-11b1-9dad-c379636f7270 A Sentence is the smallest unit of a language that can express a logical proposition. In human languages, it typically will have at least a verb and a subject. In logical languages, there has to be a relation or function and at least one argument. Some Sentence will be the linguistic equivalent of a logical and semantic 'Assertion', though there may be sentences that are not assertions (i.e. declarative sentences), particularly questions and commands. A 'Question' is a Sentence that explicitly requests information on a particular topic. This is a linguistic Phrase, consisting of Words. The meaning represented by a Sentence would be an instance of Proposition, but Propositions that represent questions are not yet (rev811) represented in COSMO. Corresponds to noun sense 3 of 'question' in WordNet: 3. (9) question, interrogation, interrogative, interrogative sentence - (a sentence of inquiry that asks for a reply; "he asked a direct question"; "he had trouble phrasing his interrogations") question question question3n An Answer is an InformationObject that is the result of an Inquiring (an event). This can be the result of an experiment or of a search through information sources, as well as a direct answer to a Question. For the direct linguistic answer, use 'AnswerPhrase'. For the action of answerin, use 'Answering'. Although the same information may occur in simple declarative form (as in a book), and would 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'. Therefore each Inquiring has some form of Answer in this sense. Includes noun senses 1 and 2 of 'answer' in WordNet; sense 1 is represented by the more specific 'AnswerPhrase' 1. (31) answer, reply, response - (a statement (either spoken or written) that is made in reply to a question or request or criticism or accusation; 'I waited several days for his answer'; 'he wrote replies to several of his critics') 2. (24) solution, answer, result, resolution, solvent - (a statement that solves a problem or explains how to solve the problem; 'they were trying to find a peaceful solution'; 'the answers were in the back of the book'; 'he computed the result to four decimal places') answer answer answer2n An 'AnswerPhrase' is a Phrase that is a response to a specific linguistic Question. The phrase may be elliptic, as few as one Word, or as long as a detailed response to a general or detailed question. An answer can also be of the form 'I don't know' or other forms that do not actually provide the information desired. . The meaning represented by an Answer would be an instance of Proposition, but Propositions that represent answers are not yet (rev811) represented in COSMO. NOTE that WordNet does not distinguish clearly between the act of answering and the content. This is the content. Corresponds to part of noun sense 1 of 'answer' in WordNet: 1. (31) answer, reply, response - (a statement (either spoken or written) that is made in reply to a question or request or criticism or accusation; 'I waited several days for his answer'; 'he wrote replies to several of his critics') . answer answer answer1n reply reply reply1n 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. Includes noun senses 1 and 3 of 'inquire' in WordNet; sense 1 is the more specific subtype 'Asking'. 1. (13) ask, inquire, enquire - (inquire about; 'I asked about their special today'; 'He had to ask directions several times') 3. investigate, inquire, enquire -- (conduct an inquiry or investigation of; 'The district attorney's office investigated reports of possible irregularities'; 'inquire into the disappearance of the rich old lady') inquire inquire inquire1v inquire3v 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. bd611277-9c29-11b1-9dad-c379636f7270 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 damage3n 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 #$PhysicalDestructionEvent. NOTE: this is not necessarily an Action because it can be the result of a natural process or event, and the objec destroyed does not have to be physical. See subtypes for more specific kinds of destruction.. Includes senses 1 and 3 of 'ruin' and senses 1 and 2 of 'destroy' in WordNet: WN 'destroy': 1. (48) destroy, destruct - - (do away with, cause the destruction or undoing of; "The fire destroyed the house") 2. (28) destroy, ruin - - (destroy completely; damage irreparably; "You have ruined my car by pouring sugar in the tank!"; "The tears ruined her make-up") WN 'ruin': 1. (4) destroy, ruin - - (destroy completely; damage irreparably; "You have ruined my car by pouring sugar in the tank!"; "The tears ruined her make-up") 2. ruin - (destroy or cause to fail; "This behavior will ruin your chances of winning the election") bd58f920-9c29-11b1-9dad-c379636f7270 ruin ruin ruin1v ruin2v destroy destroy destroy1v destroy2v The Class of Events where an agent intentionally casues the destruction of something. SUMO; The subclass of Damagings in which the patient (or an essential element of the patient) is destroyed. Note that the difference between this concept and its superclass 'Damaging' is solely one of extent. The collection of all #$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 #$PhysicalDestructionByMeansOfFn. bf88ea64-9c29-11b1-9dad-c379636f7270 COSMO note: this type can be used both intransitively and transitively for interpretations of'to damage'. Specifically transitive uses that reference an Agent doing the damage should be instances of the subtype 'DamagingEvent'.: COSMO note: this includes psychological or financial damage. See the subtype 'HarmingAnAgent'. Cyc: A specialization of #$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' and sense 1 of 'harm' noun sense 3 of 'damage' in Wordnet: WN 'damage' (verb) 1. (12) damage - (inflict damage upon; 'The snow damaged the roof'; 'She damaged the car when she hit the tree') WN 'damage' (noun) 3. (1) damage, harm, hurt, scathe - (the act of damaging something or someone) WN 'harm' (verb) 1. (4) harm - (cause or do harm to; 'These pills won't harm your system') 579398f2-5fd3-41d7-998e-957de1174732 damage harm damage damage1v damage3n harm harm1v points from an Event to some Object (or SubstanceType) that was damaged in the Event. 'Damage' can be to lose some element of functionality, which may be relevant to the purposes of some particular Agent. . In cyc called 'consumedObject'. This is reinterpreted as meaning that the Object (or substance) is mostly consumed, not necessarily completely consumed. Cyc: (#$consumedObject EVENT THING) means that the entirety of THING is consumed during EVENT. bfc98932-9c29-11b1-9dad-c379636f7270 The inverse of 'hadConsumedObject'. Cyc: (#$consumedObject EVENT THING) means that the entirety of THING is consumed during EVENT. bfc98932-9c29-11b1-9dad-c379636f7270 Cyc: 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. bd58a555-9c29-11b1-9dad-c379636f7270 damage harm damage damage1v damage3n harm harm1v 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. bd589b02-9c29-11b1-9dad-c379636f7270 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 survives 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. An Event in which some thing - an agent, an Action, a Situation - physically causes some Event.. This does not include the psychological 'causing' in which some event causes an agent to perform some Action. This is an Event in which some causative agency directly results in another Event. For the relations specifying what caused what, see 'causes' and 'caused'. COSMO note: causality is a very primitive concept, about which there is no broad consensus. For COSMO, the main inference is the contrafactual assertion that 'if A caused B, B would not have occurred without A'. This by itself does not distinguish 'cause' from enabling conditions, which are represented in COSMO by the relation 'allowed'. The notion of 'causality' in COSMO requires that matter or energy be transferred from the objects participating in the causal Event to some Objects participating in the Effect Event. In the relation 'allows', this direct form of causation is not required. Processes can also have causal relations. The causality of processes is not yet elaborated in COSMO. More logical elaboration is needed. Corresponds to verb sense 1 of 'cause' in WordNet (see also relation 'caused'): 1. (114) cause, do, make - (give rise to; cause to happen or occur, not always intentionally; "cause a commotion"; "make a stir"; "cause an accident") cause cause cause1v An Event in which some thing - an agent, an Action, a Situation - physically causes some Event, and that Event results in a Change. This is used for Events that have a salient component of something changing - for example, 'modernization' (to make more modern). Other '-ization' words may also carry similar meaning, to cause to become something specific. This meaning is contained in the Chinese character 'hua\' (fourth tone), meaning 'to change', used in combinations that convey the meaning of 'cause to change'. This is an Event in which some causative agency directly results in another Event. For the relations specifying what caused what, see 'causes' and 'caused'. A specialization of #$PhysicalEvent. Each instance of #$ApplyingAForce is an event in which a force is applied to an object. bd58fed7-9c29-11b1-9dad-c379636f7270 A ForceTransmissionEvent is an Event in which one object causes a force which is felt by a second object. The force may be at a distance, such as by gravity or electrical or magnetic forces, or directly, but pushing or pulling or by restkng on another object in a gravitational field. A ForceTransmissionEvent may be a PersistentState if the force transmitted is balanced by another force and the object feeling the force remains stationary. An Event in which one object, by applying a force to another object, causes it to move. The force may be applied in a continuous manner, or in by an instantaneous collision or impelling event. Cyc: A collection of all processes of applying a force which results in translational motion. Examples include a boy sitting still propelling a toy car by giving it a push across the floor. Another example; an airplane propeller propels an airplane through the air. Negative examples include a fan motor rotationally propelling fan blades (#$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. bd58d41c-9c29-11b1-9dad-c379636f7270 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). bd58e0ce-9c29-11b1-9dad-c379636f7270 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 #$MountableTransporters, one is also most likely not sitting. c0ecbf4f-9c29-11b1-9dad-c379636f7270 The collection of instances of #$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). c08e69d8-9c29-11b1-9dad-c379636f7270 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 #$NewbornBaby. bd58cba5-9c29-11b1-9dad-c379636f7270 A specialization of #$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 #$Wallet. bd58cee4-9c29-11b1-9dad-c379636f7270 A collection of all instances of #$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. bfac01d4-9c29-11b1-9dad-c379636f7270 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. Any Beverage containing at least one-half of one percent of ethanol by volume. This definition is taken from the concentration criterion used in California, and therefore does not include very dilute solutions of ethanol as instances, as would be suggested by the SUMO definition. The California statute reads: 'Alcoholic beverage" includes alcohol, spirits, liquor, wine, beer, and every liquid or solid containing alcohol, spirits, wine, or beer, and which contains one-half of 1 percent or more of alcohol by volume and which is fit for beverage purposes either alone or when diluted, mixed, or combined with other substances.' SUMO: Any Beverage that contains Alcohol. bd58c87b-9c29-11b1-9dad-c379636f7270 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. bfb0755c-9c29-11b1-9dad-c379636f7270 #$Clothing-Top is a specialization of #$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 #$FullyClothed. bdfaf60b-9c29-11b1-9dad-c379636f7270 A specialization of #$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. bd5889bc-9c29-11b1-9dad-c379636f7270 hasMainTopic is a subproperty of hasAbstractRepresentation and specifies that the AbstractSymbolicObject pointed to (text, image, statue or other symbolic object) 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. 'isTheMainTopicOf' is a subproperty of 'hasAbstractRepresentation', and is used to point to an AbstractSymbolicObject that was intnetionally creatged primarily to represent the object of the relation. An abject may have many AbstractSymbolicObjects that represent it as the primary topic. This relation is used to pick out those representations that focus on a specific entity; a photo of a peron in a crows may be an abstract representation of that person, but will not be related to that person by the 'isTheMainTopicOf' relation. NOTE that though an AbstractRepresentation (such as an AbstractImage) of a person may focus on that person, but may also contain 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. Thus that image may 'hasMainTopic' the person, but will also 'isanAbstractrepresentationOf' those other objects in the image that are incidental to the main topic. The inverse of 'isTheMainTopicOf'. Relates an AbstractSymbolicObject or a Communication to a topic which is the main topic of the object or communication. A CutFlower is a part of a FloweringPlant that has been severed from the living plant, and that contains a Flower on it. It usually contains part of the stem of the flower as well, but even if all of the stem has been removed, it still is an instance of this 'CutFlower' type. NOTE: Cyc has 'CutFlower' as a subtype of 'decoration', but in COSMO that is not necessarily true, as a flower may be cut to derive substances from it (such as perfume). For one decoration sense see 'FloralArrangement'. NOTE also that Cyc permits they type 'CutFlower' to include plant parts that are not true flowers - in COSMO only true flowers are included, and this usage differs. Cyc: Instances are pieces of vegetation, often consisting of a #$Flower-BotanicalPart and part of the stem, which are typically placed in water in combination with a variety of other #$CutFlowers and used as decoration in homes, offices and other places people hang out. Not every instance of #$CutFlower includes a single flower -- some include multiple inflorescences, such as 'babies' breath'. Some include no flowers at all, such as cuttings of willow or greenery. bdbcdafd-9c29-11b1-9dad-c379636f7270 The collection of all temporal things, including activities, beliefs, and objects, that are either created or adopted by any culture that has them, and thus can distinguish one culture or set of cultures from another. NOTE: A CulturalThing does not have to be unique to a single culture, but to serve as a distinguishing feature, it should not be common to a majority of the cultures defined in the ontology. Some examples of 'CulturalThing' (From Otis Military Cultural Terms): 'Cultures have symbols that provide non-language in-group communication. This includes: body marking, wearing of symbolic art, fetishes, colors, geometric design, ground markings, and use of television and media for communication of in-group religious beliefs and practices are known. Poetry seems especially important as it is shorthand for other forms of written communication. Music is a powerful symbol of religious practice and carries messages far and above the actual words, rhythm, instrumentation, or tune.' c1387024-9c29-11b1-9dad-c379636f7270 The collection of all military events, including #$WagingWar, #$Battles, #$Explosions, and military #$Training. Note that these events need not be organized or planned, just connected to the military in some way. NOTE that 'military' can refer to paramilitary groups such as terrorist groups, provided that they are organized as a military-like unit. be749e00-9c29-11b1-9dad-c379636f7270 A specialization of #$SocialOccurrence. Each instance of #$SociabilityBasedAction is an action done mostly for the sake of sociability, in which considerations of socially acceptable interactions with others are important. bd588f7e-9c29-11b1-9dad-c379636f7270 A specialization of #$DirectedTranslation. Each instance of #$GuidingAMovingObject is an event in which an agent guides or steers an object which is in translational (as opposed to rotational) motion. Notable specializations of #$GuidingAMovingObject include #$PuttingSomethingSomewhere, #$GuidingAnAnimal, and #$SteeringADeviceByHand. c100601b-9c29-11b1-9dad-c379636f7270 The collection of products which add directly to the infrastructure of some place. be8139ce-9c29-11b1-9dad-c379636f7270 The collection of all #$ConstructionArtifacts that are dedicated to serving as the #$physicalQuarters of some #$CommercialOrganization. NOTE that 'Factory' is a subtype. If a governemnt or non-profit organization can have a Factory for producing materials consumed by itself, then a Factory will have to be unllinked from 'CommercialFacility'. COSMO note: This is a broad category, but differs in COSMO from 'PlaceOfBusiness' in that some contact with customers (individuals or organizations) is one of the purposes of this facility, not merely back-office processing or administration. 9c54e122-5b0a-11d6-8000-0090279a5907 In SUMO and Cyc termed 'Designing'. SUMO: The spatial analogue of Planning. Designing a Collection of Objects involves determining a placement of the Objects with respect to one another and perhaps other Objects as well, in order to satisfy a particular purpose. Cyc: The act of designing something, be it clothing, cars, computer chips or buildings. bd58a295-9c29-11b1-9dad-c379636f7270 A specialization of #$SocialOccurrence and #$CreationEvent. Each instance of #$ObligationCreatingEvent is an event in which some #$Obligation is created. After an #$ObligationCreatingEvent, some #$SocialBeing has an #$Obligation that he didn't have before. Two notable specializations are #$MakingAnAgreement and #$MakingAPromise. COSMO note: An ObligationCreatingEvent produces and Oblgation. We specify that it may produce an Obligation or an Agreement, becasue each Agreement contains within it an Obligation (or two); but that can't be specified in OWL directly. 91244eba-93d8-41d8-80a2-cec5a700fb0c A ObjectCollection is a GroupOfObjects that some Person has gathered together, often as a hobby, but also for display in a Museum or for research. They will typically be located together in one room or building. In this sense the Collection consists only of the Objects themselves, and does not include any containers or other accessories. A specialization of both #$Weapon and #$ProjectileLauncher. Each instance of #$Gun is a weapon used to fire projectiles (see the collection #$ProjectileWeapon), where each of the projectiles is propelled by an explosion inside the weapon. The trajectory of the projectile fired by the gun can be direct (as for most instances of the collection #$Gun-Portable) or indirect (as for instances of the collection #$Mortar). SUMO: A Weapon that shoots a Projectile. COSMO note: 'Gun' is very generic for weapons that fire projectiles due to an explosion inside the weapon. A Gun can be small or very large, as in naval guns. c1006ea3-9c29-11b1-9dad-c379636f7270 A specialization of #$Clothing-Generic. Each specialization of #$WomensClothing is a type of clothing item worn usually by women. Specializations of #$WomensClothing include #$Bra, #$Dress, and #$Skirt. bd58dd8a-9c29-11b1-9dad-c379636f7270 The collection of all instances of #$LegalAgent for whom #$LawEnforcementActivity is a #$focalActivityType. Notable specs include #$LawEnforcementOfficer and #$PoliceOrganization. c3c82526-c110-41d7-8bd4-ab51426216da An Object that is stretchable and springs back. A PhysicalObject that is BandShaped. The subtypes include bands that are stretched flat and those that are looped in a closed form, such as bands to tie things and wedding bands. Includes noun senses 4, 7, 8, 9, 10, 11, and 12 of 'band' in WordNet: 4. (2) band, banding, stripe - (an adornment consisting of a strip of a contrasting color or material) 7. (1) band - (a thin flat strip of flexible material that is worn around the body or one of the limbs (especially to decorate the body)) 8. isthmus, band - (a cord-like tissue connecting two larger parts of an anatomical structure) 9. ring, band - (jewelry consisting of a circlet of precious metal (often set with jewels) worn on the finger; 'she had rings on every finger'; 'he noted that she wore a wedding band') 10. band - (a thin flat strip or loop of flexible material that goes around or over something else) 11. band, ring - (a strip of material attached to the leg of a bird to identify it (as in studies of bird migration)) 12. band - (a restraint put around something to hold it together) band band band4n band7n band8n band9n band10n band11n band12n A 'BandShapedObject' that is formed into a loop, with no loose ends. Some bands such as hose clamps are only in this category when they are in the circular form, and when the ends are not connected they are BandShapedObjects, but not LoopedBands. The more general category should be used for bands whose ends are not permanently attached. relatively flat bands and more rounded bands such as wedding rings.. Includes noun senses 7, 9, 10, 11, and 12 of 'band' in WordNet: 7. (1) band - (a thin flat strip of flexible material that is worn around the body or one of the limbs (especially to decorate the body)) 9. ring, band - (jewelry consisting of a circlet of precious metal (often set with jewels) worn on the finger; 'she had rings on every finger'; 'he noted that she wore a wedding band') 10. band - (a thin flat strip or loop of flexible material that goes around or over something else) 11. band, ring - (a strip of material attached to the leg of a bird to identify it (as in studies of bird migration)) 12. band - (a restraint put around something to hold it together) band band band7n band9n band10n band11n band12n A 'ClothingAcessoryBand' is a LoopedBand intended to be worn on the body. It must be in a loop shape when worn; therfore a belt for trousers fits into this category. Hair bands, armbands, and rings are also instances. A rubber band used to hold head hair in a pony tail is also an instance, while it is being so used. Includes noun senses 7 and 9 of 'band' in WordNet: 7. (1) band - (a thin flat strip of flexible material that is worn around the body or one of the limbs (especially to decorate the body)) 9. ring, band - (jewelry consisting of a circlet of precious metal (often set with jewels) worn on the finger; 'she had rings on every finger'; 'he noted that she wore a wedding band') band band band7n band9n A 'Ring' is a 'ClothingAcessoryBand' worn on the finger. It is usually but not necessarily made of metal (jade rings are common) and may have jewels mounted in it. Corresponds to noun sense 8 of 'ring' and 9 of 'band' in WordNet: 9. ring, band - (jewelry consisting of a circlet of precious metal (often set with jewels) worn on the finger; 'she had rings on every finger'; 'he noted that she wore a wedding band') band band band9n ring ring ring8n A subcollection of #$MilitaryPerson. Each instance of this collection is a person who is a (commissioned or non-commissioned) officer in some #$MilitaryOrganization. SUMO: The class of Soldiers who have authority or command. Corresponds to noun sense 1 of 'officer' in WordNet: 1. (249) military officer, officer - (any person in the armed services who holds a position of authority or command; 'an officer is responsible for the lives of his men') bd58a748-9c29-11b1-9dad-c379636f7270 officer officer officer3n A Mechanism that has internal parts that operate like a clock. This corresponds to sense 1 (the only sense) of 'clockwork' in WordNet: 1. clockwork - (any mechanism of geared wheels that is driven by a coiled spring; resembles the works of a mechanical clock). clockwork clockwork1n Cyc bd58e93f-9c29-11b1-9dad-c379636f7270 An action in a cognitive agent is a participant in some Event. This sense overlaps with the relation 'hasParticipant' but is more specific in representing the action itself of a CognitiveAgent who is a participant in an Event. The action of an IntellignetAgent who is present at a SocialGathering or FormalMeeting. Seeing is a perception of the visual aspect of a situation, i.e. perception of the light waves coming from object(s) in a particular State. A GearedWheel is a wheel with gears that are designed to mesh with the gears of other GearedWheels. It is designed to be part of a Mechanism. In cyc called 'Gear': Cyc: A wheel with teeth.. bd590185-9c29-11b1-9dad-c379636f7270 A 'Scene' is the visual aspect of a state or an Event. This notion often refers to an InstantaneousState, as viewed from one person's perspective, or in a snapshot. But this type represents all those elements of the whole state that are perceivable visually, so this is a subgroup of the group of attributes and relations that constitute the state of a Group of entities. NOTE that in WordNet a 'scene' is a visual perception, whereas in in COSMO it is a situation which is the visual part of the physical situation. These are different concepts. In COSMO, a 'view' is the visual perception (and in WordNet 'view' is a synonym of 'scene'). For the perception, see 'Viewing'. WordNet: Scene (13), panorama (no sense from tagged texts): view, aspect, prospect, scene, vista, panorama -- (the visual percept of a region; 'the most desirable feature of the park are the beautiful views') The COSMO Working Group, organized to create the COSMO. Since the COSMO contains CodeLists, it is a 'CodingAuthority'. -1 #$DefenseSystem is a specialization of both #$ProtectiveSystem and #$Artifact. Instances of #$DefenseSystem are created by agents to protect things (not necessarily the agents themselves) from harmful situations or individuals. bdc0e9f8-9c29-11b1-9dad-c379636f7270 Each 'BandOfValues' is a contiguous Group of .AttributeValues from some Group of AttributeValues that are all of the same AttributeType, and are linearly ordered by some ordering principle. This includes AttributeValues that are quantitative (see the subtype 'ValueRange') and qualitative, as long as they can be ordered. This includes but is broader than sense 6 of 'band' in Wordnet: 6. (1) band - (a range of frequencies between two limits) band band band6n ConfidenceInterval is an expression of the range of possible values that might represent the actual value for some QuantitativeAttributeValue which is a measurable attribute of some Entity. The range is in one dimension, which distinguishes this type of error from an 'ErrorEllipse'. It is expressed as a QuantitativeAttributeValue, in the same units as the measurement. There are various ways to express the uncertainty of a measurement. A common way is to assume (or know from experience) that the measurements will distribute according to a Gaussian distribution, and express the uncertainty as one standard deviation - which means that 66% of the time, measures are within (plus or minus) the specified numerical distance from the nominal value. #$TransportFacility is a specialization of #$ConstructionArtifact and #$InfrastructureProduct. Each instance of #$TransportFacility is a structure built and used by human beings for the purpose of transportation of people, livestock or goods, or for associated support services. bd68d700-9c29-11b1-9dad-c379636f7270 The collection of events in which one #$Agent shows support for another #$Agent (the #$beneficiary). bd59076c-9c29-11b1-9dad-c379636f7270 Collection of all instances of human inquiry where what is being sought is a deeper understanding of the nature of some #$Thing. The subject of investigation could in principle be any one of a wide variety of entities: a philosophical problem, a criminal act, a natural phenomenon, etc.. The phenomenon under investigation may be actual or merely putative within the context of the representation. Also, the nature of the thing being investigated may be substantially different from what the #$investigatingAgent believes it to be. In SUMO: 'Investigating': The class of IntentionalPsychologicalProcesses where the agent attempts to obtaina information (i.e. a Proposition denoted by a Formula) bf4436ea-9c29-11b1-9dad-c379636f7270 The SUMO approximate equivalent of Cyc 'Investigating'. instances are powders of a chemical compound, usually insoluble in water, that impart color to another substance in which it is mixed. bd58a093-9c29-11b1-9dad-c379636f7270 The collection of all existing or designated #$Path-Spatials that pass through air along a solid surface. An object following such a path is immersed in the air but supported by the solid surface of the path. To refer to a pure trajectory of the motion, regardless of whether there is any pre-existing or pre-designated #$Path-Spatial, see #$SolidSurfaceTrajectoryThroughAir. bd58ca42-9c29-11b1-9dad-c379636f7270 A specialization of #$CreationEvent, #$CooperationEvent and #$Communicating. Each instance of #$MakingAnAgreement is an event in which two or more agents specify the terms of an agreement (see the collection #$Agreement) to which they will be agreeing parties (see the predicate #$agreeingAgents), and subsequently enter into that agreement. Specializations of #$MakingAnAgreement include #$EngagementEventPart-BecomingEngaged, #$EmployeeHiring, #$DeclaringCeaseFire, and #$MakingAReservation. See also #$BreakingAnAgreement. bd58a184-9c29-11b1-9dad-c379636f7270 The collection of all animal arms. An #$Arm of an animal is one of its #$AnimalBodyParts, more particularly one of its appendages, a limb which it uses for manipulation moreso than for locomotion. A #$Hand is considered part of an #$Arm. SUMO: The upper Limbs of a Primate. bd58e9e5-9c29-11b1-9dad-c379636f7270 Petroleum is a natural mixture of PhysicalSubstances, composed mostly of organic hydrocarbons, extracted from deposits in rocks under the ground. It is a liquid at normal temperature and is typically viscous and dark-colored. Most petroleum is formed by the decomposition of animal and vegetable material over millions of years. Petroleum is found in a 'PetroleumReservoir'. COSMO note: Petroleum is considered as an artificial substance, (a 'ProcessedNaturalSubstance') since this Type refers to the material pumped from the ground, not the in situ substance. Petroleum in situ is not represented as such in the basic COSMO ontology, but can be added if needed. It could be related to this type as (using types not yet present in COSMO) by relations such as: {PetroleumInSitu rdfs:subClassOf rdf:resource="#NaturalTangibleStuff"} {PetroleumInSitu isaConstituentSubstanceOf PetroleumBearingFormation} {Petroleum isDerivedFrom PetroleumBearingFormation} Cyc: Called 'Petroleum-CrudeOil' in Cyc: A subset of #$Oil and a #$TangibleStuffCompositionType, petroleum is the crude oil that is usually pumped from the ground and used to make gasoline, petrochemicals, plastics, etc. See also #$PetroleumProduct and #$PetroleumProduct-Refined. bd58dbd0-9c29-11b1-9dad-c379636f7270 COSMO note: Every GroupOfPeople is potentially an Agent, but this Cyc category may be used to distinguish groups acting in concert from casual groups not actually coordinating their efforts, such as the group of people in a room. The difference of MultiPersonAgent from GroupOfPeople is subtle - This category should be used when the agency aspect of the GroupOfPeople is salient in the discourse. Because a 'GroupOfPeople' can be quite transitory - the people in a particular elevator at a particular time - they need not be viewed as an agent. When they have in fact acted in concert, they become a 'CollectiveAgent'. Cyc: The subcollection of #$MultiIndividualAgent-Intelligent whose instances are all groups of persons, i.e., instances of (#$GroupFn #$Person). 0cbcbdac-819f-41d7-93e9-843ad7903ff6 A Synonym of 'GroupOfPeople'; A Group, all of whose elements are individual human beings. COSMO note: a chain is not necessarily metallic, though it usually is. So the Cyc references to metal need to be eliminated. A subtype that is metallic can be defined when needed. This general type includes plastic and even paper chains. Cyc: A type of cord consisting of metal links. bd58cd7d-9c29-11b1-9dad-c379636f7270 'Shameful' is an AttributeValue of actions which are of a type that are considered as being obviously improper by the community in which they are performed. WordNet has two senses that seem to diifer only slightly in the degree of shamefulness, the higher degree (sense 2) being 'scandalous' or 'shocking'. There may be a distinction based on the inherent character of an action and its likelihood of leading to opprobrium, but that is not yet distinguished in COSMO. This AttributeValue includes all senses. WordNet: 1. (2) black, disgraceful, ignominious, inglorious, opprobrious, shameful -- ((used of conduct or character) deserving or bringing disgrace or shame; 'Man...has written one of his blackest records as a destroyer on the oceanic islands' - Rachel Carson; 'an ignominious retreat'; 'inglorious defeat'; 'an opprobrious monument to human greed'; 'a shameful display of cowardice') 2. disgraceful, scandalous, shameful, shocking -- (giving offense to moral sensibilities and injurious to reputation; 'scandalous behavior'; 'the wicked rascally shameful conduct of the bankrupt' - Thackeray; 'the most shocking book of its time') Each GroupOfNations is Group, each component element of which is a Country (a GeopoliticalEntity). There must be more than one Country in this kind of Group. This includes GroupOfPeople as a subtype. Carbonized vegetable matter, usually black, usually used as fuel. c0f46d1e-9c29-11b1-9dad-c379636f7270 A compound, or mixture of compounds, composed predominantly from carbon and hydrogen atoms, though other elements may occur as minor impurities. By this definition, Petroleum is a Hydrocarbon, though constituents with nitrogen and oxygen may occurin those complex mixtures. These are found in natural gas and crude oil, and are also made synthetically. NOTE the use of the plural form to indicate that this may be, but does not have to be, a mixture of individual hydrocarbons - see, for example, 'Gasoline'. For single-formular hydrocarbons, see the Type 'Hydrocarbon' (singular). be481fa8-9c29-11b1-9dad-c379636f7270 An OrganicCompound composed exclusively of carbon and hydrogen atoms. The singular form indicates that only one hydrocarbon can be represented in this Type, not a mixture. Mehtane and benzene are common subtypes. A specialization of both #$RoundObject and #$ThreeDimensionalGeometricThing (qq.v.). This is the collection of all tori, or donut-shaped objects, whether spatially-localized or abstract. More precisely, each instance of #$Torus is a three-dimensional object generated by the revolution of an ellipse (especially a circle) about any line in its plane and external to it. Cf. #$RingShapedObject. c8ee3700-5b23-41d7-803c-ee0b62526580 Decorative and/or functional gee-gaws worn in the hair. Barrettes, bows, etc. bd589683-9c29-11b1-9dad-c379636f7270 be01e2ef-9c29-11b1-9dad-c379636f7270 A BandShapedObject fixed to the surface of alarge object to serve as an ornament. Corresponds to noun sense 4 of 'band' in WordNet: 4. (2) band, banding, stripe - (an adornment consisting of a strip of a contrasting color or material) band band band4n bd589792-9c29-11b1-9dad-c379636f7270 The collection of garment sleeves bd590a57-9c29-11b1-9dad-c379636f7270 The collection of garment pockets. Corresponds to noun sense 1 of 'pocket' in WordNet: 1. (21) pocket - (a small pouch inside a garment for carrying small articles) bd590a99-9c29-11b1-9dad-c379636f7270 pocket pocket pocket1n The facility where a RetailOrganization conducts its business and sells goods to the public. This can be a whole building or part of a building. The 'goods' sold can be of any kind, including food or drink consumed on the spot. representsCode points from a Code or a CodeString to the actual string of characters that is used as the code. This relation is required because the name of the code in a CodeList must have a CodeListPrefix. The Code may in most cases be derivable from the name by removing the prefix, but there may be characters in the code not allowed in ontology element names, and these will have to be represented in a datatype string. COSMO NOTE: although Cyc documentation says that the agent must guide the object throughout its translational motion, in COSMO this type is used to include 'putting' actions such as pouring, dropping from a short distance, or spraying a substance from inside a container to a short distance away. The important part of this concept is that the agent can see the location where the thing is being put, and can closely control destination, and that the thing being put is intended to stay put for at least a short time to accomplish a purpose - even putting salt on food to eat it. Cyc: A collection of events. An instance of #$PuttingSomethingSomewhere is an event in which an #$Agent-Generic guides a moving object to a new location. This #$Agent-Generic is often, but not always, the #$providerOfMotiveForce in the event. The #$Agent-Generic, or some instrument under its control, must accompany the #$objectMoving along its #$motionPathway-Complete. For example, someone lifting a crate, or steering a car, and placing it in some location (e.g., a garage), carries out an instance of #$PuttingSomethingSomewhere. The #$providerOfMotiveForce and the #$objectMoving (the focal object moving) must be distinct. COSMO note: from this description, it is unclear why a 'TransportationEvent' would not be a subtype of 'PuttingSomethingSomewhere', but it doesn't seem to be. So we will interpret this as meaning that the Agent (a person presumably) must be actively involved, if not in direct handling of the 'something', then in manipulating some small device with which the agent puts the something somewhere, *** without moving from a specific position ***. Perhaps the largest 'putting' would be moving earth with a steam shovel while seated in the control cab, but moving pallets with a forklift would be a TransportationEvent, since the forklift would move the person and packages. In SUMO called simply 'Putting' (not to be confused with the Golf activity). SUMO: The Class of Processes where something is put in a location. Note that the location is specified with the CaseRole 'destination'. Corresponds to verb sense 1 of 'put' in WordNet: 1. (691) put, set, place, pose, position, lay - (put into a certain place or abstract location; "Put your things here"; "Set the tray down"; "Set the dogs on the scent of the missing children"; "Place emphasis on a certain point") c1269f73-9c29-11b1-9dad-c379636f7270 put put put1v The SUMO term for 'PuttingSomethingSomewhere'. This has nothing to do with Golf. An AttributeValue of a PhysicalObject that has a cavity inside of it, large enough that the outer shell is less thick than the diameter of the cavity. To be 'Hollow' the cavity must be at least one-third the diameter of the HollowObject. It is possible for something to have a 'hollow center' when the cavity is smaller than one-third the diamter of the object, because in that case, what is Hollow is the *center* of the object, (considered as a part of the whole object) not the whole object itself. The Cyc dosumentation is appropriate for 'HollowObject' rather than for the attribute: Cyc: The volume of the main cavity in a hollow thing is so big that it takes up a significant portion of the volume of the hollow object when that object is viewed from the outside. An unopened eggshell is considered to be #$Hollow in spite being full of its contents. A sponge would not be considered #$Hollow because no individual cavity is of significant size relative to that of the sponge. Corresponds to adjective sense 1 of 'hollow' in WordNet: But *NOTE* that the example of 'hollow cheeks' and the face being 'hollow' does not reflect the literal physical meaning of this type - even though the Wordnet gloss does suggest a meaning which is the same as the intended meaning (having a cavity inside of the object) 1. (1) hollow - (not solid; having a space or gap or cavity; 'a hollow wall'; 'a hollow tree'; 'hollow cheeks'; 'his face became gaunter and more hollow with each year') . hollow hollow hollow1adj COSMO note: HollowObject is not a subtype of 'CavityWithWalls' because cavity part of a CavityWithWalls is the main part of the Object, whereas the cavity in a HollowObject is *not* part of the HollowObject, but is contained in it. Cyc: The volume of the main cavity in a hollow thing is so big that it takes up a significant portion of the volume of the hollow object when that object is viewed from the outside. An unopened eggshell is considered to be #$Hollow in spite being full of its contents. A sponge would not be considered #$Hollow because no invidual cavity is of significant size relative to that of the sponge. cf65d2a0-74ba-11d6-8000-00a0c99cc5ae A specialization of #$SolidTangibleThing; instances are characterized by a cylindrical, single-walled structure and a hollow interior. Examples include #$GunBarrels and #$Bottles. The structure in question must be 'long' enough to justify the appelation of 'hollow'. Borderline non-cases might include two-dimensional ringlike structures like wedding-rings. bd58dbcf-9c29-11b1-9dad-c379636f7270 A specialization of #$BiologicalProcess (q.v.) instances of which are non-deliberately done by biological organisms. Each instance of #$BiologicalEvent is a biological process that has an instance of #$Organism-Whole as a bodily doer (see #$bodilyDoer). Processes that may be performed by parts of an organism are under 'PhysiologicalProcess'. Note that not all physical events that have bodily doers are #$BiologicalEvents; they might (e.g.) be #$PhysiologicalConditions that are not biological events. Thus, having a bodily doer is a necessary but not a sufficient condition for being an instance of #$BiologicalEvent. bd5902b7-9c29-11b1-9dad-c379636f7270 'hadObjectTouched' points from a Touching to (at least) one of the objects that was touched during that Touching For the case of intentional Touching, this relation points to both the Agent doing the touching and the thing touched by the Agent.. . SUMO: Any Transfer where two Objects are brought into immediate physical contact with one another. The COSMO interpretation differs from that in Cyc. COSMO note: although this is a subtype of 'CausingAnotherObjectsTranslationalMotion', it is interperted in COSMO as including events where an animal puts a limb or feeler out to touch something - the 'other object' in this case is a part of the animal's body. This is distinguishable from an animal causing its own (whole body) translation by locomotion. NOTE that sexual Mating is a subtype of 'Touching'. COSMO note: the cyc 'TouchingEvent' is interpreted as the static state resulting from a 'Touching', which is interpreted in the SUMO sense of 'bringing into contact', an animal activity. in COSMO any event that involves contact that lasts for more than a brief instant is a 'Touching' even if the touching state is not more than half the total time of the event. Thus a clapping is a 'Touching', and a greeting that involves handshaking is a Touching. A collision and rebound would not be a Touching. Cyc: (TouchingEvent) One object spatially and temporally in contact with another. A 'Knocking' with the knuckles is a borderline case of 'Touching', even though the contact is brief, it is intentional. An Event in which one person touches something else intentionally. The touching can be done by any part of the first person's body that can be intentionally moved. NOTE that in a 'TouchingDeliberately' the Agent is a person, and the thing touched (object of 'hadObjectTouched' relation) can be inanimate or animate. An Event in which one person intentionally touches the body of another person with some part of the first person's body. This is touching even if the flesh of one or both are covered. The touching does not have to be done with the hand. In the act of 'Kissing' for example, the touching is done with the lips. An instance of #$TangibleStuffCompositionType, and a specialization of #$OrganicStuff. Each instance of #$Oil is a portion of some type of typically viscous, primarily hydrophobic (i.e., _not_ readily soluble in water) liquid hydrocarbon. Notable specializations of #$Oil include #$CookingOil, #$HeatingOil, and #$Petroleum-CrudeOil. SUMO: A greasy, viscous Solution that cannot be mixed with Water. Note that this general class covers petroleum oil, vegetable oil, animal fat, etc. bd58d9e9-9c29-11b1-9dad-c379636f7270 A collection of physical events in which two or more objects are in physical contact (see #$touches) for at least part of the event's duration. Note that, although most #$PhysicalEvents involve some kind of touching, only those for which contact is salient should be instances of #$PhysicalContactEvent. For events involving continuous contact and events in which contact is made, respectively, see the specializations #$ContinuousPhysicalContactEvent and #$PhysicalContactMakingEvent. bd58e742-9c29-11b1-9dad-c379636f7270 hasAbstractStringRepresentation relates an entity to an AbstractString that represents that entity. Note that in this ontology, the 'AbstractString' can be named in any way. The actual string representation, if not a single word, will generally be found by finding the datatype value of the relation 'hasStringRepresentation' for the AbstractString that represents the entity. This convoluted way of finding the string representation is made necessary by the requirements of implementation in computers, and the unique name requirement for ontology elements. hasStringRepresentation relates an entity to a String representation using the internal String datatype of the implementing system. hasStringDescription relates an entity to a description in the form of a datatype string. This serves much the same purpose as the 'owl:comment' property in OWL, but is in a declarative form that allows it to be applied to any element.. hasStringDatatype points from a string represented as an instance of an AbstractString in this ontology to a built-in datatype in the implementing system. This is a crude way of working around the limitations of built-in datatypes, which typically cannot be subclassed. FormattedString is an AbstractString in which the internal arrangement of characters has more than one component, each component having a different significance. A DateTime string is an example; an AddressString is another.. A RealNumberString is a NumberString that includes a decimal point, with digits after the decimal point. This is a string, and numbers expressed as fractions are not instances of 'DecimalNumberString', even if the values are the same. This concept is not identical to the datatype 'decimal' because the datatype does not require that a fraction be present. A BinaryString is an AbstractString consisting only of the symbols 1 or 0, or some other equivalent pairs of symbols. A ListString is an AbstractString that represents a list of entities. The entities listed are not necessarily all instances of the same type. This type is restricted to strings which have a single delimiter separating the individual items in the represented list - for example, a space, a comma, a semicolon, etc. A CityStateString is an AbstractString that represents a City. The string may have, in addition to a city name, the name (or abbreviation) of a state or province, and possibly also the name of a country. The string should unambiguously identify some City. Examples are 'New York, New York', 'New York, NY', 'New York, NY, USA'. There is no restriction on format for this type other than that the city should be first, followed by the state(province), if any, followed by the country, if any. A city name alone can be unambiguous if it is a very large city or capital of a country: Cairo is Cairo, Egypt; Moscow is Moscow, Russia. For other Cairos or Moscows, the state and possibly country will need to be included. hasDelimiter specifies the delimiter that separates items in a ListString. Each instance of CommaString is an AbstractString consisting of a single comma. There is only one such string. Each instance of SpacesString is an AbstractString consisting of one or more sequential spaces. Every string consisting only of spaces, of any length greater than 0, is an instance. Note that the name has 'spaces' in the plural, meaning that it can be more than one. A SpacedListString is a ListString in which the individual entries are delimited by spaces. NOTE that the delimiter is a SpacesString, so any number of sequential spaces between items constitutes one delimiter. There are no null entries (or entries equal to the null string) A CommaedListString is a ListString in which the individual entries are delimited by a single comma. In this case the recovered entried may have leading or trailing spaces, as well as internal spaces. Whether the leading or trailing spaces should be removed is up to the application. A DateTimeString is a FormattedString representing a TimeInterval corresponding to a date, or some other conventional time interval (year, month, hour, niute), in any of various formats. The time interval may also correspond to a non-conventional interval whose starting and ending times are represented by strings in the 'DateTimeExtendedGroup' format. For specific formats see the subtypes. NOTE in the restriction below that reification of the TimeInterval represented is not required. Depending on the implementation, the DateTimeString itself may contain enough information to make an actual instance of TimeInterval unnecessary. A DateTimeExtendedGroup is a DateTimeString having at least 4 numerical characters, and possible one or two decimal points. The format described here is intended to allow use of an interpretable and and time as the name of an instance in an ontology, by avoiding special characters that might be rejected in entity names by some ontology editors (such as '+'). The interpretation will depend on the length of the string. For time zones, Zulu (GMT, London Time) is the default unless specified by a 'Z' after the day and time. Any base string can be suffixed with 'Z' for ZULU time or 'ZN' or Z-N' for ZULU plus or minus some number of hours (if there is no hyphen after the 'Z', any number is interpreted as Zulu plus that number of hours. Zulu time references may have fractional hours, such as 'Z5.5' to allow for time zones that are one-half hour offset from a full hour. If hours are included, a 'T' must come after the day (similar to the usage in xsd datetime). The HH hour is always by a 24-hour clock, No suffix implies Zulu time. To create an ontology instance of TimeInterval with a unique name, use the prefix 'DTEG' in front of the number. In a database, the prefix can be omitted. We do not use the colon to separate the fields because that character is not accepted in the names of elements some ontology tools. If any era other than AD/BC (CE/BCE) is intended, it should use a different prefix than DTEG. Base String Length 4-5 chars YYYY or YYYYY Year only (but see NOTE1, below) 6 chars YYYYMM Year and month 8 chars YYYYMMDD Year, month, and day 13 chars YYYYMMDDTHHMM same as 'DateTimeGroup' when no 'Z' is present, but with a 'T' between the day and hour 15 chars YYYYMMDDTHHMMSS Year, Month, Day, Hour, Minutes, Seconds > 15 chars YYYYMMDDTHHMMSS.xxxx same as 14 chars, with fractional seconds after the decimal point, or, if there are more than 8 digits before the 'T', the year field is extended beyond 9999; if a minus sign precedes the first digit, the year is interpreted as BC (BCE), but the dates and times are still of normal positive value within that year. The ides of March in 44 BC in Rome would be 'DTEG-00440315Z1'. COSMO note: This Type defines an abstract string, but the strings defined by this type can be used as surrogate labels for instances of TimeInterval, providing an opportunity for an interpreter to identify the intended time interval solely from the name of the instance. In that case, no instance of a time interval need actually be created, but the intended time interval can be identified by the format described in this Type. The implementation will have the option of interpreting a DTEG string as being a time interval. The format will be recognized by using a distinctive prefix, such as 'DTEG' for the name. This distinctive prefix is reserved as a unique instance of 'CodeListPrefix' in this ontology. An implementation should also reserve these prefixes, if possible. NOTE1: although the format listing above does not illustrate the format of years after 9999, an interpreter could adopt the convention that an odd number of digits (or of digits before the period) means that a year in the range 10000 to 99999 is being represented. For years beyond that point, including the 'T' after the day would be mandatory in the name,to avoid ambiguity about the length of the year field. A minus sign after the DTEG prefix and before the year means that the year should be interpreted as BC (BCE), though the months and days retain their same interpretation within that year. If it is quite certain that the represented dates will never be before 1 AD or after 9999, a hyphen or more than 14 digits plus a 'T' before the decimal could be interpreted as format errors. A DateTimeInterval consists of a pair of DateTimeString, each being a DatetimeExtendedGroup (DTEG). This can be used to represent a TimeInterval that includes the first DTEG and the last DTEG, and all times in between the two. Since a DTEG can have arbitrary precision, this can be used to specify time intervals at any level of precision. A prefix of 'DTI' (defined as the recomended CodeListPrefix for a DateTimeInterval) should be used. A hyphen (or two hyphens, for easier reading when a 'Z' is included) can be used in the name to separate the starting and ending DTEGs. The decade of the 1990's can be represented as: 'DTI19900101-19991231' (in London) 'DTI19900101Z-5--19991231Z-5' (in New York) For intervals of significant precision, the name of an instance could get quite long. If the length of the name required would be considered too long, the starting and ending time intervals can be referenced explicitly using the 'startsAt' and 'endsAt' relations, which take a DTEG as the value. NOTE: this type can also be used to represent a series of disconnected time intervals (an instance of 'ScatteredTemporalRegion'). There is no maximum cardinality restriction on the 'startsAt' and 'endsAt' relations, so multiple starts and ends will be interpreted as meanings that the time interval being represented has more than one discontinuous component. 'startsAt' relates a DateTimeInterval to the DTEG that starts it. The whole interval of time represented by a DTEG is included, and the start of the referenced DTEG is the start of the DateTimeInterval. See 'endsAt'. NOTE that this is a relation between AbstractStrings, not actual time intervals. The strings can be parsed to recover the time intervals represented, but that is not directly represented here. 'endsAt' relates a DateTimeInterval to the DTEG that ends (concludes) it. The whole interval of time represented by a DTEG is included, and the end of the referenced DTEG is the end of the DateTimeInterval. See 'startsAt'. A DateTimeGroup is a DateTimeString having 12 numerical characters, formatted as YYYYMMDDHHMM: year, month, day, hour (24-hour clock) and minute, assumed to be in Zulu time (Greenwich mean time). No 'Z' suffix is permitted. As an instance in the ontology, a DateTimeGroup would need a unique name. Any unique name would serve, but the letters 'DTGp' followed by the actual numbers could provide a perspicuous method to name such date-times when necessary. Hot is a QualitatieAttributeValue for objects, indicating that the temperature of the object is significantly above a person's body temperature. For air,'hot' starts at about 85 deg F. For solid objects, a temperature of over 45 or 50 deg C would start to be uncomfortable for a person to handle, and be considered 'hot'. 'Cold-notHot' is a QualitativeAttributeValue for objects, indicating that the temperature of the object is near or at ambient temperature. This is used mostly of objects that were Hot and have cooled down to near the ambient temperature.. Corresponds to only that part of adjective sense 1 of 'cold' in WordNet, that is expressed by the example 'dinner has gotten cold'. 1. (40) cold - (used of physical coldness; having a low or inadequate temperature or feeling a sensation of coldness or having been made cold by e.g. ice or refrigeration; 'a cold climate'; 'a cold room'; 'dinner has gotten cold'; 'cold fingers'; 'if you are cold, turn up the heat'; 'a cold beer') cold cold cold1adj Cold is a QualitativeAttributeValue for objects, indicating that the temperature of the object is significantly below a person's body temperature, including things that are Frozen or below freezing temperature (0 deg C). For air,'cold' starts at about 50 deg F. For solid objects, a temperature of below 10 deg C would likely be considered 'cold'. A good refrigerator would keep objects below 5 deg C (Cold, but not freezing). Corresponds approximately to part of adjective sense 1 of 'cold' in WordNet, however this is not intended to represent a feeling of being cold, it is only a temperature measure. 1. (40) cold - (used of physical coldness; having a low or inadequate temperature or feeling a sensation of coldness or having been made cold by e.g. ice or refrigeration; 'a cold climate'; 'a cold room'; 'dinner has gotten cold'; 'cold fingers'; 'if you are cold, turn up the heat'; 'a cold beer') cold cold cold1adj Cold is a QualitativeAttributeValue for ambient air, water, or objects, indicating that the temperature is near or below the freezing temperature of water, 0 deg. C.. Corresponds to adjective sense 2 of 'icy' in WordNet: 2. (1) arctic, frigid, gelid, glacial, icy, polar - (extremely cold; 'an arctic climate'; 'a frigid day'; 'gelid waters of the North Atlantic'; 'glacial winds'; 'icy hands'; 'polar weather') icy icy icy2adj A BiologicalFunction is a Capability of some biological organism or part of an organism that was created by evolution. That capability may not have been specifically selected for by Evolution; it may have co-evolved with another Capability that was selected for. BFO Definition of 'Function' (closer to 'DesignFunction': A realizable entity that is a characteristic end-directed activity of a continuant entity in virtue of that continuant entity being a specific kind of entity in a specific context. Examples: the function of a birth canal to enable transport, the function of the heart to pump blood, the function of reproduction in the transmission of genetic material, the function of digestion to nutriate the body, the function of radiation in neutralizing cancer cells. COSMO note: A Function is a capability inherent in an Artifact or naturally evolved System, which may be realized in a physical Event or Action. The relation between this capability and the actual physical action is 'wasRealizedByAction'. Bright is an attribute of objects that radiate visible light (reflected or by intrinsic radiation) at an intensity that is higher than the average intensity for objects under the same lighting conditions. Corresponds to adjective sense 1 of 'bright' in WordNet: 1. (17) bright - (emitting or reflecting light readily or in large amounts; 'the sun was bright and hot'; 'a bright sunlit room') Dim is an attribute of objects that radiate visible light (reflected or by intrinsic radiation) at an intensity that is lower than the average intensity for the same or similar objects under the same lighting conditions. Corresponds to adjective sense of 'dim' and sense 2 of 'pale' in WordNet: WN 'dim' 1. (4) dim, subdued - (lacking in light; not bright or harsh; 'a dim light beside the bed'; 'subdued lights and soft music') WN 'pale' 2. (1) pale, pallid, wan, sick - ((of light) lacking in intensity or brightness; dim or feeble; 'the pale light of a half moon'; 'a pale sun'; 'the late afternoon light coming through the el tracks fell in pale oblongs on the street'; 'a pallid sky'; 'the pale (or wan) stars'; 'the wan light of dawn') dim dim dim1adj pale pale pale2adj COSMO: A GeopoliticalEntity which is usually called a 'city' or 'municipality'. This will be the most common referent for a city in relations in the ontology, unless the government or the area of the city is specifically intended as the referent. This GeopoliticalEntity may in fact be called a 'City', 'Borough', 'Township', 'Village' or some other name, but in general it will be the smallest GeopoliticalEntity with a separate government body, in that Country or State. NOTE that a City is not the land area nor the governemnt, but a composite entity: 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, which is also an agent In Cyc called 'CapitalCityOfRegion'. Cyc: A specialization of #$City. Each instance of #$CapitalCityOfRegion is a city that is the capital of its surrounding region. This includes capitals of countries as well as capitals of subregions of countries, such as states, provinces, and counties. Examples include #$CityOfRomeItaly, #$CityOfCardiffWales, #$CityOfAustinTX, #$CityOfAbidjanIvoryCoast, #$CityOfLhasaTibet, and #$CityOfColumbusOH. See also #$capitalCity and #$capitalCityOfThisState. bd58f295-9c29-11b1-9dad-c379636f7270 Points from a City to a GeopoliticalEntity larger than a city, which the city is the administrative capital of. In Cyc called 'capitalCity': Cyc: The predicate #$capitalCity is used to relate a geopolitical entity to its capital. (#$capitalCity GEO CITY) means that CITY is the capital city of the #$GeopoliticalEntity GEO. Examples: the #$capitalCity of the #$UnitedStatesOfAmerica is the #$CityOfWashingtonDC; the #$capitalCity of #$AmericanSamoa is #$CityOfPagoPagoSamoa. Note: to relate an instance of #$State-Geopolitical to its capital, use the more specialized predicate #$capitalCityOfThisState. bd590b5f-9c29-11b1-9dad-c379636f7270 A DecimalCharacter is a character that is used as the separator between the whole number part and the fraction part of a DecimalNumberString. In the USA, it is a decimal point, but in some European countries, a comma is used as the decimal separator. A 'PunctuationMark' is a non-alphabetical and non-numerical character that is used as the separator between sentences or parts of a sentence. The Cyc term for 'CollectiveAgent'. COSMO: A GeopoliticalEntity which is the primary admninistrative subdivision of a Country(Nation). In the United States, this is a State, in Canada and some other countries, a Province, in England a Shire. Other names exist. A State of the United States of America. Points from one part of a GeopoliticalEntity to the larger GeopoliticalEntity of which it is a first (primary) political subdivision. An early stage of formation of a GeopoliticalEntity, less formally organized than a modern city or state. A Settlement may be a colony, especially in its early stages; a small community, village, or group of houses in a thinly populated area, or a community formed and populated by members of a particular religious or ideological group: for example, a 'Shaker settlement'. An EarlySettlement may or may not be sufficiently organized to qualify as a 'GeopoliticalEntity' having a Government. The process of settlement is not yet formalized in COSMO. For the broader sense of 'Settlement' including all sizes and stages of more or less organized local inhabitants, use 'Settlement'. A specialization of #$GeopoliticalEntity. Each instance of #$County is a geopolitical organization whose territory typically has an area larger than that of a #$City, but smaller than that of a #$State-Geopolitical. NOTE that SUMO 'County' is the GeopoliticalArea (a region of space). The SUMO term has been renamed 'CountyArea'. bd58e498-9c29-11b1-9dad-c379636f7270 hasCharacteristicActivity points from a RoleType or OrganizationType or individual Organization to some ActionType that is a characteristic, perhaps defining, activity pursued by that type of organization or persons in that Role. isaLocationForCharacteristicActivity points from a GenericLocation to some ActionType that is associated with, or commonly performed, at that location. A type of Pattern that is created to serve as a Specification for organizing some group of things, phyicals objects (design for a device), events (design for an industrial process), or abstract objects (design for a visual pattern that will be applied to objects such as cloth). In Cyc this is a direct subtype of 'Specification' and in COSMO the Type 'Pattern' is intermediate between 'Specification' and 'Design' bd58af32-9c29-11b1-9dad-c379636f7270 Points from an instance of Action or design to a Specification for acting, and indicates that the given Action conforms to the specification. This is very broad, and might be used to indicate that an action is legal (in accordance with a law), or that a performance (e.g. of a play or musical composition) conformed reasonably to the specified actions or musical notes specified. For Actions that are executions of a Procedure, this relation is more stringent than 'isanExecutionOf, in specifying that not only was the action executed according to a procedure, but that it was executed correctly, as specified (no variances or mistakes). English phrases; 'conforms with' or 'is in accordance with'. Note that 'according to' is represented by the relation: 'wasSupportedBy' - omain Assertion or LInguisticAssertion. Points from an instance of Assertion (a proposition) or LinguisticAssertion to an Agent who asserted its truth. There may be many agents who assert the truth of some Assertion, and they need not be the same as the agent who created the assertion originally. A Shape is a kind of Appearance, in which the relationship of points on the surface of the object (including holes) is the predominant characteristic in establishin the type. This is a relatively simple VisualPattern, being the set of spatial relationships of points inside the shape to each other. Most of the character of a Shape comes from the surfaces and edges, but a shape can be more than two-dimensional. For a simple two-dimensional shape that is characterized only by the patterns made by the edges, use 'Silhouette' ot 'Outline'. A Silhouette is a two-dimensional shape that is characterized only by the patterns of the edges. In visual representations, a Silhouette is filled with black. For the two-dimension figure using only the line tracing the edge, use 'Outline'. An instance of #$ShapeType (q.v.) and a specialization of #$OneOrHigherDimensionalThing (q.v.). This is the most general collection of linear, or one-dimensional, objects. #$LinearObject is the shape type shared by anything that has only one discernible or relevant dimension. Examples include intangible geometric straight lines and line segments, arcs and curved line segments (of any complexity), and physical objects whose length is the only relevant dimension (with respect to a given context), such as a length of wire or the rim of a glass. Note that this also includes linear objects that do not remain in a single two-dimensional plane, such as a spiral or (in some contexts) a tangled ball of string. For linear objects that are geometrically relatively simple and regular (i.e. #$GeometricallyDescribableThings), see the specialization #$OneDimensionalGeometricThing. Other specializations include #$SpaceLine, #$LinearObject-Planar, and #$EdgeOnObject-Generic. bf628acb-9c29-11b1-9dad-c379636f7270 A #$ShapeType and a specialization of both #$LinearObject and #$GeometricallyDescribableThing (qq.v.). #$OneDimensionalGeometricThing is the collection of all geometrically-decribable spatial things that have only one dimension - i.e. whose only relevant dimension is length (see #$lengthOfObject). This includes straight lines, (simple) curved lines, line segments, physical lines, and abstract (i.e. geometrical) lines. Note that in some cases a given object might be deemed to be one-, two-, or three-dimensional, depending upon the context. For instance, a thin piece of wire might be treated as one-dimensional in some contexts, due to the fact that its diameter or thickness is many orders of magnitude smaller than its length. Yet in another, smaller scale context the wire might be treated as cylindrical, and thus three-dimensional. Specializations of this collection include #$LinearObject-Straight and #$LinePortion. Cf. #$TwoDimensionalGeometricThing and #$ThreeDimensionalGeometricThing. be482e94-9c29-11b1-9dad-c379636f7270 The collection of lines, broadly construed. Unlike #$Line, This collection is agnostic as to whether instances are actually #$OneDimensionalGeometricThings or simply near approximations of such (e.g. #$LineOfDemarcationForSportsArea). Instances of this collection are spatially continuous and linear in shape. e80ef3d4-1e6c-41d7-9d00-aea7fdb6310e A specialization of both #$OneDimensionalGeometricThing and #$Path-Generic (q.v.). Each instance of #$Line is a one-dimensional geometrically-describable path, either curved or straight, through one-, two-, or higher-dimensional space. Examples include spatially localized objects (such as the equator) as well as abstract lines. Specializations of #$Line include #$Line-Straight, #$Line-Directed, and #$Arc. COSMO note: for one-dimensional lines in our real universe, use the subtype 'SpaceLine-Empirical'. bd5906cb-9c29-11b1-9dad-c379636f7270 A Outline is a two-dimensional shape that is characterized only by the patterns of the edges. In visual representations, an Outline has only the line tracing the edge, filled with white. For the two-dimensional figure in which the interior areas formed by the Outline is filled with black use 'Silhouette'. Points from a Type of Event to a list of roles of participants that *must* participate in each instance of that EventType. Each element in that list of Roles will be a subtype of CaseRole. Similar to Cyc: Cyc: (#$canonicalRolesList EVENTTYPE LIST) means that in normal instances of EVENTTYPE, it is usual to find the roles listed in LIST filled by actors suiting the argument constraints of the roles.. c00be5ab-9c29-11b1-9dad-c379636f7270 A RoleList is a List all of whose elements are Roles. specifies that a particular AbstractString begins with another abstractString, which must be shorter or of equal length. This is the analog of one of the methods on a Java String. In COSMO, certain CodeStrings may have a specific prefix, such as 'DTEG' for a DateTimeExtendedGroup; this relation can be used to enforce that requirement, if the ontology can reference procedural methods that can manipulate strings. An abstract entity that may have physical represenation as an image - a picture, drawing, or any other graphical thing. An AbstractImage is typically an abstract representation of a PhysicalImage, and the restriction requires some PhysicalImage for each AbstractImage; but it is not always necessary to have an instance of PhysicalImage for each instance of AbstractImage (it can be purely in digital form and never represented in graphical form), so this restriction may be removed. For the initial phase, it is left in as a way to relate abstract and physical images. An AbstractImage can represent anything that can be seen - including a text. 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. Of course, characters can take on different graphical forms, but that is a relation between the abstract character and its graphical representation, and is not essential to distinguish one AbstractCharacter from another, at the abstract level. A group of multiple images is included as a subtype. Writing is not usually considered as a graphical thing, but it is possible that some images may have writing in them, and images of writing are common. The distinction is in the way the entity is actually represented, abstractly and physically. A SeriesOfImages is a Group of AbstractImages that represent images in some meaningful sequence - usually in time sequence (as in a movie or dream). The representation of a Dream would be in the brain of the dreamer, but that may fade quickly out of existence. A Pixel is an AbstractImage that represents one point; it may have attributes such as color, intensity, and location in a PixelImage.. A PixelImage is an AbstractImage that is represented by some set of pixels (points having a partiicular color and intensity value and location in the PixelImage). This is in contrast to images that are represented as sets of lines or sets of other geometrical figures. The PixelImage is the kind of image presented on a computer screen. A CapturedImage is an AbstractImage that was produced by some ImageCaptureEvent. The production of the CapturedImage must be accompanied by production of a corresponding PhysicalImage in some medium - paper, electronic, plastic, or an other. A single CapturedImage is represented by one or more PhysicalImages, and the CapturedImage exists only as long as one of the physical representations exist. A series of images representing a time sequence (a Movie) consists of multiple CapturedImages, and is classified elsewhere(@ToDo). A CapturedImage should represent objective information about the shape-related features of some object(s). An ImageCaptureEvent may be. e.g., taking a photograph, performing an MRI, PET scan, or an X-ray, taking fingerprints, or any other mechanical, electronic, or optical process that creates a representation of the shape of some object without the need for human manipulation of the actual captured image. Therefore painting a picture is not an ImageCaptureEvent, and a painting is not a CapturedImage in this sense. Infrared photographs that represent temperature distribution oer some physical object are CapturedImages, providing that the shape relations of the parts are preserved. A photograph (abstract) at any wavelength is a CapturedImage. NOTE that a device that creates an image by means other than simple photography may still produce a CapturedImage. An ElectronMicroscope produces a CapturedImage. However, a spectrograph that produces an image of the spectrum of a substance or sample does not produce a CapturedImage. A CapturedImage must represent the shape features (external or internal) of some physical object(s), even if those features are not perceptible through visible light. Representations of other features of physical objects, whether or not those representations are captured on a readable medium, are classified elsewhere. (@ToDo - ) The SUMO equivalent of 'InformationBearingObject'. A Physical object having some graphical (non-text) content, that represents an Icon, i.e. it is a stylized representation (not a photograph or realistic painting) of some thing, physical object, event, attribute, etc.. An Icon is an AbstractImage that is an abstracted visual representation of some entity (object or process), usually too small to be a realistic visual image. The icons used in computers to signify some computer entity are one subtype of this class - but recall that this is the abstract icon, not the physical thing glowing on the computer screen. COSMO note: in SUMO 'Icon' includes photographs, but in COSMO Photograph is a Type of its own, a subtype of PhysicalImage but not a subtype of Icon. isanImageOf relates an AbstractImage to the entity (or one of the entities) that it is an Image of. An ImageCaptureEvent.is an InformationTransferEvent in which shape information about some physical object(s) is transferred from the object(s) to a recording medium, under the control of a CognitiveAgent. The result of an ImageCaptureEvent is to create both a CapturedImage (an abstract image) and also its physical representation. Although the abstract CapturedImage may be the created object of greatest interest (reproduced many times), its representation must exist on some physical recording medium. isTypicallyPerformedAt relates an Action type to the location type where it commonly occurs, or with which it is commonly associated, as in Baseball being played on a baseballField. But this does not require even that a majority of such events occur there, just that there is a salient association of the event with the place.. An Appearance is a VisualPattern created by the light given off or reflected from points on the surface of a PhysicalObject. The pattern that can be simple (such as a silhouette), or can include complex relationships that are noticeable and are significant in the classification of the Appearance. This corresponds to noujn sense 1 of 'appearnce' in WOrdNet: 1. (23) appearance, visual aspect - (outward or visible aspect of a person or thing). appearance appearance appearance1n An AppearingEvent is an Event in which some PhysicalObject which was not previously visible to an observer becomes visible to that observer. The AppearingEvent can be caused by motion of the object which appears, or by motion of the observer who gains a perspective that allows viewing the object. It can also occur by some other change in the object, as by increase in size, or increase in luminosity, or increase in ambient light. It can also occur by the observer using some device that allows an otherwise imperceptible thing to become visible - e.g. a microscope, a telescope, or night-vision goggles.. An AppearanceAttribute is an attribute of a Person that can be observed by looking at the person. Marks on the skin, even though they may be hidden when normal clothing is worn, are appearance attributes (e.g. tatoos on the buttocks). hasFeature relates an Object (abstract or physical) to some Feature possessed by the Object. A Feature is an Object, but not necessarily a PhysicalObject, and not necessarily a part. the inverse of 'hasFeature'. hasPhysiologicalFeature relates an Organism to some observalbe external Feature possessed by the Organism. A Feature is an Object, but not necessarily a PhysicalObject, it could be a dimple or wrinkle on the face. Any Attribute of an Entity that is an internal property of the Entity, e.g. its shape, its color, its fragility, etc. The values that InternalAttributes take: e.g. shape, its color, its fragility, etc. Attributes that indicate the sex of an Organism. NOTE that 'SexAttribute' is the AttributeType, and the values of that AttributeType are instances or subtypes of 'Gender'. Attribute Values that indicate the sex of an Organism. As of rev 599, only MaleSex and FemaleSex A SmallObject is a SolidObject that can be conveniently held in one hand, and when picked up is typically picked up by one hand. A grain of sand would be about the smallest, but unless it is classified as a 'TinyObject', then a BB pellet would be about the smallest. The largest could be as large and extended as a sword or spear (3 meters maximum). NOTE that a SmallObject can be an attached part of a larger object, such as the steering wheel o an automobile. The basic semantic category represented here is of an object small enough to be manipulated by hand. This may correspond roughly with 'manipulable objects' that have been observed to be a category of basic concepts that can activate specific regions of the brain in neuropsycholgical experiments such as functional Magnetic Resonance Imaging. This type is not being used to describe small animals, but that is not precluded at this point (v0.50). For object scales above and below this one, the sizes decrease in order as: HumanScaleObject PortableObject SmallObject TinyObject Particle MicroscopicScaleObject SubatomicParticle. 300 A SolidObject so small it is hard to pick up with the fingers, but still visible, being at least 0.1 mm in diameter. Something between 0.1 and 3 mm in diameter, when round; if long and thin like a strand of hair, it should be no more than 2 cm long. A BB pellet would be about the largest such object. A GrainOfSand would be about the smallest such object. For object scales above and below this one, the sizes decrease in order as: HumanScaleObject PortableObject SmallObject TinyObject Particle MicroscopicScaleObject SubatomicParticle. 0.3 A TinyObject that is solid and hard and not filimentous (a SolidObject so small it is hard to pick up with the fingers, but still visible, being at least 0.1 mm in diameter). A GrainOfSand would be about the smallest such object. A pollen 'grain' would not be a subtype, being too small to see with the naked eye. Corresponds approximately to sense 1 of 'gein' in WordNet: 1. (3) grain - (a small hard particle; 'a grain of sand') 0.2 grain grain grain1n A SmallRigidSheet is a small (can be easily picked up with one hand) SolidObject that is an Artifact and is also Sheetlike and Rigid, so that holding it horizontally by one edge will not result in a perceptible droop at the far edge. This is for small disks, drink coasters, credit cards, and the like. Objects as small as small coins or tokens can be instances of this type Some coasters are square, so they are not necessarily Disks. Even is it has an upturned edge, it is approximately sheetlike. bffa3986-9c29-11b1-9dad-c379636f7270 COSMO note: this relation means that the volumetric center of the subject is at a higher altitude (in some vertical frame) than the volumetiric center of the object. In Cyc called 'above-Higher': Cyc: (#$above-Higher HIGH-OBJ LOW-OBJ) means that HIGH-OBJ is at a greater altitude (from some common reference point) than LOW-OBJ. In terrestrial contexts (see #$TerrestrialFrameOfReferenceMt), (#$above-Higher HIGH-OBJ LOW-OBJ) typically means that HIGH-OBJ-A is at a greater altitude above sea level (see the predicate #$altitudeAboveSeaLevel) than LOW-OBJ. bf020f6c-9c29-11b1-9dad-c379636f7270 In Cyc called 'above-Generally' Cyc: (#$above-Generally OBJ1 OBJ2) means that the #$SpatialThing-Localized OBJ1 is more or less above the #$SpatialThing-Localized OBJ2. To be more precise: if OBJ1 is within a cone-shaped set of vectors within about 45 degrees of #$Up-Directly pointing up from OBJ2 (see #$Up-Generally), then (#$above-Generally OBJ1 OBJ2) holds. This is a more general predicate than #$above-Directly (q.v.), but it is a more specialized predicate than #$isHigherThan (q.v.). It probably most closely conforms to the English word above. be69c623-9c29-11b1-9dad-c379636f7270 The inverse of 'isAbove'. COSMO: most of one of the objects is directly above or below the other object. More directly above than just 'isAbove'. NOTE a slilght variation from Cyc usage: this relation will be used to relate bridges to the rivers or canyons they span, and it may be the case that the volumetric center of a bridge is not exactly above some part of the river, though it should be in most cases. In Cyc called 'above-Directly' Cyc: (#$above-Directly ABOVE BELOW) means either that (1) the volumetric center of ABOVE is directly above some point of BELOW, if ABOVE is smaller than BELOW; or that (2) some point of ABOVE is directly above the volumetric center of BELOW, if ABOVE is larger than, or equal in size to, BELOW. bd58fbde-9c29-11b1-9dad-c379636f7270 COSMO note: subject is not directly above object, but close to it, not just at a higher altitude. (#$above-Indirectly UPPER LOWER) means that upper is generally above [#$isAbove] LOWER, but not directly above [#$isDirectlyAbove] it. bd58ab26-9c29-11b1-9dad-c379636f7270 COSMO: the most specific 'above' predicate. In Cyc called 'above-Overhead'. Cyc: (#$above-Overhead ABOVE BELOW) means that ABOVE is directly above BELOW (see the predicate #$isDirectlyAbove), all points of ABOVE are higher than all points of BELOW, and ABOVE and BELOW do _not_ touch. bd58b981-9c29-11b1-9dad-c379636f7270 A binary #$SpatialPredicate that is a specialization of both #$above-Directly and #$touches (qq.v.). (#$above-Touching ABOVE BELOW) means that ABOVE is located over BELOW and they are touching. Examples of things related by #$above-Touching include a person and a chair s/he is sitting on, a boat and the on water it floats on, and a hat and the head wearing it. Note that it need _not_ be the case that every point of ABOVE is higher than every point of BELOW. bd58f620-9c29-11b1-9dad-c379636f7270 In Cyc called 'behind-Generally'. This is restricted in COSMO to PhysicalObjects. Cyc: An instance of #$SpatialPredicate. (#$behind-Generally AFT FORE) means that AFT is behind FORE. More precisely, a line originating at the center of FORE projecting away from the front side of FORE and parallel to the intrinsic front-to-back axis of FORE forms an angle of less than 45 degrees with a line intersecting both AFT and FORE. Note that AFT may be intangible (e.g., a shadow), although FORE must be tangible. bd58b405-9c29-11b1-9dad-c379636f7270 In Cyc called 'behind-Directly'. Cyc: An instance of #$SpatialPredicate. (#$behind-Directly AFT FORE) means that AFT is directly behind tangible object FORE. More precisely, it implies both (#$behind-Generally AFT FORE) and that there is at least one line parallel to the backward pointing axis of FORE that intersects both AFT and FORE. Note that FORE must have a back side. AFT may be intangible, such as an image projected behind an actor on a stage. bd58b3c4-9c29-11b1-9dad-c379636f7270 In Cyc called: 'inFrontOf-Generally'. Cyc: (#$inFrontOf-Generally FORE AFT) means that FORE is in front of the tangible object AFT. More precisely, the intrinsic back-to-front axis of AFT is within 45 degrees of some line intersecting both FORE and AFT. Note that FORE may be an intangible spatial object, such as an image projected onto a screen. bd5909a2-9c29-11b1-9dad-c379636f7270 In Cyc called 'inFrontOf-Directly': Cyc: An instance of #$RelativeLocationalPredicate. (#$inFrontOf-Directly FORE AFT) means that the #$SpatialThing-Localized FORE is directly in front of the #$PartiallyTangible AFT. More precisely, (#$inFrontOf-Directly FORE AFT) implies both (#$inFrontOf-Generally FORE AFT), and that there is at least one line parallel to the forward pointing axis of AFT that intersects both FORE and AFT. Note that FORE may be an intangible thing, such as an image projected onto a screen. bd59091d-9c29-11b1-9dad-c379636f7270 A WholeObject is an Object with distinct and recognizable boundaries, and is not composed of separated coponents. This appears to correspond roughly to the BFO 'Object' and the SUMO 'CorpuscularObject'. SUMO: (SelfConnectedObject) A SelfConnectedObject is any Object that does not consist of two or more disconnected parts. COSMO note: The precise specification of what the properties of a self-connected object are can be somewhat involved. As of COSMO ver. 0.35, the axioms have not been formulated. In SUMO a SelfConnectedObject is a type of Region, but in COSMO all physical objects are subtypes of GenericLocation, and this inherited type serves a similar function to the Region of SUMO. The SUMO term for 'WholeObject', which is similar to 'Object' in BFO. COSMO note: In Cyc, called 'FluidTangibleThing'. In Cyc this is an object, though many of its subclasses are what would normally be considered as substances. We keep this Type as a PhysicalObject in COSMO (some piece of fluid matter), but the subtypes had to be disentangled. NOTE: this is not a state of matter, it is an Object that is fluid. Cyc: A subcollection of #$PartiallyTangible and an instance of #$TangibleStuffStateType. Each instance of #$FluidTangibleThing is a tangible thing that can flow. This includes gases, liquids, and granular fluids (i.e. tangible things that are #$Pourable, such as sand); see #$GaseousTangibleThing, #$LiquidTangibleThing, and #$GranularFluid. Instances of #$FluidTangibleThing include the air in Austin, the water in #$LakeErie, a particular chunk of snow, the sand on the beach at Malibu, and the mercury in a thermometer. Non-instances include an air molecule, a snowflake, a grain of sand, a boulder, and a hunk of bread dough. bd58d1e3-9c29-11b1-9dad-c379636f7270 The Cyc term for 'Fluid'. This is an Object, not a state. 'Homogeneous' is an AttributeValue of Objects, Events, and Groups that asserts that each part (physical part for Objects, temporal part for Events, element for Groups) is of the same type as the whole. Since an object or Event may be of more than one type, the 'type' in common should to be specified, by some relation indicating the type that is intended by the attribute: for PhysicalObjects, the type that the parts have in common can be specified by 'consistsOfSubstance'; for Events or Groups, the relation 'partsHaveTypeInCommon' can specify the common type. Homogeneity is a property that depends on granularity, as things will be Homogeneous (divisible into same-type things) only down to a certain granularity. That granularity may be temporal (for events) or spatial (for Objects). The granularity of a Group is always two elements of that Group, therefore only a PluralThing can be 'Homogeneous' Group (it must have at least two Elements). This corresponds to adjective sense 1 of 'homogeneous' in WordNet: 1. (8) homogeneous, homogenous - (all of the same or similar kind or nature; 'a close-knit homogeneous group') homogenous homogenous1adj A HomogeneousThing is an Entity that can be divided at least once to produce parts that are of the same type. This can be a relatively homogeneous material like clay or water, or a Group of Objects having some type in common, such as the cookies in a box of cookies. A 'HomogeneousGroup' is a Group that is classified by noting that each of the constituent elements are of a particular type. This notion can be expressed in OWL by using a restriction on the relation 'hasComponentElement', with the value of 'allValuesFrom' expressing the type that is in common. This is useful to represent things like Groups of people. The relation 'partsHaveTypeInCommon' can also be used, but that is not related in the OWL version by a rule asserting that that relation implies that every *element* is of the same type. . A HomogeneousObject is a PhysicalObject that can be divided at least once to produce parts that are of the same chemical composition. A 'HomogeneousSolidObject' is a HomogeneousObject that is a solid. This type represents the most most common sense for the notion of a 'piece of X',where X is a solid substance (iron, lead, clay, etc.). 'found a piece of iron on the ground'; 'found pieces of glass on the floor'. Corresponds to part of noun sense 3 of 'piece' in WordNet: 3. (8) part, piece - (a portion of a natural object; "they analyzed the river into three parts"; "he needed a piece of granite") piece piece piece1\3n partsHaveTypeInCommon relates physical objects, Events, or Groups that are Homogeneous to the type of thing that is in common among the parts. SubstanceInaSpecificShape is a category which helps to refer to substance-like stuff which has some specific shape. To be in this category requires that a Substance be solid, so that it can retain its shape. Examples are lumber ('dimensional lumber'. e.g. 2x4s), cloth, or aluminum foil, or steel bearings. These categories might also in some cases be represented as a group of objects - reflecting a collective noun designation in grammar. Redefined as an attribute value. Cyc: The collection of instances of #$PartiallyTangible that consist of a group of granules. Except possibly for groups of very small numbers of granules, #$Granular things are #$FluidTangibleThing and #$Pileable. 0e5896ac-74be-11d6-8000-00a0c99cc5ae Any substance that must consist of small granules of matter, like GroundCoffee. Any Object that is granular (including powders) at the time it is referred to. A GranularObject may also 'pour' freely, but will form a pile rather than spread out thinly. NOTE: the 'identity conditions' of LiquidObjects were discussed in the classic paper by Patrick Hayes 'Naive Physics I. Ontology for Liquids (1985). Any Object that is liquid at the time it is referred to. Liquids may have suspended solids, but will pour freely and assume a thin layer on a flat surface under gravity, or will form a sphere in zero G. In Cyc referred to a 'FluidTangibleThing'. A GranularObject may also 'pour' freely, but will form a pile rather than spread out thinly. NOTE: the 'identity conditions' of LiquidObjects were discussed in the classic paper by Patrick Hayes 'Naive Physics I. Ontology for Liquids (1985). A LiquidObject that is inside a container at the time it is referred to. Liquids inside a container have more stable shape and volume than those not contained.. A LiquidObject that is not inside a container. This can be of a variety of forms, such as a puddle of water, a squirt from a hose or water pistol, a cloud, the raindrops in a rainstorm. Uncontained liquid objects have an unstable shape and may evaporate if volatile. Any Object that is in the form of a gas at the time it is referred to. Gases may have suspended solids (such as in a smoke), but will still diffuse freely throughout the container it is in, or continue to diffuse if uncontained. In Cyc referred to as a 'GaseousTangibleThing'. The Cyc equivalent of 'GaseousObject'. COSMO note: there should be some minimum number of members in a 'Mob', perhaps 10. This constraint has not yet (v0.44) been formalized. In Cyc a mountain range is a Mob of mountains, so the number cannot be too large. A specialization of #$Group. Each instance of #$Mob is a group that contains a large number of objects or events of the same type. Mobs typically have more members than would be feasible to enumerate or reify. One rarely refers to particular members of a given mob; and when one does, it is usually only to relatively few of them. Examples: the #$Andes-Mountains is a mob of mountains; each instance of #$Galaxy is a mob of stars; a cupful of sand is a mob of grains of sand; and making popcorn involves a mob of corn kernel bursting events. See also #$MobFn. bd58ed36-9c29-11b1-9dad-c379636f7270 A synonym for 'TimeInterval' included just to make the ontology easier to use, and the technical term easier to find.. occupiesTheRegion relates a PhysicalObject to the region that it occupies. The object should occupy most of the region, and in the case of GeographicRegions, may be the object that defines the limits of the region, such as one of the oceans. COSMO note: in COSMO, 'Armor' is one or more pieces of armor designed to protect a person or object. In Cyc 'Armor' is more like a substance, and the usage here differs somewhat from Cyc, but 'Armor' in COSMO is still very general, and can be small things such as the armored vests that are worn by police or soldiers, or the built-in armor plate of a tank or war vessel, or armoring around a facility such as a ground bunker. Cyc: #$Armor is generically something used to protect an object from damage. There are many kinds of armor and they protect the objects they are attached to to various degrees and from various deleterious effects. Armor can be both intrinsic in an object (as with #$Tank-Vehicle or #$Beetle) or added on to an object (as with #$ReactiveArmor modules.) bd71dcb9-9c29-11b1-9dad-c379636f7270 The set of all vests. bd58b3f7-9c29-11b1-9dad-c379636f7270 COSMO note: in COSMO, 'Armor' is one or more pieces of armor designed to protect a person or object. In Cyc 'Armor' is more like a substance, and the usage here differs somewhat from Cyc, but 'Armor' in COSMO is still very general, and can be small things such as the armored vests that are worn by police or soldiers, or the built-in armor plate of a tank or war vessel, or armoring around a facility such as a ground bunker. In Cyc called 'Vest-Bulletproof' Cyc: The collection of #$Vests that are reinforced so as to afford protection for the wearer against being shot by a gun. bdb2a870-9c29-11b1-9dad-c379636f7270 A common term for 'ArmoredVest'. A NonFunctionalObject is a PhysicalObject that at one time was functional (either biologically or as an artifact), but has lost its original functionality. In the case of organisms, when an organism is dead it becomes an instance of this type. For artifacts, when the artifact can no longer be restored to its original functionality or has been abandoned because it can no longer serve the intended functionality under new circumstances, it also becomes non-functional and an instance of this class. This type is intended to serve to represent objects that were of a certain type and no longer are. One example is the corpse or other remains of a dead person. 'wasOfType' relates a 'NonFunctionalObject' to the type that it was originally, before becoming non-functional. For example, the FuneraryAshes of a Person were of type 'Person' at one time. An instance of 'Remains' is the object that was once a living organism - plant or animal. It can be a fresh corpse, or the skeleton in an old grave, or a fossilized skeleton of an ancient animal, or the ashes of a person from a cremation. The remains that have not been vaporized persist indefinitely, even though they may become widely dispersed, and part of them have become part of another animal. In practice, the only remains that are likely to be reified in a knowledge base are corpses, skeletons, fossils, or ashes retained in some container, but for precision it is allowable to talk about the 'existence' of remains of a person that were ashes and have been dispersed widely over an ocean. This representation of 'Remains' is adopted, in addition to uses for corpses and ashes, so that a 'Person' or other animal can be represented and discussed as a Person even though it is dead. An instance of 'SkeletalRemains' is the 'Remains' of an individual animal that has decomposed to the point where little other than the bones remain. An instance of 'FuneraryAshes' is the object consisting of the ashes of an animal that were retained in some container after cremation. If the ashes are too dispersed among other objects to be recognizable, they are still 'Remains' but are not 'FuneraryAshes'. The collection of #$ArmoredVehicles which have #$Automobile bodies (i.e. are 'cars'). These vehicles are often used to transport important or high-profile people through areas where they may be in danger of attack. They may also be used to transport valuables such as cash or jewels. bf4a941b-9c29-11b1-9dad-c379636f7270 #$Device-UserControlled is a specialization of #$PhysicalDevice. Each instance of #$Device-UserControlled is an artifact which is normally controlled by its user while serving its intended function(s). The artifact may be guided during part or all of its operation, and the user may guide it by hand or some other means of interaction. #$Tool is an important specialization of this collection, and further examples of #$Device-UserControlled include instances of the collections #$PomPom, #$Van, #$Spoon, and #$ToiletPaper. This collection does not include those devices which merely require some user intervention to get started or to be set up, e.g., instances of #$SofaBed, #$Holster, or #$LightBulbIncandescent. #$ManualCarWindow and #$AutomaticCarWindow are also not included, since they do not require user guidance while performing their main task (keeping out the wind), although they can be adjusted by the user. #$TransportationDevice-Vehicle is a specialization of both #$TransportationDevice and #$SelfPoweredDevice. Each instance of #$TransportationDevice-Vehicle is a transportation device that moves under its own power. Examples include jet airplanes and automobiles; non-examples include skateboards, gliders, and rowboats. Note that hand-pushed power lawnmowers, even though they are #$SelfPoweredDevices, are not instances of #$TransportationDevice-Vehicle, since they must be pushed in order to remain in motion. A specialization of #$LandTransportationDevice and #$TransportationDevice-Vehicle. Each instance of #$LandTransportationVehicle is a device which is both self-powered and controlled in some fashion by a user, and is used for transportation across land. Specializations of #$LandTransportationVehicle include the collections #$Automobile, #$Snowmobile, #$Truck, and #$Bus-RoadVehicle, but not collections of non-#$SelfPoweredDevices such as #$Bicycle or #$Skateboard. COSMO note: A 'mountain bike' or a 'dune buggy' are still instances of 'RoadVehicle': though though can travel off-road. they can travel even better on a road. This is in contrast to tracked vehicles, which are not well-suited for road travel, and can damage roads. Cyc: A specialization of both #$LandTransportationDevice and #$TransportationDevice-Vehicle. Each instance of #$RoadVehicle is a self-powered vehicle designed primarily for travel on roads (although some instances may also have limited off-road capabilities). Notable specializations of #$RoadVehicle include #$Automobile, #$Truck, and #$Bus-RoadVehicle. Since #$RoadVehicle is a specialization of #$TransportationDevice-Vehicle, each instance of #$RoadVehicle is self-powered. Consequently, road transportation devices which are not self-powered (for example, all the instances of #$Bicycle) are not included in this collection. SUMO (SelfPoweredRoadVehicle): the class of RoadVehicles that are also PoweredVehicles. SelfPoweredRoadVehicle covers motorcycles, semi-trailers, RVs, etc., as well as Automobiles. This class includes vehicles powered by electricity, gasoline, diesel, and other fuels. An attribute that specifies whether an animal is alive, dead, conscious, or unconscious - meaningful only when asserted at a particular time. The SUMO 'AnimacyAttribute' is restricted to being alive or dead: SUMO: Attributes that indicate whether an Organism is alive or not. The SUMO term approximately equivalent to 'VitalityAttribute'. An attribute that specifies that an animal is alive. This is meaningful only when asserted at a particular time. See 'AliveDuringInterval' for asserting times using the OWL format. Using 'AliveDuringInterval' as a vitality attribute allow the inclusion of time limits on an assertion that a particular organism is 'Alive'. To use this, it is necessary to create a new subtype of this type for each such assertion. That subtype can then have beginning and ending times asserted on it. An attribute that specifies that an animal is dead (no longer living), - meaningful only when asserted at a particular time. Disjoint with 'alive'. ***Note that a person can be Dead and still be a Person. This may differ from some usages. The fact that a Person is Dead is reflected in the VitalityAtribute, not in its 'existence'*** NOTE that an animal that is dead in this sense can never again be alive. For the situation where an animal has no vital signs, but then revives, see the attribute 'ClinicallyDead'. Corresponds to part of adjective sense 1 of 'dead' in WordNet, however, this applies only to organisms, and the sense suggested by 'dead pallor' is not included in this type. 1. (72) dead - (no longer having or seeming to have or expecting to have life; 'the nerve is dead'; 'a dead pallor'; 'he was marked as a dead man by the assassin') dead dead dead An attribute that specifies that either it is unknown whether an animal is dead or alive, or it doesn't matter for the context whether the animal is dead or alive. The attribute 'AliveInaFiction' specifies that an Animal (including people) was alive throughout the period recounted in a work of fiction. The attribute 'DiedInaFiction' specifies that an Animal (including people) was alive at the beginning of the period recounted in a work of fiction, but died before the ending. The work of fiction can be a series, and the character may survive any number of installments before being killed off; if the context specified is that series, such a character can have the vitality attribute 'DiedInaFiction'. The attribute of being healthy, which means not having any identifiable illnesses that would cause one to say taht a person is ill or sick. Cyc: The state of being healthy, i.e., not suffering from any type of #$AilmentCondition. 19b8d7d4-74bc-11d6-8000-00a0c99cc5ae An attribute that specifies that an animal (usually applied to people) is 'clinically dead', i.e. has no vital signs. This is not the same as being truly dead, as people who are clinically dead may come back to life. This category is ambiguous, implying neither that a person is dead nor that the person is alive. It is likely to be used in situations where a person who was clinically dead revived, and should only be used to indicate that a person was recently alive but now appears dead. An attribute that specifies that an animal has been conceived, but is not yet born, - covering all stages from conception to birth. Meaningful only when asserted at a particular time. A specialization of #$BiologicalLivingObject. Each instance of this collection is a not yet fully-formed organism -- such as a mammal before birth, a bird before hatching, and a plant before sprouting from its seed. (Thus note that #$Embryo does not correspond exactly with the meaning of the English word 'embryo'.) Note also that in mammals the #$Embryo is not the same as the #$Fetus, since it includes all tissue that has decended from the fertilized #$Ovum, including the fetal part of the Placenta (#$Placenta-FetalPortion), the #$AmnioticSac, and the #$UmbilicalCord, as well as the #$Fetus. c0fd5c79-9c29-11b1-9dad-c379636f7270 An attribute that specifies that an animal that is mentioned has not yet been conceived, which means that it is a hypothetical animal (or person) that may exists in the future. This provides a referent to refer to anticipated future people as in statements such as 'My children will be well schooled' when such children do not yet exist physically. Such referents might also be attributed to a hypothetical world, to achieve a similar logical effect, but the use of NotYetAlive suggests an expectation (at the time the assertion is made) that such individuals will in fact exist at some point in the future, and are not being postulated for argument's sake. An attribute that specifies that an animal is conscious - aware of its surroundings and able to respond, - meaningful only when asserted at a particular time. Corresponds *partly* to adjective sense 2 of 'conscious' in WordNet; however, the closest WordNet sense includes the notion of 'knowing, being aware of (a fact)', which is *not* part of this type only 'conscious during the operation' is the part of the Wordnet sense that is included. This is a physiological condition, not a state of knowledge. 2. (6) conscious - (knowing and perceiving; having awareness of surroundings and sensations and thoughts; 'remained conscious during the operation'; 'conscious of his faults'; 'became conscious that he was being followed') conscious conscious conscious2adj An attribute that specifies that an animal is unconscious, which implies that the animal is alive. - meaningful only when asserted at a particular time. Corresponds to adjective sense of 'unconscious' in WordNet: 1. (5) unconscious - (not conscious; lacking awareness and the capacity for sensory perception as if asleep or dead; 'lay unconscious on the floor'). unconscious unconscious1adj 'Unconsciousness' is a PhysiologicalCondition in which an Animal cannot respond to external stimuli other than by automatic responses bypassing the brain.. 'Consciousness' is a PhysiologicalCondition in which an Animal is aware of its surrondings and can respond to external stimuli by means of thought processes in the brain. An attribute that specifies that an animal is awake, not sleeping or unconscious, - meaningful only when asserted at a particular time. The most generic type for AttributeValues that express the notion that something lacks a function. Some subtypes such as 'blind' apply only to functions that the object's type would normally have, but other subtypes can merely specify that an object lacks a function, even if such objects normally lack that function. Thus one might refer to 'blind' people, but 'sightless' worms. 'NonFunctional' is the attribute of an Object (artifact or natural) that cannot perform its its normal main function. This is general but can be temporary, and can include animals that are unconscious as well as artifacts that are broken, and also includes Devices that are currently not able to function solely because they lack a power source, such as a battery or gasoline. It does not include artifacts that have all of their normal functions, but cannot perform their normal actions solely because of external conditions, such as a wagon that has no horse to draw it. A Device would be 'UnableToFunction' if it is merely disassembled, but its parts are near to each other and could be assembled quickly. For objects that are more permanently damaged, use one of the subtypes: 'NonFunctional', 'Inoperable', 'Broken', 'Dead' etc. 'OutOfFuel' is an attribute of a Device that cannot perform its DesignFunction, because it requires fuel to operate, and there is no fuel in its fuel reservoir, as in 'out of gas'. 'havingaDeadBattery' is an attribute of a Device that cannot perform its DesignFunction, because it requires a battery to operate, and the battery is dead or discharged, or the battery is missing from its compartment. 'NonFunctional' is the attribute of a Device that cannot perform its DesignFunction, because of some malfunctioning or missing component (if it is merely turned off,it has the AttributeValue 'TurnedOff'). The absence of main function must be due to some malfunction of a component that is not expendable, such as fuel or batteries. The absence of spark plugs in a vehicle with an internal combustion engine would make that vehicle 'NonFunctional'. An empty gasoline tank would make it 'UnableToFunction'. A crack or hole in a container intended to hold fluids would make it NonFunctional if it caused the container to leak so quickly as to be useless; if it could be easily sealed, the container would not be 'Broken.. Inoperable is the attribute of a SelfPoweredDevice that is NonFunctional, because of some malfunctioning or missing component. The absence of main function must be due to some malfunction of a component that is not expendable, such as fuel or batteries. The absence of spark plugs in a vehicle with an internal combustion engine would make that vehicle 'NonFunctional'. An empty gasoline tank or dead battery would make it 'UnableToFunction'. A broken engine or generator (alternator) would make it 'Inoperable'. Broken is the attribute of a Device that is NonFunctional, because of some malfunctioning or missing component that is difficult to repair or replace. The mere absence of an easily replaceable part such as spark plugs in a vehicle with an internal combustion engine would make that vehicle 'NonFunctional', but not 'Broken. A missing muffler would make a vehicle 'LackingaFunction', but *not* 'Broken'. A broken shaft in the engine would make it 'Broken'. 'Broken' may be a temoporary condition, and does not mean that a Device is not repairable, but it should be used for devices whose malfunction is so difficult to repair that the cost of repair will approach or exceed the cost of replacement. Thus the borderline between 'NonFunctional' and 'Broken' may be difficult to discern in some cases. A crack or hole in a container intended to hold fluids would make it NonFunctional if it caused the container to leak so quickly as to be useless; if it could be easily sealed, the container would not be 'Broken', but would be temporarily 'NonFunctional'. The Attribute of an object of not being able to see through an eye or some analogous sensor. For inability to see when the ability to see would be the normal condition, use the more specific 'Blind'. The Attribute of an animal of not having the ability to see; this applies only to animals of a type that normally can see through eyes. Photodetection other than through eyes is not the kind of function whose lack would make an animal 'Blind'. Compare the more general 'Sightless'. The Attribute of an animal who cannot hear sounds but whose type usually can hear sound. Used mostly for people and pet animals. The BFO term for 'WholeObject', which is similar to 'SelfConnectedObject' in SUMO. hasMassInKilograms has the same meaning as 'hasMassInGrams', other than a thousand-fold difference in magnitude, but may be used for convenience in database mappings where the weight is given in kilograms, to avoid the need for conversion. NOTE ToDo: a relationship should be defined between the two mass relations, but has not been added as of v 0.45 (Jan 2008). hasTypicalDiameterInCentimeters relates a RoundObject to its approximate diameter, measured in centimeters; this should be construed as a 'typical' default relatkoin. The measures should be assumed to be approximate (plus or minus 100%, as a standard deviation), since this relation has no other provision for specifying error ranges. This can also be used to relate a discoid or near-discoid object to its typical width. For maximum and minimum diameters, use 'hasMaximumDiameterInCentimeters' or 'hasMinimumDiameterInCentimeters' hasMaximumDiameterInCentimeters relates a PhysicalObject to its maximal diameter, measured in centimeters. This can also be used to relate a discoid or near-discoid object to its largest width. hasMinimumDiameterInCentimeters relates a PhysicalObject to its minimum diameter, measured in centimeters. The measures should be assumed to be approximate (plus or minus 100%), since this relation has no provision for specifying error ranges. This can also be used to relate a discoid or near-discoid object, or a feature on the surface of ehe Earth, to its smallest width. hasMaximumLengthInCentimeters relates a PhysicalObject to its maximal Length, measured in centimeters. The 'length' can be in any dimension, regardless of orientation, and for a flexible object this represents the length when maximally extended. A coiled string has a maximum length that is measured when fully uncoliped. The measures should be assumed to be approximate, since this relation has no provision for specifying error ranges. For rigid objects, this would nomrlaly coincide with the 'Length' measure. hasMaximumWidthInCentimeters relates a PhysicalObject to its maximal Width, measured in centimeters. To be a 'width' in this sense requires tha the object described have a significantly longer 'length' than 'width'. This is useful for specifying the width of long thin things like threads and cylinders. hasTemperature relates a PhysicalObject to its temperature. The temperatureMeasure must specify the units of temperature. Alternatively, one may use 'hasTemperatureInDegC', a DataypeProperty for which the value can be a float.. hasTemperatureInDegC specifies the temperature of a PhysicalObject in degrees Celsius. The value is a floating-point number. COSMO note: this is the physical object that serves as a bar (tavern) that serves drinks. It is a structure, not (as in Cyc) the Organizaztion. Cyc: A localized (i.e., at one particular site) organization that serves alcoholic drinks, and possibly food. bd58f23c-9c29-11b1-9dad-c379636f7270 COSMO note: the is the most generic sense of 'bar' for solid objects; a Bar may be circular in cross-section, rectangular, or trapezoidal, as with ingots of metals. The cross-section of a bar should be relatively constant throughout its length, except for the ends. It can be of any solid material, such as a bar of chocolate or iron. A Bar-Object is commonly but not necessarily uniform in composition throughout its length. When linguistic references mention a substance ('chocolate bar', 'iron bar' 'bar of gold') the default assumption will be that the bar does have a uniform composition. Cyc: The collection of all bars. A bar is a solid object that is longer than it is wide. This includes noun senses 3, 5, and 10 of 'bar' in Wordnet: 3. (4) bar - (a rigid piece of metal or wood; usually used as a fastening or obstruction or weapon; 'there were bars in the windows to prevent escape') 5. (1) bar - (an obstruction (usually metal) placed at the top of a goal; 'it was an excellent kick but the ball hit the bar') 10. cake, bar - (a block of solid substance (such as soap or wax); 'a bar of chocolate') bd60565a-9c29-11b1-9dad-c379636f7270 bar bar bar3n bar5n bar10n A region of space containing gas or liquid or vacuum or matter more rarified than a gas - neither a physical object nor a physical substance. A FreeSpaceRegion is a Region in which PhysicalObjects can move, but it is only the space, and not the contents of that space. A FreeSpaceRegion can be defined by the space occupied by some object, as in 'UnderWater'. Thus locations in the Ocean may be a 'FreeSpaceRegion', but the water in that region is merely present or located in that region, the water is not the region itself. Cyc ('EmptySpaceRegion') A specialization of #$SpaceRegion-Empirical whose instances are connected regions of empty space located in the empirically observable universe. The meaning of empty depends on context. In a high-energy physics microtheory where empty is defined as containing no particles, an empty space region would be a complete vacuum (see also #$Vacuum). In #$AmbientConditionsMt an empty space region would be occupied by a piece of #$Atmosphere. An undersea context could treat empty space regions as filled with seawater. An instance of #$EmptySpaceRegion is intangible, and not to be confused with the material - if any - that occupies it (cf. #$FreeSpaceContent). bd58ee65-9c29-11b1-9dad-c379636f7270 A GeographicalRegion that consists of one-half of the Earth's surface, divided form the other half by a circumferential circle that can be any line of latitude, or the equator, or any circle at an angle to a latitude line. The most common instances of EarthHemisphere are the EasternHemisphere, WesternHemisphere, NorthernHemisphere and SouthernHemisphere. OuterSpaceVacuum is the (near-) vacuum that permeates the universe and surrounds every AstronomicalBody. This is an instance, not a collection of parts of the OuterSpace region, and it includes all of the OuterSpace region, exclusive of those parts that are occupied by astronomical objects, and through which a spacecraft could not travel. An OuterSpaceLocation is any place (including objects) outside the Earth's atmosphere. One caution - because the Earth is an AstronomicalObject, not all AstronomicalObjects are OuterSpace Locations. The subtype 'OuterSpaceObject' includes all physical objects outside the Earth's atmosphere. COSMO note: we specify that an AstronomicalObject is located in the OuterSpaceVacuum. This is a relative perspective, meaning that it is not located on the Earth - even though in a sense the Earth also is located in the OuterSpaceVacuum. Also note that we specify that an AstronomicalObject is large, so debris no larger than a large house will not be an AstronomicalObject. If they are of interest, it will be necessary to create a different category for such small outer-space objects. Note that because the Earth itself is located in the OuterSpaceVacuum, it is an AstronomicalObject. Cyc: A specialization of #$InanimateThing-Natural. The collection of all things of the types studied by astronomers. Each instance of #$AstronomicalObject is a (usually quite large) natural, inanimate object that is located in the physical universe and is not on the surface of the Earth. (But note that #$PlanetEarth itself _is_ an instance of this collection.) An #$AstronomicalObject might be either an individual heavenly body (see #$AstronomicalBody) or a group or system made up of such bodies (see e.g. #$Galaxy and #$PlanetarySystem). See also the specialization #$CelestialObject, instances of which are visible from the Earth. IN SUMO corresponds to 'AstronomicalBody' - but that term in Cyc is reserved for things that are not groups. See 'AstronomicalBody'. SUMO: The Class of all astronomical objects of significant size. It includes SelfConnectedObjects like planets, stars, and asteroids, as well as Collections like nebulae, galaxies, and constellations. Note that the planet Earth is an AstronomicalBody, but every Region of Earth is a GeographicArea. bd58d178-9c29-11b1-9dad-c379636f7270 Any physical objects outside the Earth's atmosphere, including artificial Earth satellites. EarthsAtmosphereRegion is that region including all the places above the surface of the Earth, outside of a building, but not beyond the atmosphere (whose limit is ca. 100 miles up). It is any outdoor place that an airplane or a bird or an insect can fly. This is not the object that consists of the atmosphere, but is a location defined by the location of the atmosphere, and therefore defined by the location of the Earth. This will be used mostly to describe the region in which aircraft fly. A specialization of #$GaseousTangibleThing. Each instance of #$Air is one 'piece' among all the portions of the atmosphere of the Earth, considered as a substance present in various places, in various quantities, under various pressures, etc. Examples: the AirInAustin; the stuffy air in my office; the thin air atop Annapurna. See also #$TheAtmosphereQuaSinglePieceOfStuff, which is all ambient #$Air on the planet taken as a single object. SUMO: Air is the gaseous stuff that makes up the atmosphere surrounding Earth. bd58c00c-9c29-11b1-9dad-c379636f7270 53E20 The first 50 miles (80 km) of the Earth's atmosphere contain over 99% of its mass. Calculated according to their relative volumes, the gaseous constituents of the atmosphere are nitrogen, 78.09%; oxygen, 20.95%; argon, 0.93%; carbon dioxide, 0.03%; and minute traces of neon, helium, methane, krypton, hydrogen, xenon, and ozone. The lower atmosphere contains varying amounts of water vapor, which determine its humidity. At the height of 12-13 miles there is a layer with a relatively high concentration of ozone. The mass estimate is from: http://www.answers.com/topic/atmosphere. The number in Wikipedia and several other sources center around 5E21 grams. For comparison, the mass of the Earth is 5.98E27 grams. a comparison of mass values for physical objects. In Cyc this is called 'greaterMassThan'. This may also be expressed as: 'hasaGreaterMassThan' or 'weighsMoreThan' 12f70c40-1297-11d6-8000-0050dac4bdee A specialization of both #$PhysicalEvent and #$IntrinsicStateChangeEvent (q.v.). The collection of events in which a device goes from one basic state (the #$fromState) to another (the #$toState). A change of #$DeviceState (q.v.) might be due to an #$Agent adjusting the device, or it might happen automatically due to the behavior of the device itself. The two most general state changes (for powered devices) are from #$DeviceOn to #$DeviceOff, and vice versa. Many other states peculiar to specific devices can be identified. For example, the states of a #$Dishwasher include #$DeviceState-Washing and #$DeviceState-Rinsing; and the states of a trapping device might include #$TrapArmed, #$TrapTripped, and #$TrapIdle. Specializations of #$ChangingDeviceState include #$UnlockingALock, #$ChargingABattery, and #$ComputerCrashing. bd58d12d-9c29-11b1-9dad-c379636f7270 The collection of all events in which a #$Battery is charged. 31b2ee34-0fc0-41d7-97f2-ccb1c7c3ebe9 'allowsOrAssists' is a broad relation relating an Event (including static situations) or Resource (something useful) to the Events or Actions action(s) that are allowed to happen or assisted in happening because of the occurrence of the Event or the availability of the Resource. This relation answers the questions (in the case of Events) 'how was that able to happen' (and in the case of Resources) 'what is it good for?'. This relation includes both instrumentality and enabling factors. The enabling factors are more specifically represented by the subrelation 'allowed' for enabling conditions and instrumentality by subrelations 'enablesOrAssists' and 'isUsedAsInstrumentInEvent'. these last two relations can be used to point from a type of tool or instrument to the actions that the instrument is designed to be used in. . 'allowed' relates an Event (including static situations) to some Event that could not have occurred unless the subject Event happened (or the static situation were true). This relation answers the question 'how was that able to happen?'. This is not used for causality, but for passive conditions that, if otherwise, might have prevented an event from happening. For example, the dog was able to run out of the house because the door was open; likewise, the dog was able to run out of the house because jack opened the door. Either the event of opening the door or the state of the door being open could be a subject for this relation. This represents the notions included in certain uses of the words 'allowed', 'permitted', 'let', 'enabled' The subject domain includes objects because certain objects, such as paths, can allow things to move readily where they might not have been able to do so. Likewise, it includes substances because certain substances such as lubricants allow things to move over a surface more readily. By contrast, causality requires that the Event causing the effect directly transfer either matter or energy to the objects participating in the effect Event. No such transfer of matter or energy is required for an Event that 'allows' another Event. COSMO note: causality is a very primitive concept, about which there is no broad consensus. For COSMO, the main inference is the contrafactual assertion that 'if A caused or allowed B, B would not have occurred without A'. This by itself does not distinguish 'cause' from enabling conditions, which are represented in COSMO by the relation 'allowed'. The notion of 'causality' in COSMO requires that matter or energy be transferred from the objects participating in the causal Event to some Objects participating in the Effect Event. In the relation 'allows', this direct form of causation is not required. Processes can also have causal relations. The causality of processes is not yet elaborated in COSMO. More logical elaboration is needed. Corresponds to verb senses 1 of 'let', 1 of 'allow' and 2 of 'permit' in WordNet: 2. (39) let, allow, permit - (make it possible through a specific action or lack of action for something to happen; "This permits the water to rush in"; "This sealed door won't allow the water come into the basement"; "This will permit the rain to run off") . permit permit permit2v allow allow1v let let1v enablesOrAssists relates a Resource (something useful) to the action(s) that it can help perform. This relation answers the questions 'what is it good for?'. The subproperty of 'isUsedAsInstrumentInEvent' of this relation can be used to point from a type of tool or instrument to the actions that the instrument is designed to be used in. Note that this is close to but not identical to the relation 'hasDesignFunction' for artifacts. 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. isaRequiredResourceFor relates some resource (money, personnel, time, a substance, an Object ) to some PhysicalEvent or PhysicalProcess which cannot proceed unless the Resource is a participant in the Event or Process; or to a Goal whose end state cannot be achieved without the Resource. The Object needed not be consumed in the Event. isaRequiredInputFor relates an Object or Substance to some PhysicalEvent or PhysicalProcess which cannot proceed unless the Object is a participant in the Event or Process. The Object need not be comsumed in the Event. Living is the process (not Event) of being alive, specific for organisms. To be 'Living' does not necessarily mean that an Organism is actively metabolizing; like a seed or spore, it may be dormant. However, viruses, which cannot metabolize outside of the cell of another organism, are not able to be 'Living'. In COSMO a synonym for 'Living' is 'BiologicalSurvival'. Just another term of the process of 'Living'. A CombustibleSubstance is a substance (liquid or solid or gas) (e.g. gasoline or paper) which can burn in air in a self-sustaining combustion process, once ignited. Every liquid that is a CombustibleSubstance has a FlashPoint. NOTE that in COSMO 'Fuel' is an ArtificialSubstance, and a subtype of this type. Horse-drawn carriages. c0fcf3ee-9c29-11b1-9dad-c379636f7270 A small carriage with a handle on one end, used to conveniently transport a baby. Small enough for a person to lift, but at the outer limit of size for a 'PortableObject'. RHW 'baby carriage': a conveyance similar to an infant's crib set on four wheels and meant to be pushed. Any wheeled muscle-powered vehicle, large (drawn by animals) or small (baby carriages). This aggregates three senses in RHW: 1. a heavy two-wheeled vehicle, commonly without springs, drawn by mules, oxen, or the like, used for the conveyance of heavy goods. 2. a light two-wheeled vehicle with springs, drawn by a horse or pony. 3. any small vehicle pushed or pulled by hand. #$ShoppingCart is the collection of handcarts that are designed to hold dry goods for shoppers. bd7765d5-9c29-11b1-9dad-c379636f7270 COSMO note: a bridge can contain a fottpath and is not necessarily a Roadway. This is more general than the Cyc interpretation. Cyc: Bridges are elevated roadways, usually over water or some other pathway artifact. be00f521-9c29-11b1-9dad-c379636f7270 OPENCYC 1: MAY 23, 2002 A specialization of both #$ConstructionArtifact and #$Path-Customary. Each instance of #$PathArtifact is a spatial path made by humans or animals. Instances of #$PathArtifact include #$ErieCanal, #$WellandShipCanal, #$ChampsElysee, #$WallStreet, USHighway80, and #$Highway101CA. Note that each of these artifacts is a single, particular path; to refer to a whole system of #$PathArtifacts, use #$PathArtifactSystem. Corresponds to noun sense 6 of 'way' in WordNet: 6. (88) way - (any artifact consisting of a road or path affording passage from one place to another; "he said he was looking for the way out") way way way6n COSMO note: As an Artifact, the classification of 'FixedStructure' depends on what function it was intended to serve, and for this category a FixedStructure is built with the intention that it will perform its functions while fastened (at least by gravity) to some specific location on or near the surface of an astronomical body, in almost all cases of course, that will be the surface of the Earth. A marginal Type which is not a fixed structure is a MobileHome, i,e, a living unit on wheels. A MobileHome may stop and be connected to services at a trailer park, but unless taken off the wheels and connected to a foundation will still not be a FixedStructure. However, a modular home, which is movable but designed to be transported to a location and placed on a foundation, to be used there, will be a FixedStructure. Buildings that were built with the intention of staying in one location may at some time be moved to a different location by building movers (while retaining their identity), and they will still be FixedStructures, even after having been moved. The immobility of a FixedStructure is not an absolute requirement, but a probability statement. The intuition that is captured by this category is the logical assertion that, if a FixedStructure is in some geographical location at time T, it will, with greater than 99% probability, be in the same location at time T plus one month (the exact probabilities will vary with the actual subcategory, and will be discovered over time by experience.). Cyc: #$FixedStructure is a specialization of #$ConstructionArtifact. Each instance of #$FixedStructure is a human-constructed, freestanding object that exists in a fixed location. Examples include buildings, pyramids, the Great Wall of China, dams, bridges, elevated roadways, and canals. Such structures may have parts which are also instances of #$FixedStructure (e.g. bridge pilings) and parts which are not freestanding (e.g. the span of a bridge, or a room in a building). bd58c647-9c29-11b1-9dad-c379636f7270 PathForWheeledVehicles(Cyc); LandTransitway(SUMO) OPENCYC 1: MAY 23, 2002 A specialization of #$PathArtifact. Each instance of #$PathForWheeledVehicles is an artifact whose primary function is to serve as a path along which wheeled vehicles may move or park. Often such paths are paved, but they need not be. Specializations of #$PathForWheeledVehicles include #$AirplaneRunway, #$ParkingLot, and #$Roadway. The SUMO LandTransitway is close but not identical, as it includes airports and airport runways - the latter arguably for wheeled vehicles, but the former less clearly so; in Opencyc Airport is a FixedStructure. SUMO: LandTransitway is the subclass of Transitway that represents areas intended for motion over the ground. bd59029a-9c29-11b1-9dad-c379636f7270 A Container that is approximately cylindrical, and can hold at least 1 gallon of material, liquid or solid. Some barrels are very large. A barrel of petroleum is standardized at 42 U.S. gallons. c0fe0394-9c29-11b1-9dad-c379636f7270 The tubular part of a Firearm through which the shot is propelled. A Container that is portable and designed for holding specific types of items. The type of item it is designed to hold will differentiate among the many subtypes. This does not include 'case' when used as a quantity measure: a 'case of wine' may be 12 bottles regardless of whether they are in a container or not. This corresponds to case(2) sense 1 in RHW: 1. an often small or portable container for enclosing something, as for carrying or safekeeping; receptacle: a jewel case; a violin case; a camera case.. COSMO note: this type can be used to represent a complete Roadway (some street in a City, or interstate highway) from beginning to end, or merely some part of a Roadway, such as a CurveInaRoad. Railroads are not included. OPENCYC 1: MAY 23, 2002 A specialization of #$PathForWheeledVehicles. Each instance of #$Roadway is a path artifact designed to accomodate road vehicles (see the collection #$RoadVehicle) such as cars, trucks, and motorcycles. Specializations of #$Roadway include #$Street-Generic and #$Highway. SUMO: Roadway is the subclass of LandTransitways that are areas intended for surface travel by self-powered, wheeled vehicles, excluding those that travel on tracks. Roadways have been at least minimally improved to enable the passage of vehicles. Roadways include dirt and gravelled roads, paved streets, and expressways. Corresponds approximately to noun sense 1 of 'road' in WordNet (it is unclear whether the WordNet sense includes footpaths for people or animals not traversable by vehicles, which are not included in this type) and includes sense 1 of 'roadway':: 1. (95) road, route - - (an open way (generally public) for travel or transportation) WN 'roadway': 1. (11) roadway - - (a road (especially that part of a road) over which vehicles travel) road road road1n roadway roadway1n 'SpatialRegion' is the BFO approximate equivalent of 'Region'. The term 'SpatialRegion' is itself used for a sypertype of physical space regions in COSMO. UnknownAgent is the type whose instance are IntelligentAgents whose identity is not known to the data enterer. There are many such agents, each of which will be an instance of thius type. Two UnknownAgents represented in some database may or may not be the same agent, if there is not definitive information to determine identity.. The subtype of UnknownAgents who are people (or groups of people) and who created some ConceptualWork.. A Quantity (pure number or a MeasurableQuantity having units of measure) that is calculated as the sum of two or more numbers, divided by the count of the numbers summed. This is an arithmetic mean, not a grade-point average for alphabetical grades. An approximate Synonym of 'Quantity'. Uesd usually for approximate quantity statements when not used alone: 'a large amount'; 'a smaller amount'. NOTE that the verb 'amount' includes the particle 'to'. A VerbalQuantifier is a word or prase expressing quantity in other than numerial terms. 'Once' 'twice', 'again' 'one more time' are quantifiers for events.. An instance of #$FeelingType. Each instance of #$Satisfaction is some agent's feeling that at least some of her desires or needs have been met. Instances of #$Satisfaction vary depending on the intensity of the feeling or on the subject experiencing the feeling. Specializations of #$Satisfaction include #$Approval and #$Contentment. bd58bded-9c29-11b1-9dad-c379636f7270 The states of SexualArousal; sexual stirrings or physical readiness for sexual activity. c0c31ee1-9c29-11b1-9dad-c379636f7270 The states of #$SexualGratification; such a state is ordinarily achieved after an #$UrgeToHaveSex has been satisfied. c139799e-9c29-11b1-9dad-c379636f7270 Feeling of impressive gravity, as if weighed down by deep thought or important work. Not light or frivolous, but serious bd58b27a-9c29-11b1-9dad-c379636f7270 Insignificance, Inferiority: feeling of absence of pride in oneself and in one's achievement, with the connotation of undue self-deprecation, humilliation or abjectness bd589ccc-9c29-11b1-9dad-c379636f7270 The attribute-type associated with the feeling of listlessness: the felt experience of having little or no interest in or concern for what is going on around one. Note that a mere lack of interest in-itself is not a _feeling_, and thus is not sufficient for possessing an instance of #$Listlessness; one's lack of interest must be consciously experienced as such. (For the rationale behind treating feelings in terms of types -- i.e. collections -- of attributes, see the comment on #$Happiness.) bd5893b4-9c29-11b1-9dad-c379636f7270 Cumulative psychological or emotional disturbance caused by environmental influences. Can be relieved by #$Resting-Relaxing, #$Meditating, #$Exercising, etc. bf8e052f-9c29-11b1-9dad-c379636f7270 The attribute-type associated with the feeling of surprise at the occurrence of something unexpected, unanticipated, or startling. A specialization of #$Surprise is #$Wonder-Admiration. (For the rationale behind treating feelings as types -- i.e. collections -- of attributes, see the comment on #$Happiness.) bd58c0ce-9c29-11b1-9dad-c379636f7270 A feeling of tenderness or respect induced by the suffering or distress of another bd58af7b-9c29-11b1-9dad-c379636f7270 The feeling of being emotionally touched. Something that is stirring, touching or moving. bd58c10a-9c29-11b1-9dad-c379636f7270 A collection of persons. Each instance of #$UnemployedPerson is a worker who is unemployed. An unemployed worker is someone who either has worked previously and could still do so (if s/he had a job), or someone who is qualified to work (e.g., a recent graduate) but has not yet worked. bd588cd7-9c29-11b1-9dad-c379636f7270 'Observer' is a Role played by a Person who sees an Object or Event. 'MentalDistress' is a PhysiologicalCondition (a PersistentState) in which an Agent has a feeling that is unpleasant in a manner analogous to physical Pain (see 'PainOrAche'), but which is caused by mental events rather than physical events that affect the body. This could also be termed 'Mental Pain', but 'Pain' in COSMO is used for physical pain. All mental events originate in the Mind (therefore in the brain), though influenced by events outside the brain. There can be physical events in the brain that cause physical pain that are not instances of MentalDistress, such as headache. This type subsumes all levels of MentalDistress, from Disappointment to Sadness to severe depression. Approximately equivalent to Cyc 'Distress': Cyc: Extremely troubled; mentally confused, distracted. Corresponds to noun sense 1 of 'distress' in WordNet: 1. (4) distress, hurt, suffering - (psychological suffering; 'the death of his wife caused him great distress'). distress distress1n The collection of all amounts of unhappiness that an agent can feel. Notable specializations include #$Sadness and #$Anger. dcf76076-7433-41d8-82b8-d7360d25a69f Feeling of willingness to participate in an event or situation; consenting or being prepared to participate. (#$feelsTowardsEvent AGENT EVENT #$Willingness DEGREE) means that AGENT is willing for EVENT to come about to DEGREE degree. Note: This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. A more specialized #$FeelingType than #$Willingness is #$Eagerness. c0b608b3-9c29-11b1-9dad-c379636f7270 be01e59e-9c29-11b1-9dad-c379636f7270 Unpleasant emotion associated with situations in which a person feels unduly constrained in behavior or otherwise pressured or controlled by others. This is a #$Collection - for an explanation of that, see #$Happiness. c1005431-9c29-11b1-9dad-c379636f7270 An static Event during which a single individual experiences some emotion, such as fear, anger, joy. A common term for COSMO 'EmotionalState'. Pleasant emotion associated with situations where the person believes themself to be relatively unconstrained in their behavior, not controlled by others. c0fd6cd0-9c29-11b1-9dad-c379636f7270 Feeling free from brashness, boldness or assertiveness. Has no connotation of inferiority; see Humility bd589d4e-9c29-11b1-9dad-c379636f7270 COSMO note: in Cyc called 'Innocence', but Innocence is typically a judgment by others, not a feeling. For COSMO, it is renamed to indicate it is a Feeling.. Cyc: Feeling of freedom from guilt or sin bd588a7b-9c29-11b1-9dad-c379636f7270 An instance of #$FeelingType. Each instance of #$Respect is some agent's feeling of just regard, consideration, or appreciation for the worth of someone or something. Instances of #$Respect vary depending on the intensity of the feeling, the subject experiencing the feeling, or the object of the feeling. Specializations of #$Respect include #$Awe, #$Reverence, and #$Admiration. The SocialState of being respected is represented by 'BeingRespected' Corresponds to noun sense 3 of 'respect' in WordNet: 3. (5) respect, esteem, regard -- (an attitude of admiration or esteem; "she lost all respect for him") bd588a38-9c29-11b1-9dad-c379636f7270 respect respect respect3n The emotion or state of disapproving of something; a negative attitude towards some situation, proposal, person, or thing, implying a judgment based on explicit or implicit standards (rational, moral, pragmatic, or etc.). This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. More specialized #$FeelingTypes than #$Disapproval are #$Contempt, #$Hate, #$Abhorrence, etc. More subtly, it is often true that feelings of #$Jealousy or #$Envy manifest in superficial shows of #$Disapproval. #$Disapproval is a #$Collection --- for an explanation of that, see #$Happiness. be00ca70-9c29-11b1-9dad-c379636f7270 The attribute-type associated with feeling defeated in expectation or hope. (For the rationale behind treating feelings as types - i.e. collections - of attributes, see the comment on #$Happiness.) bd58b543-9c29-11b1-9dad-c379636f7270 A pleasant emotional state of caused by observing or becoming aware of something of which one strongly approves - either because of its intrinsic positive qualities, or because (as a person's action) it signifies some state of which one approves. Admiration can be directed toward natural things (to admire the view), but is usually toward people or things done by or made by people. This sense is broader than the Cyc sense, which is specifically for admiration of people. For the Cyc sense, see 'Admiration-Respect'. In Cyc called 'Admiration'. Cyc: A feeling of strong approval. An intense positive attitude towards another person(s) or group. May be accompanied by emulation. #$Admiration is different than #$Respect (qv). This is a collection --- see #$Happiness for an explanation. Some more specialized #$FeelingTypes than #$Admiration are #$Wonder-Admiration, #$Adulation, #$Awe, etc. . bd58b20b-9c29-11b1-9dad-c379636f7270 Intense longing for somebody or something regarded as essential to one's well-being or happiness bd58b077-9c29-11b1-9dad-c379636f7270 Emotion aroused by the removal or lightening of something oppressive, distressing, or painful. This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. bd58a14a-9c29-11b1-9dad-c379636f7270 COSMO note: to pity someone (verb) is to experience Pity. The action is difficult to disentangle from the Feeling, though they appear in different syntactic forms. @ToDo: rules may be needed to handle the resolution of the action and feeling; perhaps pitying is a more conscious form of the Feeling? Cyc: An instance of #$FeelingType. Each instance of #$Pity is some agent's feeling of sorrow for an agent (usually some other agent, but sometimes the pitying agent herself) on account of the undesirable state of affairs that agent is in. Instances of #$Pity vary depending on the intensity of the feeling, the subject experiencing the feeling, or the object pitied. Corresponds to noun sense 1 and verb sense 1 of 'pity' in WordNet: WN noun 'pity" 1. (6) commiseration, pity, ruth, pathos - (a feeling of sympathy and sorrow for the misfortunes of others; "the blind are too often objects of pity") WN verb 'pity" 1. (4) feel for, pity, compassionate, condole with, sympathize with - (share the suffering of) c0fba7c4-9c29-11b1-9dad-c379636f7270 pity pity pity1n pity1v An instance of #$FeelingType, #$Mistrust represents the feeling or attitude an agent has towards something that it considers unreliable, suspicious, or otherwise untrustworthy. bd58e231-9c29-11b1-9dad-c379636f7270 Expectation of fulfillment or success. This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. bd5889b2-9c29-11b1-9dad-c379636f7270 Emotion manifested by interest in another person (or, more rarely, in some nonhuman agent), good will towards that individual, and an inclination to favor him or her (or it). This is a #$Collection --- for an explanation of that, see #$Happiness. c13b3e2c-9c29-11b1-9dad-c379636f7270 An instance of #$FeelingType. Each instance of #$Gratitude is some agent's feeling of appreciation towards another agent for a benefit or favor received from the latter agent. Instances of #$Gratitude vary depending on the intensity of the feeling, the subject experiencing the feeling, or the object of gratitude. bd588970-9c29-11b1-9dad-c379636f7270 Feeling of one that shows poor return for kindness received. Ungratefulness bd58b1f7-9c29-11b1-9dad-c379636f7270 An instance of #$FeelingType. Each instance of #$Guilt is some agent's negative, self-accusatory feeling of responsibility for having caused some harm. Instances of #$Guilt vary depending on the intensity of the feeling or the subject experiencing the feeling. bd58e14d-9c29-11b1-9dad-c379636f7270 An instance of #$FeelingType. Each instance of #$Dislike is some agent's feeling of disaffection or disaffinity for an agent, event, or thing. Instances of #$Dislike vary depending on the intensity of the feeling, the subject experiencing the feeling, and/or the object of dislike. Specializations of #$Dislike include #$Contempt, #$Hate, and #$Disgust. bd58a553-9c29-11b1-9dad-c379636f7270 Intensely desiring something; impatiently expectant. c010d0dc-9c29-11b1-9dad-c379636f7270 The attribute of someone experiencing Eagerness. An instance of #$FeelingType. Each instance of #$Embarrassment is some agent's feeling of mental confusion or discomposure. Instances of #$Embarrassment vary depending on the intensity of the feeling or the subject experiencing the feeling. A notable specialization of #$Embarrassment is #$Shame. bd58c194-9c29-11b1-9dad-c379636f7270 Painful self-conscious feeling of guilt, shortcoming, or impropriety. #$Shame often accompanies social disgrace or disrepute. It often leads to #$Remorse. This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. bd58a2d2-9c29-11b1-9dad-c379636f7270 COSMO note: this Cyc category is interpreted as a dissatisfaction directed at something specific, rather than a general dissatisfaction with one's life condition. Cyc: Feeling of discontent, due to a lack of fulfillment of an agent's desires, needs, or requirements. This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. Some more specialized #$FeelingTypes than #$Dissatisfaction are #$Disappointment, #$Frustration, #$Impatience, #$Anger, etc. bd58a58e-9c29-11b1-9dad-c379636f7270 Care for, preocupation, worry. The feeling of a person with his mind engrossed by something pertinent to himself or another, due to his responsibility, interest or affection. COSMO note: A feeling does not have to be totally preoccupying to be a 'Concern'. A person may have many concerns at one time. A Concern in COSMO must be directed at least in part at some possible future bad event. Linguistically that future event would be the ?X in the phrase {J is concerned about ?X} When such a phrase is used with ?X being an object (a person), the concern is actually about something happening to that object, and the thing that might happen to that object is the 'FutureEvent' filler in the restriction. The word 'concern' may be used in other senses, but those senses would be represented differently in COSMO. bd5893f0-9c29-11b1-9dad-c379636f7270 A static Event during which a person experiences caution for some interval of time. Synonym of 'Care' as in 'take care' = 'be cautious'. Caution is not Fear, but is an attitude (here represented as a Feeling) that is intentional. @ToDo - perhaps attitudes should be in a separate parallel branch to Feelings? Caution is a DirectedFeeling because the person who is taking Caution has some hazard in mind. A static Event during which a person experiences carelessness for some interval of time. A common term for COSMO 'Caution'. The Feeling (static Event) during which some animal experiences fear for some interval of time. 'Concern' or 'Apprehension' are not subtypes of 'Fear' - some level of intensity is required to qualify as 'Fear'. But 'Terror' or 'Dread' is a subtype of 'Fear', being those fear states that have particular intensity. rules: every one who is an experiencer of Fear has the attribute 'Afraid': (iff (hasFeeling ?E Fear) (hasAttributeValue ?E Afraid)). Cyc: Unpleasant emotion manifested by painful agitation in the presence or awareness of danger. Fear implies anxiety and loss of courage. This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. A more specialized #$FeelingType than #$Fear is #$Dread. Corresponds to noun sense 1 of 'fear' and sense 1 of 'fright' in WordNet: 1. (2) fear, fearfulness, fright - (an emotion experienced in anticipation of some specific pain or danger (usually accompanied by a desire to flee or fight)) bd58c044-9c29-11b1-9dad-c379636f7270 fear fear fear1n fright fright1n 'isanIntensiveFormOf' relates a more general FeelingType to a more specific and more intensive form of that Feeling. The more intensive form may or may not overlap as a subtype of the more general form - that is, the two forms of Feeling related by this relation may be disjoint (the first a lower intensity and the second a higher intensity), or the first may be the general form covering all intensities, and the second a subtype covering nigher intensities. This relation may need to be divided to distinguish the two type of relation of feelings. Terror is the highest reified level within the general class of states called 'Fear'. Corresponds to noun sense 1 of 'terror' in WordNet: 1. (11) panic, terror, affright - (an overwhelming feeling of fear and anxiety) Also included here is 'dread'; in WN dread seems to include not pnly fear by anticipation: WN 'dread' 1. (1) apprehension, apprehensiveness, dread - (fearful expectation or anticipation; 'the student looked around the examination room with apprehension') terror terror terror1n dread dread1n The attribute of someone who is either not in the company of other people, or who is executing an action without the help of another person (i.e. 'by oneself'). This is approximately the same as WordNet sense 1: WordNet: (isolated from others; "could be alone in a crowded room"; "was alone with her thoughts"; "I want to be alone"). NOTE that the sense of 'lonely' is not part of this sense (see 'Solitude'). Also the sense of 'exclusively' for an object ('she wanted only a blue car') is not included. The disagreeable feeling of being without company. This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. Some more specialized #$FeelingTypes are #$Loneliness, #$Solitude, etc. NOTE: WOrdNet sense 3 of 'solitude' includes 'loneliness' but is a *disposition* rather than a Feeling. This type is a Feeling, not a disposition. WordNet: 3. aloneness, loneliness, lonesomeness, solitude - (a disposition toward being alone) c0ed0b82-9c29-11b1-9dad-c379636f7270 The attribute of someone experiencing Anger. For the sense of 'angry' that applies to actions or communications, use 'ExhibitingAnger'. This corresponds to the part of adjective sense 1 of 'angry' and sense 1 of 'mad' in WordNet that characterizes people, but not to the part that characterizes an Event or communication ('showing anger' is not included in this sense): WN 'angry' 1. (17) angry - (feeling or showing anger; 'angry at the weather'; 'angry customers'; 'an angry silence'; 'sending angry letters to the papers') WN 'mad': 1. (12) huffy, mad, sore - (roused to anger; 'stayed huffy a good while'- Mark Twain; 'she gets mad when you wake her up so early'; 'mad at his friend'; 'sore over a remark') angry angry angry1adj mad mad mad1adj The attribute of an action or communication that exhibits anger on the part of the actor. ('an angry letter', 'an angry response') For the sense of 'angry' that characterizes people feeling anger, use 'Angry'. This corresponds to the part of adjective sense 1 of 'angry' in WordNet that characterizes actions or communications, but not to the part that characterizes people. ('angry customers' and 'angry at the weather' are not included in this sense). 1. (17) angry - (feeling or showing anger; 'angry at the weather'; 'angry customers'; 'an angry silence'; 'sending angry letters to the papers') angry angry angry1adj The Capability to learn, understand, and think. This category includes the low levels of intelligence found in some of the more intelligent animals such as apes and dolphins. An AttributeValue applied to objects, actions, and sometimes to people, that expresses the notion that the thing so characterized will serve for the purpose that is explicitly or implicitly referenced. This is an EvaluativeAttribute and therefore is meaningful only relative to some Agent doing the evaluation, and some purpose for which the evaluation is done. A person can be 'suitable' or 'appropriate' for a task when that person knows how to perform the task. In COSMO this is a general attribute, encompassing several senses of 'suitable and 'appropriate' and 'proper' in WordNet. Some subsenses can be logicall distinguished, such as suitable tools and suitable people, but this type represents the most general, all-encompassing senses. Sense 3 of 'suitable' (deemed worthy as a spouse) needs a special subtype. As of v0.49 of COSMO, this general concept has not been differentiated into subtypes, and the terms 'appropriate' is represented as a synonym. WordNet 'appropriate': 1. (29) appropriate - (suitable for a particular person or place or condition etc; 'a book not appropriate for children'; 'a funeral conducted the appropriate solemnity'; 'it seems that an apology is appropriate') 2. (4) advantageous, appropriate - (appropriate for achieving a particular end; implies a lack of concern for fairness) 3. (1) appropriate, suitable, suited - (meant or adapted for an occasion or use; 'a tractor suitable (or fit) for heavy duty'; 'not an appropriate (or fit) time for flippancy') 4. (1) appropriate, harmonious - (suitable and fitting; 'the tailored clothes were harmonious with her military bearing') 5. apposite, appropriate, apt, pertinent - (being of striking appropriateness and pertinence; 'the successful copywriter is a master of apposite and evocative verbal images'; 'an apt reply') WordNet senses of 'suitable' 1. (3) appropriate, suitable, suited - (meant or adapted for an occasion or use; "a tractor suitable (or fit) for heavy duty"; "not an appropriate (or fit) time for flippancy") 2. (1) proper, right, suitable, suited - (appropriate for a condition or purpose or occasion or a person's character, needs; 'everything in its proper place'; 'the right man for the job'; 'she is not suitable for the position'; 'he is not a suitable husband for her') 3. desirable, suitable, worthy - (worthy of being chosen especially as a spouse; 'the parents found the girl suitable for their son') WN 'proper' 1. (34) proper - (marked by suitability or rightness or appropriateness; "proper medical treatment"; "proper manners") . suitable suitable1adj suitable2adj suitable3adj appropriate appropriate1adj appropriate2adj appropriate3adj appropriate4adj appropriate5adj proper proper proper1adj A Synonym for 'Suitable'. An AttributeValue applied to linguistic statements that are suitable for the specific situation (a pertinent remark) This corresponds to sense 5 of 'appropriate' in WordNet: 5. apposite, appropriate, apt, pertinent - (being of striking appropriateness and pertinence; 'the successful copywriter is a master of apposite and evocative verbal images'; 'an apt reply'). An AttributeValue applied to objects or actions - not to people - that show evidence of cleverness in their design or performance; see 'Clever' for the Intelligence attribute that is evidenced by an 'Ingenious' thing. This corresponds to sense 3 of 'ingenious' in WordNet: 3. clever, cunning, ingenious - (showing inventiveness and skill; 'a clever gadget'; 'the cunning maneuvers leading to his success'; 'an ingenious solution to the problem'). @ToDo: For a CL-compliant application, this attribute value needs a consistency check to be sure it is not applied to people. Each subtype of 'PersonalityTraitValue' is a PersonalityTrait that may be assigned to some individual animal, usually used for people. Examples are kindness, thriftiness, gregariousness. The Types are categorized by nouns, but the equivalent assignments of such traits to people in linguistic statements will typically use adjectives such as 'a kind person'. These are the values for the AttributeType 'PersonalityTrait'. Each subtype of 'BehaviorAttribute' is an attribute that characterizes some form of behavior. The attribute may be manifested in as few as one incident, and is not necessarly a 'PersonTraitValue', which is a subtype of BehaviorAttribute that is exhibited in multiple actions. A 'PersonTraitValue' is an AnimalTraitValue specifically applicable to people. A TraitValue is a characteristic that describes a habitual mode of acting, and is perceived as a part of the personality of the animal (or person). 'Intelligent' is the attribute of someone who has a significantly higher than average intelligence. Intelligence has multiple aspects, and this is the broadest sense. More specific aspects of intelligence are represented by 'Clever', 'Apt', 'Discriminating', 'Imaginative' and (for the results of intelligent action) 'Ingenious' NOTE that the AttributeValue 'Intelligence' (an AgentCapability) can be applied to animals and machines and has multiple levels, including very low ones, so it is not the same as this attribute, which applies only to people. The sense of 'Intelligent' in the phrase 'intelligent agent' is represented by the term 'Intelligence' in COSMO, not the term 'Intelligent'. The LDOCE word 'clever' seems to include this sense, as the words 'intelligent' and 'smart' do not appear in the LDOCE defining vocabulary. Corresponds to adjective sense 1 of 'intelligent' in WordNet: 1. (4) intelligent - (having the capacity for thought and reason especially to a high degree; 'is there intelligent life in the universe?'; 'an intelligent question') clever intelligent intelligent1adj 'Clever' is the attribute of someone who has is better than average at finding solutions to practical problems (as contrasted with academic intelligence, the ability to score well on examinations). NOTE: for objects or actions showing evidence of cleverness, use 'Ingenious'. This corresponds to sense 1 of 'clever' in Wordnet: 1. (3) adroit, clever, ingenious - (skillful (or showing skill) in adapting means to ends; 'cool prudence and sensitive selfishness along with quick perception of what is possible - these distinguish an adroit politician'; 'came up with a clever story'; 'an ingenious press agent'; 'an ingenious scheme') See also 'Apt' - a related term - and (for the results of intelligent action) 'Ingenious'. clever clever clever1adj 'Imaginative' is a subtype of the attribute 'Clever' that selects the aspect of intelligence that manifests itself in originality - finding solutions that even other Clever people wouldn't find. This corresponds partly to sense 1 of 'ingenious' in Wordnet, and to sense 1 (the only sense) of 'imaginative' **but** in COSMO this applies only to people: for the sense applied to artifacts, use 'ingenious' 1. (3) imaginative, ingenious, inventive - ((used of persons or artifacts) marked by independence and creativity in thought or action; 'an imaginative use of material'; 'the invention of the knitting frame by another ingenious English clergyman' - Lewis Mumford; 'an ingenious device'; 'had an inventive turn of mind'; 'inventive ceramics') See also 'Apt' - a related term - and (for the results of intelligent action) 'Ingenious'. 'Apt' is the attribute of someone who can learn quickly, either academically or some practical skill. This is usually used for students or someone learning a skill from another person. NOTE: this is not the 'appropriate' sense - use 'Appropriate'. This corresponds to sense 2 of 'apt' and sense 3 of 'clever'in Wordnet: 3. (1) apt, clever -- (mentally quick and resourceful; 'an apt pupil'; 'you are a clever man...you reason well and your wit is bold' - Bram Stoker) See also 'Clever' - a related term - and (for the results of intelligent action) 'Ingenious'. Each FeelingAttribute is the attribute of someone who is experiencing a specific Feeling. For example, 'afraid' is the attribute of someone feeling Fear; 'Courageous' is the attribute of someone feeling 'Courage'. 'isTheAttributeOfSomethingDoing' is used to relate some AttributeValueType of an Object (that is performing an action or in a static situation that can be represented as an Event) to the Event in which that Object is a participant. For example, the attribute 'InMotion' can be attributed to something that is the main participant in a 'Motion'. This is a general relation for connecting attributes to the values of case relations in Events. More specialized subproperties such as 'isTheAttributeOfSomeonePerforming' relate attributes of people to the things they are doing. Linguistically, this kind of attribute is represented by the gerundive 'ing' form of the verb that labels the kind of Event that the object is participating in. @ToDo: Implication: To use this in reasoning will require an FOL rule that specifies that an object with this attribute is a participant in a certain type of Event. 'isTheAttributeOfSomeoneFeeling' relates a type of 'FeelingAttribute' to the type of Feeling that is being experienced by the person having that attribute. This is a very specialized relation, used to create a direct link from certain attributes such as 'Courageous' to the feelings characteristic of a person who has that attribute. In the case of 'Courageous', the Feeling is 'Courage', which is the nominalized form of the attribute. The feeling does not have to be labeled by such a nominalized form.. 'isTheAttributeOfSomeonePerforming' is used to relates type of 'QualitativeAttributeValue' to the type of Action that requires or gives evidence of that attribute. NOTE that the 'Action' may be a PhysiologicalCondition (e.g. Consciousness, Unconsciousness) which is categorized as an Action (an Event involving an Agent) in COSMO. This is a very specialized relation, used to create a direct link from certain attributes such as 'Cruel' to the actions that are performed by a person who has that attribute. In the case of 'Cruel', the Action is 'Cruelty'. In this case, there is also a Feeling 'Cruelness' which is associated with a person who is Cruel, and which is related to 'Cruel' by the relation 'isTheAttributeOfSomeoneFeeling'. 'isTheAttributeOfSomeoneEngagedIn' is a specialization of 'isTheAttributeOfSomeonePerforming', used to relate a type of 'QualitativeAttributeValue' to some type of Action that requires or gives evidence of that attribute. fot this specialization to hold, the Action performd must involve physical acts, not just mental actions. This is a very specialized relation, used to create a direct link from certain attributes such as 'Crafty' to the actions (e.g. 'Plot' (scheme, intrigue) that are performed by a person who has that attribute.. The attribute of someone who is feeling Caution. A Synonym for 'Cautious'. The attribute of someone who is feeling Carelessnes. This can be due to a lack of attention while performing a task, or a general lack of concern about possible hazards. The attribute of someone who is feeling Fear. The attribute of someone who is feeling Terror. The attribute of someone who is feeling 'Courage'. The attribute of someone who is feeling 'Cowardice'. There is only only sense of 'cowardly' in WordNet: 1. (2) cowardly, fearful - (lacking courage; ignobly timid and faint-hearted; 'cowardly dogs, ye will not aid me then' - P.B.Shelley) cowardly The attribute of someone who is feeling Fear. A Synonym for 'Courageous'. An Event that occurs in Earth's atmosphere. hasSubEvent relates one Event to another, smaller Event included in the first. This is a 'part' relation specific for Events. The included Event may only represent some of the fluents represented in the whole event, or may represent all of the fluents in some time interval shorter than the time interval of the whole event. In the latter case, the relation 'hasEventTemporalPart' could also be used. This relation can be used to relate individual Events, or can be used to specify that some Type of Event must have another Type of Event as a component. 'isaSubEventOf' is the inverse of 'hasSubEvent', and relates one Event to another, larger Event in which the smaller Event is included. The subevent may be a temporal part of the larger Event, including all subevens in some TimeInterval (in which case, use 'isaTemporalPartOfEvent'), or it may represent only some of the fluents that are represented in the larger Event. This is somewhat similar to the 'subprocess' relation of SUMO: SUMO (subprocess) (subProcess ?SUBPROC ?PROC) means that ?SUBPROC is a subprocess of ?PROC. A subprocess is here understood as a temporally distinguished part (proper or not) of a Process. isaTemporalPartOfEvent relates one Event to another Event of which the subject Event is a part. This is a relation on instances, not types of events, so the part of a particular oath-taking event when the oath-taker raises her hand may be a temporal part of the oath-taking event. The part must be a proper part of the larger event. **NOTE** that a temporal part includes **every** part of an event that occurs during some specific time interval, not just the changes in some selected fluents that take place in a time interval. So if the larger Event has multiple fluents represented, the changes in all of those fluents taht take place in some time interval during an Event must be represented in the Event pointed to as the subject of the 'isaTemporalpartOfEvent' relation. **IF** one wants to refer to the changes in a single fluent during some part of a larger Event in which multiple fluents are represented, then use the 'hasSubevent' relation. The temporal analogue of the spatial part predicate. (temporalPart ?POS1 ?POS2) means that TimePosition ?POS1 is part of TimePosition ?POS2. Note that since temporalPart is a ReflexiveRelation every TimePostion is a temporalPart of itself. (during ?INTERVAL1 ?INTERVAL2) means that ?INTERVAL1 starts after and ends before ?INTERVAL2. A CompletionEvent is an Event which is necessarily part of an Event of longer duration, and which constitutes the last temporal part of that longer Event. This would count as an 'achievement' in Vendler's categorization, but the logical treatment of Events in COSMO does not attempt to follow Vendler. The characteristic of a CompletionEvent is that it is the final temporal part of another identifiable Event. Corresponds to verb sense 1 of 'finish' and sense 1 of 'complete' in WordNet: 1. (44) complete, finish - (come or bring to a finish or an end; 'He finished the dishes'; 'She completed the requirements for her Master's Degree'; 'The fastest runner finished the race in just over 2 hours; others finished in over 4 hours') complete finish finish finish1v complete complete complete1v The type of action in which an animal aroused by rage, fear, or mating instincts aggressively runs at another animal in a physical attack. bd590a96-9c29-11b1-9dad-c379636f7270 A specialization of both #$MathematicalOrComputationalThing and #$IntangibleIndividual. Each instance of #$ComputationalObject is a syntactically structured form, such as a Cyc system expression, a Lisp string, a C variable name, or an equation in a particular canonical form format. bd58803b-9c29-11b1-9dad-c379636f7270 A feeling of opposition against authority or the status quo. be0117e6-9c29-11b1-9dad-c379636f7270 Emotion accompanying an expectation of something pleasant in the foreseeable future. This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. bd58cefc-9c29-11b1-9dad-c379636f7270 Every element of this collection is a feeling of being confused or bewildered. bdc26d11-9c29-11b1-9dad-c379636f7270 The collection of feelings of intellectual interest, desire to know (more), to understand (more about) a thing. c10c317c-9c29-11b1-9dad-c379636f7270 COSMO note: Distress is not necessarily directed at one specific thing, but can be due to general conditions. Cyc: Extremely troubled; mentally confused, distracted. bd58d06f-9c29-11b1-9dad-c379636f7270 'Painful' is an AttributeValue that can be applied to Events (e.g. injury), or physiological conditions (Pain), or certain static situations (pressure, cold, heat). This is an attribute meaning that the Painful ting causes 'PainOrAche' of unspecified intensity. For psychological 'painful' things, use 'Distressing'. Includes parts of adjective senses 1,2, and 4 of 'painful' in WordNet; only the physical pain is represented here; 1. (10) painful - (causing physical or psychological pain; 'worked with painful slowness') 2. (1) afflictive, painful, sore - (causing misery or pain or distress; 'it was a sore trial to him'; 'the painful process of growing up') 4. irritating, painful - (causing physical discomfort; 'bites of black flies are more than irritating; they can be very painful') painful painful painful1adj painful2adj painful4adj 'Distressing' is an AttributeValue that can be applied to things that cause psychological 'pain' including things that cause physical pain, such as Events (e.g. injury), or physiological conditions (Pain), or certain static situations (pressure, cold, heat); it can also be applied to Events or situations that are undesirable in any of many different ways. Loss of property or loved ones is a common situation that is 'Distressing', but there are many others. This is the psychological 'painful' that is differentiated in COSMO from physiological 'Painful'. For physically 'painful' things, use 'Painful'. As of rev801 no levels of intensity of 'distressing' are differentiated. This is for senses in phrases like 'too painful to watch'; 'a painful loss of a loved one'; 'a distressing argument'; 'painful criticism' @ToDo - psychologically 'painful' may be a more intense variant of 'distressing' - to be reconsidered. Includes parts of adjective senses 1, and 2 of 'painful' and adjective sense 1 of 'distressing' and sense 1 of 'troubling' and sense 1 of 'disturbing' in WordNet; only the psychological pain or distress is represented here; WN 'painful': 1. (10) painful - (causing physical or psychological pain; 'worked with painful slowness') 2. (1) afflictive, painful, sore - (causing misery or pain or distress; 'it was a sore trial to him'; 'the painful process of growing up') WN 'distressing': 1. (3) distressing, distressful, disturbing, perturbing, troubling, worrisome, worrying - (causing distress or worry or anxiety; 'distressing (or disturbing) news'; 'lived in heroic if something distressful isolation'; 'a disturbing amount of crime'; 'a revelation that was most perturbing'; 'a new and troubling thought'; 'in a particularly worrisome predicament'; 'a worrying situation'; 'a worrying time') painful painful painful1adj painful2adj distressing distressing1adj troubling troubling1adj disturbing disturbing1adj A Feeling caused by an act of Perceiving, including a Perceiving of some internal condition of the body. Corresponds to sense 4 of 'sensation' in Random House Webster: 4. a feeling or perception produced through the organs of touch, taste, etc., or resulting from a particular condition of some part of the body: to have a sense of cold. Corresponds to sense 1 of 'sensation' in WordNet: 1. (15) sensation, esthesis, aesthesis, sense experience, sense impression, sense datum - (an unelaborated elementary awareness of stimulation; 'a sensation of touch') . sensation sensation sensation1n A 'PleasurableSensation' is a Sensation that causes Pleasure. This can be a sense sensation, such as smelling a pleasant fragrance, or hearing good music, or tasting good food, or a BodySensation such as an Orgasm. NOTE that COSMO distinguishes between the Feeling of Pleasure, which is mostly mental, and the Sensation of a 'PleasurableSensation', which arises from the body and affects the feelings. Corresponds to noun sense 1 of 'pleasure' in WordNet: 1. (21) pleasure, pleasance - (a fundamental feeling that is hard to define but that people desire to experience; 'he was tingling with pleasure) bd590bf5-9c29-11b1-9dad-c379636f7270 pleasure pleasure pleasure1n An internal Sensation (not from one of the five 'senses') caused by physiological processes of various types. Examples are hunger and pain. COSMO note: In Cyc termed 'Pain-PhysiologicalCondition'. PainOrAche is the state representing any period during which an animal experiences a feeling that would be categorized as 'ache' or 'pain'. PainOrAche is an instance of FeelingType (a subtype of PhysiologicalConditionType). The restriction specifies that each PainOrAche is a symptom of some AilmentType, but does not require tha the AilmentType be specified; it can be specified if known. NOTE that 'ache' is a subtype of 'Pain' in the Random House Webster: (ache, sense 4), and in WordNet: RHW (ache, 4) 'a continuous, dull pain (in contrast to a sharp, sudden, or sporadic pain).' WordNet: ache, aching - (a dull persistent (usually moderately intense) pain) In COSMO all aches and pain are subtypes of the 'PainOrAche' category. For mental 'Pain' use 'MentalDistress'. Cyc: A collection of the #$PhysiologicalConditions in which the #$bodilyDoer experiences physical pain. Corresponds to noun senses 1 and 3 of 'pain' in WordNet: 1. (32) pain, hurting - (a symptom of some physical hurt or disorder; "the patient developed severe pain and distension") 3. (9) pain, pain sensation, painful sensation - (a somatic sensation of acute discomfort; "as the intensity increased the sensation changed from tickle to pain") be90f1a8-9c29-11b1-9dad-c379636f7270 Feeling of nervousness and excitability. One can be nervous ABOUT something in particular, or one can have undirected feelings of anxiety. For the former, state an assertion of the form (#$feelsTowardsObject AGT OBJ #$Nervousness DEGREE) or (#$feelsTowardsEvent AGT EVNT #$Nervousness DEGREE); but for the latter (undirected feelings of anxiety) use (#$feelsEmotion AGT #$Nervousness). Note: This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. A more specialized #$FeelingType than #$Nervousness is #$Panic. bd58c25a-9c29-11b1-9dad-c379636f7270 The collection of feelings of homesickness, a kind of wistful longing for things experienced in the past. c1005da5-9c29-11b1-9dad-c379636f7270 An instance of #$FeelingType. Each instance of #$Restlessness is some agent's feeling of unease or agitation, marked by a lack of repose. Instances of #$Restlessness vary depending on the intensity of the feeling or the subject experiencing the feeling. c1007595-9c29-11b1-9dad-c379636f7270 COSMO note: same as 'determination'. Cyc: Emotion of one who is firm of mind and purpose, capable of resisting temptations or surrender in face of opposition, danger or hardship bd5881f7-9c29-11b1-9dad-c379636f7270 COSMO note: Happiness can be brief, as a reaction to some event, or more long-lasting. It is always pleasant. Cyc: The enjoyment of pleasurable satisfaction that goes with well-being, security, effective accomplishments, or satisfied wishes. As with all #$FeelingTypes, this is a #$Collection - the collection of all possible amounts of happiness one can feel. One instance of #$Happiness is 'extremely happy'; another is 'just a little bit happy'. Note: Obviously there are no real units of measure for this quantity, ways of objectively measuring the amount of happiness possessed or gained or lost, etc., but still this has proven to be a useful way for Cyc to represent and reason with emotions. E.g., one can have a rule that says that most people have a greater 'amount' of happiness at their wedding than at their high school graduation, etc. There are functions, such as #$LowAmountFn, which take a #$PrimitiveScalarIntervalType (such as the instances of #$FeelingType) such as #$Happiness and return as their value a certain-sized amount of that feeling; e.g., (#$LowAmountFn #$Happiness) is an expression whose value is a positive but small amount of happiness, and that in turn will be an instance of #$Happiness (and also will be an instance of #$FeelingAttribute). #$FeelingTypes organize into a lattice; e.g., there are several more specialized forms of #$Happiness that are present in Cyc's ontology, such as #$Elation, #$Delight, #$Triumph-TheFeeling, etc. bd58b500-9c29-11b1-9dad-c379636f7270 The attribute of someone experiencing Happiness. Corresponds to part of adjective sense 1 of 'happy' and part of sense 1 of 'glad' (pertaining to people, not events or facial expressions) in WordNet: WN 'happy': 1. (37) happy - (enjoying or showing or marked by joy or pleasure or good fortune; 'a happy smile'; 'spent many happy days on the beach'; 'a happy marriage') 1. (11) glad - (showing or causing joy and pleasure; especially made happy; 'glad you are here'; 'glad that they succeeded'; 'gave a glad shout'; 'a glad smile'; 'heard the glad news'; 'a glad occasion') glad glad glad1adj happy happy happy1adj The emotion characterized by having a spontaneous flow of good spirits as a result of feeling glad or happy or as a result of an equable disposition or of temperament, This corresponds to sense 2 of 'cheer' in WordNet: cheerfulness, cheer, sunniness, sunshine - (the quality of being cheerful and dispelling gloom; 'flowers added a note of cheerfulness to the drab room') bd58b23a-9c29-11b1-9dad-c379636f7270 A common term representing 'Cheerfulness' The attribute of someone experiencing Cheerfulness. The attribute of someone experiencing Relaxed-Feeling, who is not excited in any way - not annoyed, angry, or afraid. NOTE: In Cyc 'Relaxed' is the type of person who is calm. The COSMO treats this as an AtributeValue. Cyc: A specialization of #$IntelligentAgent. Each instance is an agent in the emotional state of being relaxed. Use this constant with a #$GenericValueFunction to denote a collection of agents that are in this emotional state to some varying degree. e3a60fc0-42cc-11d6-8000-0002b38bcf96 The attribute of someone experiencing Comfort. NOTE that the word 'comfortable' is also used as a label for an attribute of objects that *cause* people to feel comfort; these two senses are mixed in WordNet sense 1 of 'comfortable': see below. Corresponds to adj sense 2 of 'comfotable' in WordNet: 2. (2) comfortable - (free from stress or conducive to mental ease; having or affording peace of mind; 'was settled in a comfortable job, one for which he was well prepared'; 'the comfortable thought that nothing could go wrong'; 'was comfortable in his religious beliefs'; 'she's a comfortable person to be with'; 'she felt comfortable with her fiance's parents'). NOTE that sense 1 in WordNet mixes two senses, and in part corresponds to this sense; the last 3 quotes should be this sense 1. (17) comfortable, comfy - (providing or experiencing physical well-being or relief ('comfy' is informal); "comfortable clothes'; 'comfortable suburban houses'; 'made himself comfortable in an armchair'; 'the antihistamine made her feel more comfortable'; 'are you comfortable?'; 'feeling comfy now?') comfortable comfortable comfortable2adj The attribute of someone experiencing who is not excited in any way - not angry, not afraid. This is for people, not for weather attributes. NOTE: In Cyc 'Calm' is the type of person who is calm. The COSMO treatew this as an AtributeValue. Cyc: A specialization of #$IntelligentAgent. Each instance is an agent in the emotional state of being calm. Use this constant with a #$GenericValueFunction to denote a collection of agents that are in this emotional state to some varying degree. bd58892c-9c29-11b1-9dad-c379636f7270 An instance of #$FeelingType. Each instance of #$Relaxed-Feeling is some agent's feeling of being at ease and untroubled. Instances of #$Relaxed-Feeling vary depending on the intensity of the feeling or on the subject experiencing the feeling. An important specialization of #$Relaxed-Feeling is #$Calmness-Feeling. c10073e2-9c29-11b1-9dad-c379636f7270 The attribute-type associated with the feeling of calmness or serenity, being free from disturbance. (For the rationale behind treating feelings as types -- i.e. collections -- of attributes, see #$FeelingAttribute and the comment on #$Happiness.) Comfort is the Feeling that a person has when s/he is relaxed and has no disagreeable sensations. This corresponds to sense 1 of 'comfort' in WordNet: 1. (5) comfort, comfortableness - (a state of being relaxed and feeling no pain; 'he is a man who enjoys his comfort'; 'she longed for the comfortableness of her armchair') The attribute of an PhysicalObject that has no covering over it. 'Naked' is the term specifically referring to unclothed people, synonymous with 'Nude'. The attribute of a Person who is wearing no clothing. In Cyc the term 'nude' is used for a person who is Naked. In COSMO the Cyc term is reinterpreted as the attribute, and made a synonym of 'Naked'. Cyc ('Nude') Having absolutely no clothing on. 61607f02-6e9e-11d6-8000-00a0c99cc5ae The Cyc term representing 'Naked' The attribute of an PhysicalObject that has some covering over it. 'Clothed' is the term specifically referring to people who are wearing some clothing. 'Clothed' is the AttributeValue of people who are wearing some clothing, not necessarily fully dressed.. The attribute of someone experiencing Unhappiness. This is the most general of the negative feeling attributes. Corresponds to adjective sense 1 of 'unhappy' in WordNet: 1. (6) unhappy - - (experiencing or marked by or causing sadness or sorrow or discontent; "unhappy over her departure"; "unhappy with her raise"; "after the argument they lapsed into an unhappy silence"; "had an unhappy time at school"; "the unhappy (or sad) news"; "he looks so sad") unhappy unhappy unhappyt1adj The attribute of someone experiencing Sadness. This is a more specific feeling than the more general unhappiness. Sadness is usually brought on by a specific event and directed toward that event, but may be a general feeling. Corresponds to adjsective sense 1 of 'sad' in WordNet: 1. (9) sad - - (experiencing or showing sorrow or unhappiness; 'feeling sad because his dog had died'; 'Better by far that you should forget and smile / Than that you should remember and be sad'- Christina Rossetti) sad sad sad1adj A specialization of #$IntelligentAgent. Each instance is an agent in the emotional state of being dissatisfied. Use this constant with a #$GenericValueFunction to denote a collection of agents that are in this emotional state to some varying degree. e2694ee2-42cc-11d6-8000-0002b38bcf96 COSMO note: this is the attribute of someone who feels disappointed. In Cyc, 'Disappointed' is a person who is disappointed. Cyc: A specialization of #$IntelligentAgent. Each instance is an agent in the emotional state of being dissapointed. Use this constant with a #$GenericValueFunction to denote a collection of agents that are in this emotional state to some varying degree. e24e2068-42cc-11d6-8000-0002b38bcf96 COSMO distinguishes two senses of 'confidence' as an attribute: the general self-confidence (this sense) and a more specific confidence that one can perform a specific task. The latter is a subtype of this general sense of 'self-assurance' WordNet does not distinguish this general sense of confidence from the more specific subtype, which is an action-oriented confidence labeled 'Confidence' in COSMO. This general type corresponds to sense 1 of 'confidence' in WN: 1. (13) assurance, self-assurance, confidence, self-confidence, authority, sureness - (freedom from doubt; belief in yourself and your abilities; 'his assurance in his superiority did not make him popular'; 'after that failure he lost his confidence'; 'she spoke with authority') confidence confidence self-confidence self-assurance confidence1 An instance of #$FeelingType. Each instance of #$Pride is some agent's feeling of self-esteem based upon her actions, possessions, accomplishments, or relationships. Instances of #$Pride vary depending on the intensity of the feeling, the subject experiencing the feeling, or the object of the feeling. Specializations of #$Pride include #$Vanity, #$PrideOfMembership, and #$Triumph-TheFeeling. Includes adjective senses 1 and 2 of 'pride' in WordNet: 1. (6) pride, pridefulness - (a feeling of self-respect and personal worth) 2. (5) pride - (satisfaction with your (or another's) achievements; "he takes pride in his son's success") bd58c420-9c29-11b1-9dad-c379636f7270 pride pride pride1adj pride2adj The attribute of someone experiencing pride. Corresponds to adjective sense 1 of 'proud' in WordNet: 1. (14) proud - (feeling self-respect or pleasure in something by which you measure your self-worth; or being a reason for pride; "proud parents"; "proud of his accomplishments"; "a proud moment"; "proud to serve his country"; "a proud name"; "proud princes") proud proud proud1adj The attribute of someone experiencing 'Shame'. The attribute of someone experiencing Annoyance. The attribute of events that cause Annoyance. The attribute of someone experiencing Anxiety; mildly unhappy. NOTE: can one be anxious and happy at the same time? Depends on the degrees of each of the antagonistic feelings. The attribute of someone experiencing pleasure at the occurrence of some PleasingEvent. Corresponds approximately to adjective sense 1 of 'pleased' in WordNet: 1. (9) pleased - (experiencing or manifesting pleasure). An instance of #$FeelingType. Each instance of #$Sadness is some agent's feeling of unhappiness. Instances of #$Sadness vary depending on the intensity of the feeling, the subject experiencing the feeling, or the cause of the feeling. Notable specializations of #$Sadness include #$Grief, #$Despair, and #$Misery. bd58b4c1-9c29-11b1-9dad-c379636f7270 A mild unhappiness caused by some unpleasant event. A mild unhappiness caused by anticipation of the possible occurrence of an unpleasnat event in the future. COSMO: the feeling experienced by someone who is angry. This corresponds to senses 1 and 2 in WordNet - those senses seem impossible to discriminate logically: Note that sense 3 of WordNet is 'wrath', a string anger, and that is not synonymous with the more general 'Anger';, but a subtype. 1.(22) anger, choler, ire -- (a strong emotion; a feeling that is oriented toward some real or supposed grievance) 2. (1) anger, angriness -- (the state of being angry) 3. wrath, anger, ire, ira -- (belligerence aroused by a real or supposed wrong (personified as one of the deadly sins)) Cyc: Intense feeling of displeasure and usually of antagonism. This is a #$Collection --- for an explanation of that, see #$Happiness. Some more specialized #$FeelingTypes than #$Anger include #$Belligerence, etc. bd58c448-9c29-11b1-9dad-c379636f7270 COSMO: the feeling experienced by someone who is very angry and inclined to punish the agent causing the anger. Random House Webster: 1. (8) wrath -- (intense anger (usually on an epic scale)) 2. wrath, anger, ire, ira -- (belligerence aroused by a real or supposed wrong (personified as one of the deadly sins)) This corresponds to sense 3 in WordNet, which COSMO considers as a subtype of 'Anger' and not synonymous with 'Anger. WordNet senses of Anger and wrath: 1.(22) anger, choler, ire -- (a strong emotion; a feeling that is oriented toward some real or supposed grievance) 2. (1) anger, angriness -- (the state of being angry) 3. wrath, anger, ire, ira -- (belligerence aroused by a real or supposed wrong (personified as one of the deadly sins)). alwaysCauses specifies that one EventType inevitably has as a result some other EventType. This is primarily used for conceptual relations, like 'killing causes death'. In the physical world, there are many event types that usually result in some other EventType, but not always - for that relation use 'causes'. To specify that an instance of an Event was caused by another instance of an Event, use 'hadEffect'. The domain of this relatoin includes instances of 'Event' to allow inheritance of the relation in the OWL format. NOTE that some Event that always causes another is not necessarily itself always the cause of that second Event - something else may also cause the second Event. To express the inverse, use 'isCausedBy' causesMentalEvent is a specialization of relation 'causes' which relates a type of Event to some mental Event that is *typically* (but not necessarily alas) caused by the causing Event (however, there is no metatype in COSMO 0.43 specifically for MentalEvents as opposed to other events.) The MentalEvent can be to experience an emotion, to acquire knowledge, to believe something, or to decide to do something. A MentalEvent in which an agent deicdes to do something may be followed by the actual action, and this relation can be used to specify that a particular EventType typically causes some agent to engage in that action - the use of this relation will imply that the Action caused was mediated by causation of a MentalEvent. The difference between MentalCausation and PhysicalCausation is that the former must act through the intermediation of some MentalEvent in an agent, whereas the latter procedes directly by transfer of matter or energy to some physical system, and does not require the intermediation of some mental action in a cognitive agent. Mental causation is a subrelations of physical causation, since it proceeds via a physical Event, and causes a MentalEvent, which is a subtype of physical event. NOTE that the desire for or anticipation of some future event can be a mental cause. Thus, although a mental cause (such as desire or anticipation) must predede or be simultaneous with its effect, just as for physical causes, a FutureEvent may be directly related to a mental cause (form a part of the anticipated or desired event), which is not true of physical causes. hadMentalEffect is a subproperty of 'hasEffect' in which the Effect is a MentalEvent or mental process. It is also a subproperty of 'isTheCauseOfMentalSituation', which is a relation with a borader range of causative things. NOTE that this is an instance-level relation, and cannot be used to state that some type of Event typically or always causes some type of mental effect. For the type-level relation use 'causesMentalEvent'. 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; this relation can also be used to relate possible future Events. The past tense merely emphasizes that we are discussing arg1 Events that, in the given context, are viewed as completed and not ongoing. NOTE that although this relation specifies causation of a mental Event or process, the resulting Event may be the impetus to an Action that was motivated by a MentalEvent caused by the first argument Event. Thus external Events that cause mental states may cause physical Events via this relation of mental causation. convincedAgentToAction is a subproperty of 'hadMentalEffect' in which the Effect is a MentalEvent, or some Action resulting from a MentalEvent that was caused by the first argument. This is an aggregate relation, which should be a tertiary relation of the form {?Event convinced ?Agent toDo ?Action}. Because of the binary relation limitation of OWL, this is compressed into a binary relation in which the second argument is an Action that specifies a specific Action performed by some specific Agent. To determine the Agent that was convinced by the Event of argument1, it will be necessary to extract the Agent from the Action instance. This relation expresses the notion of something (a physical Event or some social Event such as a discussion) convincing someone to think something, believe something, to feel some emotion, or to do some action. NOTE that although this relation name indicates 'Action', the 'Action' can be a strictly mental event (even a stative Event) such as believing something or having some emotional reaction such as fear or eager anticipation. This relation can be used to epress the results of some action taken by one person or organization to persuade someone else to believe something. The causative Event, however, need not be a deliberate attempt at persuasion; some natural event can persuade people to believe something or to take action, and this relation can be broadly utilized to express, for example, that some astronomical event convinced a scientist that some physical law is true; or that some natural disaster convinced people to move their residence. NOTE that this is an instance-level relation, and cannot be used to state that some type of Event typically or always causes some type of mental effect. For the type-level relation use 'causesMentalEvent'. causedToBelieve is a subproperty of 'convincedAgentToAction', specifically resulting in a state of belief This is an aggregate relation, which should be a tertiary relation of the form {?Event convinced ?Agent toBelief ?Proposition}. Because of the binary relation limitation of OWL, this is compressed into a binary relation in which the second argument is NOTE that this is an instance-level relation, and cannot be used to state that some type of Event typically or always causes some type of mental effect. For the type-level relation use 'causesMentalEvent'. Confidence is a feeling that one can perform some kind of task, or some specific task. This does not represent a general sense of confidence in one's own abilities, but refers to something more specific. The Action about which a person is confident is pointed to by the relation 'refersToFutureSituation' Cyc: The positive emotion felt when one is free from doubt about an event or object from which the agent feeling #$Confidence expects positive contingencies. For example, one might say 'I feel confident that tomorrow it will not be rainy'. Do not confuse this with a personality disposition, e.g. 'Joe is a confident person.' (See #$PersonalityAttribute.) This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. More specialized #$FeelingTypes include #$Grief, #$SelfConfidence, etc. WordNet does not distinguish the general sense of confidence from this more specific action-oriented confidence. The general sense is represented as 'SelfConfidence'. In COSMO, confidence in another person or Agent is 'Trust' WN confidence 1 1. (13) assurance, self-assurance, confidence, self-confidence, authority, sureness - (freedom from doubt; belief in yourself and your abilities; 'his assurance in his superiority did not make him popular'; 'after that failure he lost his confidence'; 'she spoke with authority') bd589c8b-9c29-11b1-9dad-c379636f7270 confidence confidence confidence1n In Cyc called 'Courageousness-Feeling'. In COSMO this is a Feeling: the corresponding attribute of someone who has this Feeling is 'Courageous'. Having this Feeling implies that a person has the AttributeValue 'Courageous'. This corresponds to the only sense of 'courage' nd the only sense of 'courageousness' in WordNet 2.1: 1. (15) courage, courageousness, bravery, braveness - (a quality of spirit that enables you to face danger or pain without showing fear) Cyc: Braveness. Emotion of those who show undismayed resolution in presence of evil or danger. bd588403-9c29-11b1-9dad-c379636f7270 The Feeling of someone who is afraid to face danger, difficulty, opposition, pain, etc. under circumstances where a typical person would do so in spite of Fear; a lack of Courage. A person experiencing Cowardice has the AttributeValue 'Cowardly'. This corresponds to the only sense of 'cowardice' in WordNet 2.1: (2) cowardice, cowardliness - (the trait of lacking courage) . cowardice A synonym for 'Courage' A synonym for 'Courage' Opposition is a Feeling. When someone has the Feeling of Opposition toward something, linguistically one can say '?P is against ?E'. The emotion of viewing positively a state of affairs or other agent's actions. This is a collection; for an explanation of a typical #$FeelingType, see #$Happiness. be00bc14-9c29-11b1-9dad-c379636f7270 An attribute of events or a piece of information that cause Excitement; the person experiencing the Event or learning the information becomes highly stimulated, not necessarily pleasantly (at the time). exciting exciting1adj An attribute of events or texts (abstract or physical) that cause 'Amusement-Feeling' to at least one IntelligentAgent. Includes both adjective senses 1 and 2 of 'amusing' in WordNet, and sense 2 ('funny') is a more specific subtype: 1. (7) amusing, amusive, diverting, fun - (providing enjoyment; pleasantly entertaining; 'an amusing speaker'; 'a diverting story'; 'a fun thing to do') 2. amusing, comic, comical, funny, laughable, mirthful, risible - (arousing or provoking laughter; 'an amusing film with a steady stream of pranks and pratfalls'; 'an amusing fellow'; 'a comic hat'; 'a comical look of surprise'; 'funny stories that made everybody laugh'; 'a very funny writer'; 'it would have been laughable if it hadn't hurt so much'; 'a mirthful experience'; 'risible courtroom antics') . amusing amusing amusing1adj amusing2adj 'Funny' is 'Amusing' in a way that causes at least some people to laugh. There may be disagreemtn as to whether a specific thing is Funny, therefore this is a subtype of EvaluativeAttribute. Corresponds to adjective sense 1 of 'funny' and sense 2 of 'amusing' and sense 1 of 'comical' in WordNet: 1. amusing, comic, comical, funny, laughable, mirthful, risible - (arousing or provoking laughter; 'an amusing film with a steady stream of pranks and pratfalls'; 'an amusing fellow'; 'a comic hat'; 'a comical look of surprise'; 'funny stories that made everybody laugh'; 'a very funny writer'; 'it would have been laughable if it hadn't hurt so much'; 'a mirthful experience'; 'risible courtroom antics') . funny amusing amusing2adj funny funny1adj comical comical1adj An attribute of events or objects or texts (abstract or physical) that cause the observer (or reader) to pay attention, to observe better or learn more. Linguistically this attribute is signalled not only by adjectives like 'interesting' but also by phrases such as 'holds no interest' (= not interesting), 'nothing of interest' (of interest = interesting); 'add interest' (= make more interesting). Thus the linguistic markers are both 'interesting' and 'interest' Corresponds to adjective sense 1 of 'interesting' and noun sense 1 of 'interest' in WordNet: 1. (28) interesting - (arousing or holding the attention) WN noun 'intersest' 2. (164) interest, interestingness - (the power of attracting or holding one's attention (because it is unusual or exciting etc.); "they said nothing of great interest"; "primary colors can add interest to a room") interesting interesting interesting1adj interest interest interest2n An attribute of events or texts (abstract or physical) that signify that the person experiencing the Event was not stimulated, possibly even bored. An attribute of events or texts (abstract or physical) that signify that the person experiencing the Event was not only not stimulated, but bored (an unpleasant feeling). An attribute of texts (abstract or physical) that allows the reader to learn enough detail of the topic to get some degree of understanding, perhaps enough to form a mental picture of the object or situation. Not obscure. An attribute of things - objects or interests - that have a similar relationship to more than one person. shared values, shared interests, shared beliefs, shared loyalties. Synonym is 'common', but tht term in COSMO is used to mean 'ordinary, everyday'. A Similarity is an AttributeValue of two or more entities at some particular time, or of the diachronically same entity at different times. There may be more than one AttributeValue that is similar between entities, and a Similarity can include one AttributeType or multiple AttributeTypes as measures of similarity; if multiple AttributeTypes are considered as constituting the Similarity, then that instance of Similoarity will be a Group of AttributeValues, one for each entity being asserted as similar to the other(s). For similarities between a pair of entities, the AttributeValue consists of a group of paired properties, one pair for each type of AttributeValue or Relation for which the value is identical or negligibly small. (see also 'Difference' for a related concept). The common-sense notion of 'similarity' implies that the things that are 'similar' are not in fact the same thing. When asked to describe similarities, the list should include those properties (attributes or relations) that are little different between nonidentical entities. There may also be many differences, but the differences are not part of the 'similarity' attribute. This concept of 'similarity' is therefore a 'similarity with respect to some AttributeType'. To be a similarity, the value of the attribute(s) that is similar should be held by less than half of the things that have that Attribute. How close the values have to be to be considered 'similar' are otherwise likely to vary among those who are judging similarity. haveSimilarity points from a Group to a Similarity (an AttributeValue). This relation could also be termed 'areAlikeWithRespectTo', pointing to some one or Group of Attributes. To say that some things 'are alike' without qualification as to attribute would suggest a high degree of similarity, whereas 'haveSimilarity' merely points to *some* Attribute for which the values are close, even if two entities are in general quite dissimilar. An Advantage is a Difference in which the first entity of the OrderedPair is judged by some agent to be superior or better in some respect for some purpose. Linguistically, for a pair {a, b} the advantage will be for a with respect to b, expressed: 'a has an advantage over b in (AttributeType)'. Advantages may be relative to two hypothetical situations, where the entities in the OrderedPair are two different situations: 'He will have an advantage if he learns Chinese before travelling to China' - knowing Chinese versus not knowing Chinese is an advantage. NOTE: The range is SubstanceType. isPreparedFromSubstance relates certain artifacts to the type(s) of Substance which was used in its preparation. This can be used to specify ingredients in Food or FoodObjects as well as the starting materials for other things. For substances derived (naturally or artificially) from objects (like plants, animals, minerals) use 'isDerivedFrom'. A PhysicalProcess is a FunctionalProcess (not an Event) in which at least one PhysicalObject is a participant. A TemporaryRoleCreatedByEvent is a RoleCreatedByEvent that does not necessarily continue indefinitely, but may terminate at some time; the same role may be then filled by another Object or be vacant. Examples are the Role of Employee of some company (created by a HiringEvent), and the Role of CommanderOfaMilitaryUnit - the unit may continue to exist long after the Commander has died. A subcollection of #$PersonWithOccupation. Each instance of #$Employee works directly for some agent (to which it is related via the predicate #$employees). This collection is disjoint with #$SelfEmployedWorker. See also #$HasPositionRelationship. COSMO note: to classify someone as an instance of 'Employee' is is necessary to specify the agent for whom s/he is an Employee. An Employee will necessarily be a Person, and other organizations would be considered as contractors. bd58ec41-9c29-11b1-9dad-c379636f7270 An IntelligentAgent (person, organization, group of people) that makes an agreement with a Person to provide compensation in return for services.. COSMO note: in Cyc this relation is named 'employees'. Cyc: A specialization of #$hasWorkers (q.v.) that relates employers to their paid employees. (#$employees EMPLOYER; WORKER;) means WORKER; regularly performs work for EMPLOYER;, and EMPLOYER; pays WORKER; for that work (often by paycheck). EMPLOYER; directs the manner in which WORKER; performs the work and might provide the workplace, tools, materials, capital, or other assistance for the work. EMPLOYER; is commonly an organization but may be a person; e.g. (#$employees PerryMason PaulDrake). Note that in many contexts the use of this predicate require proper temporal qualification; e.g. (#$ist (#$MtSpace #$PeopleDataMt (#$MtTimeWithGranularityDimFn (#$YearFn 1999) #$TimePoint))) (#$employees #$NBC-TVNetwork #$KatieCouric)). bd58cb96-9c29-11b1-9dad-c379636f7270 'HelpingSomethingDoSomething' is a broad category of Actions in which some Agent assists an organism, or even an object, to perform some Event or achieve some Goal. This will mostly be used for assistance to people, but cultivating plants or even providing some help to a device to perform its function would be an instance. For helping people, use the more specific 'HelpingAnAgent' and its subtypes. COSMO note: HelpingAnAgent can include actions such as lending money, helping someone get into a desired position. It is not necessarily direct assistance in performing some Action, but can be any Action to help an Agent achieve some goal of the Agent. THe restgriction requires that each instance of 'HelpingAnAgent' specify the agent who the Actikon was intended to help. Incidental beneficiaries are not related by the 'hadAgentHelped' relation. Cyc: A specialization of both #$PurposefulPhysicalAction and #$SocialOccurrence. Each instance of #$HelpingAnAgent is an event in which some agent (see the collection #$Agent) helps another agent, either by doing something that directly benefits that agent, or by preventing something that would harm that agent. Notable specializations of #$HelpingAnAgent include #$RescuingSomeone, #$ReliefOperation, and #$ServiceEvent. c10067f1-9c29-11b1-9dad-c379636f7270 'hadAgentHelped' relates a 'HelpingAnAgent' Event to the Agent to who the actor intended to help.. This is a specialized 'hadBeneficiary' case Role. A specialization of #$HelpingAnAgent. Each instance of #$ServiceEvent is an event in which one or more agents (related to the event via the predicate #$providerOfService) do something for one or more other agents (related to the event via the predicate #$recipientOfService). A service event may involve maintenance, repair, or refurbishing of some object belonging to the recipient(s) of the service (including care of his/her person), or it may involve gathering or transmitting information, providing advice, entertainment, transportation, etc. to the recipient(s). Service events may or may not be done for payment. Those done for payment are instances of #$ServiceProduct. COSMO note: a ServiceEvent may be performed by a person for that person's own benefit, but actions categorized as 'services' are usually done for a different person. @ToDo: this may change - at present it allows 'Providing' ('furnishing') to be subcategorized as a ServiceEvent. COSMO IMPORTANT NOTE: Some things called 'services' are actually rights. For example, when one buys internet access, one is buying the right to use the IP's computers and communications lines - even if they are never used. Such a purchase of rights may be called a service, but only the actual service event - in this case, the event of using an internet connection - is classified here as a 'service'. bd58de46-9c29-11b1-9dad-c379636f7270 'hadBeneficiary' relates an Action to the Agent for whom the action was performed. This is a general 'beneficiary' case role, but is retricted to beneficiaries that were intended to be helped by the agent performing the action. Incidental beneficiaries sould not be the objects of this relation. This relation includes as subtypes 'hadRecipient' (for Giving actions) and 'hadAgentAssisted' for Assisting actions. Others may be defined. . hadRecipient relates a Providing to the Agent to whom the thing was given (for cases where the recipient was an agent).. This is a Case role for the GivingEvent, which includes specializations such as property transfer. Things that are tranferred may be abstract (such as Rights) or tangible. Each 'Providing' (synonyms: supplying, furnishing) is an Action in which an IntelligentAgent gives (physically or in an abstract sense) something to someone or to something else. The more specialized 'Giving' to another IntelligentAgent is a subtype of this sense. This is broad and includes notions such as 'furnishing' a room with decorations or accessories as well as actual transfers of objects. It is clssified as a ServiceEvent because it is performed for the purpose of benefitting some agent, even if the Agent is the person performing the Providing. This is not necessarily a transfer of possession, but can be a metaphorical type of 'giving' such as giving a name to a person, assigning a value to a variable (but only when done directly by a person), assigning a person to a task or a position, 'providing' a job to a person, giving a right to someone or giving information to someone. Instances of a Providing are required by the constraints to specify the agent doing the Providing, the thing provides, and the agent or object that received the thing was given. This is not necessarily a physical 'transfer' because the thing 'given' (such as a name) may not actually exist until it is given, and may not in any sense 'move' from one place to another. the abstract senses of 'giving, providing' that are instances of this type but not instances of the subtype 'GivingEvent' include: giving information providing access giving a name to someone (use 'AssigningEvent') assigning a value to a variable furnishing an object or space with physical objects (furnishing a room with decorations or furniture) providing entertainment giving someone trouble Corresponds to verb sense 1 of 'furnish', sense 1 of'provide' and sense 1 of 'supply' and sense 2 of 'give' and sense 2 of 'afford' and noun sense 2 of 'provision' in WordNet: 1. (28) supply, provide, render, furnish - (provide or furnish with; 'We provided the room with an electrical heater'). WN 'give' 2. (165) yield, give, afford - (be the cause or source of; 'He gave me a lot of trouble'; 'Our meeting afforded much interesting information') Wn 'provision': 2. (4) provision, supply, supplying -- (the activity of supplying or providing something) furnish furnish furnish1v give give give2v provide provide provide1v supply supply supply1v afford afford afford2v provision provision provision2n An AssigningEventis an Action in which some name, value, or abstract property (such as a title or position) is assigned to a thing, which may be abstract or concrete, animate or inanimate. The Cyc term for 'AssigningaResponsibility' Each 'AssigningaResponsibility' is a #$PurposefulPhysicalAction and #$SocialOccurrence, performed by some IntelligentAgent, in which one agent tells another agent that the second agent now has the responsibility to perform one or more Actions. The object of an 'AssigningaResponsibility' must be an IntelligentAgent capable of understanding LinguisticCommunication. This Action can be as formal as an act of HiringSomeoneToDoSomething, or as informal as a parent telling a child to clean up her room. Because it is an 'ObligationCreatingEvent', the agent doing the assigning must have some degree of authority over the person gaining the responsibility; The authority can be temporary and informal, as in a group where the group agrees to have one of the members delegate the subtasks in performing an operation. However, this type is only used for direct assignment of responsbility to indviduals, **not** for creating rules to be obeyed by groups, as in the passing of a law. In Cyc called 'AssigningATask': Cyc: A specialization of Ordering-CommunicationAct. Instances of this collection are events in which a particular task (#$AssignedTaskType) are assigned to a particular agent. Corresponds to verb sense 1 and part of verb sense 4 of 'assign' and part of verb sense 2 of 'move' in WordNet: (the movement of responsibility) in WordNet. WN 'assign' 1. (15) delegate, designate, depute, assign - (give an assignment to (a person) to a post, or assign a task to (a person)) 4. (7) assign, specify, set apart - (select something or someone for a specific purpose; 'The teacher assigned him to lead his classmates in the exercise') WN 'move' 2. (60) move, displace - (cause to move, both in a concrete and in an abstract sense; 'Move those boxes into the corner, please'; 'I'm moving my money to another bank'; 'The director moved more responsibilities onto his new assistant') ead11506-4618-11d8-9da6-0007e9162f49 move move move2v assign assign1v assign4v A specialization of #$SocialOccurrence and #$PurposefulAction (qq.v.). Each instance of #$BusinessEvent is a purposeful activity that is closely associated with, and either helps or hinders, the business purpose of some agent. Examples include the development of General Motors' business plan for 2003, an individual sales call on a particular customer, printing the 2003 Yellow Pages directory for the Los Angeles area, selling a newspaper, and designing and manufacturing a new memory chip. Though there is a great deal of overlap between this collection and #$CommercialActivity, they are not the same. Firstly, #$BusinessEvent does not include any purely social or recreational events (whereas a weekend swap-meet, for example, would be an instance of #$CommercialActivity). Secondly, not all activities carried out in pursuit of business interests involve buying or selling (consider head-hunting, for example). bd588c38-9c29-11b1-9dad-c379636f7270 A specialization of #$PurposefulPhysicalAction and #$SocialOccurrence and an instance of #$LearnedActivityType. Each instance of #$HiringSomeoneToDoSomething is an event in which one agent hires another agent to perform a service, and in which that service is performed. Do not confuse this collection with either #$ContractingAService or #$ServiceEvent, instances of each of which are always sub-events of instances of #$HiringSomeoneToDoSomething: in an instance of #$HiringSomeoneToDoSomething, the hirer contracts a service and pays for it, and the person hired performs the service and gets paid. Corresponds to sense 1 of 'hire', verb sense 2 of 'employ' and noun sense 3 of 'employment' in WordNet: WN hire: 1. (33) hire, engage, employ - (engage or hire for work; 'They hired two new secretaries in the department'; 'How many people has she employed?') WN employment 3. (6) employment, engagement - (the act of giving someone a job) 66dc9a50-58b4-11d7-9cdd-000347a4228d hire hire hire1v employ employ2v employment employment3n A collection of #$Actions in which something changes membership with respect to some instance of #$Group or Organization; i.e. actions in which something becomes a #$groupMembers of some group, ceases to be a #$groupMembers of some group, or is moved from one group to another. This collection includes a wide variety of group transfers, including those among organizations, instances of #$SystemOfDevices, (#$GroupFn #$ProfessionalSportsTeam) or #$Family-SocialEntity. For further clarification see the #$NoteAboutGroupTransfers. Note that if a group has a #$groupMemberType assertion for it, then anything transferred out of it must be of that type. See also #$GroupTransferIn, #$GroupTransferOut, #$toGroup and #$fromGroup. You may also want to look at #$OrganizationalTransfer and constants closely related to it. bef3d08d-9c29-11b1-9dad-c379636f7270 Elements of #$ChangeOfStatusEvent are events in which the status of a person, group, or organization changes. becab87c-9c29-11b1-9dad-c379636f7270 A specialization of #$PurposefulAction. Each instance of #$OrganizationalTransfer is an event in which an #$IntelligentAgent changes membership with respect to an #$Organization. So instances of #$OrganizationalTransfer include a particular person's becoming a member of some organization, ceasing to be a member of some organization, or switching from one organization to another. Instances of #$OrganizationalTransfer may be voluntarily undertaken by the transferee, but they may also be done by some other agent (perhaps against the transferee's will). Notable specializations of #$OrganizationalTransfer include #$EmployeeHiring, #$EmploymentTermination, and #$GraduatingEvent. bf9ddb52-9c29-11b1-9dad-c379636f7270 A subcollection of #$GroupTransfer. Instances of this collection are those actions in which there is necessarily something that ceases to be a #$groupMembers of some instance of #$Group. This is a very diverse subcollection of #$TransferOut, including transfers out of organizations, systems of physical devices, teams or anything represented as a subcollection of #$Group in the Cyc ontology. For further clarification see the #$NoteAboutGroupTransfers. Note that if the group has a #$groupMemberType assertion for it, then anything transferred out of it must be of that type. See also #$GroupTransferIn, #$toGroup and #$fromGroup. You may also want to look at #$OrganizationalTransfer and constants closely related to it. bf665a46-9c29-11b1-9dad-c379636f7270 A specialization of #$OrganizationalTransfer. Each instance of #$OrganizationalTransferOut is an event in which some agent (an instance of #$IntelligentAgent) loses membership in some organization. Instances of #$OrganizationalTransferOut would thus include lay-offs, expulsions, and excommunications. Note that any event in which an agent leaves one organization to join another would be an instance of both #$OrganizationalTransferIn (q.v.) and #$OrganizationalTransferOut. c0b4e100-9c29-11b1-9dad-c379636f7270 A subcollection of #$GroupTransfer. Instances of this collection are those in which there is necessarily something that becomes a #$groupMembers of some instance of #$Group. This is a very diverse subcollection of #$TransferIn, including transfers into organizations, families (e.g. adoption), systems of physical devices, teams or anything represented as a subcollection of #$Group in the Cyc ontology. For further clarification see the #$NoteAboutGroupTransfers. See also #$GroupTransferOut, #$toGroup and #$fromGroup. You may also want to look at #$OrganizationalTransfer and constants closely related to it. bd79f5b2-9c29-11b1-9dad-c379636f7270 COSMO note: this type is the one to use for the notion of 'joining'and organization, whether a club, a non-profit organization, or a commercial organization. Cyc: A subcollection of #$OrganizationalTransfer. In each instance of #$OrganizationalTransferIn, an agent (an instance of #$IntelligentAgent) gains membership in some organization. Note that the agent may also, but need not, lose membership in some other organization. Instances of #$OrganizationalTransferIn would include hiring someone at a company or admitting a nation to NATO. Note that any event in which an agent leaves one organization to join another would be an instance of both #$OrganizationalTransferIn and #$OrganizationalTransferOut (q.v.). Corresponds to verb sense 1 of 'join' in WordNet: 1. (76) join, fall in, get together - (become part of; become a member of a group or organization; 'He joined the Communist Party as a young man') c09a7d92-9c29-11b1-9dad-c379636f7270 join join join1v COSMO note: this Cyc type was namded 'EmploymentTermination', but it seems to be specific for ending emoployment at an ORganization. The term EmploymentTermination is used in COSMO for terminating employment of any kind, for any reason. The Cyc type is renamed and made a subtype of the more genreal type. Cyc: A specialization of both #$EndingAnAgreement and #$OrganizationalTransferOut. Each instance of #$EmploymentTermination is an event in which some employee (an instance of #$IntelligentAgent) ceases to work for his or her employer. The termination may be initiated by either party, or it may have been specified in the original #$WorkAgreement (q.v.) that specified the terms of the employment. Specializations of #$EmploymentTermination include #$Resigning, #$EmployeeLayoff, #$DischargeWithPrejudice, and #$RetirementEvent. bd58d986-9c29-11b1-9dad-c379636f7270 A specialization of #$PurposefulAction and #$SocialOccurrence. Each instance of #$EndingAnAgreement is an event in which some instance of #$Agreement comes to an end. For example, #$EmploymentTermination is a specialization of #$EndingAnAgreement. bd589fb3-9c29-11b1-9dad-c379636f7270 A specialization of both #$EndingAnAgreement and #$OrganizationalTransferOut. Each instance of #$EmploymentTermination is an event in which some employee (an instance of #$IntelligentAgent) ceases to work for his or her employer. The termination may be initiated by either party, or it may have been specified in the original #$WorkAgreement (q.v.) that specified the terms of the employment. Specializations of #$EmploymentTermination include #$Resigning, #$EmployeeLayoff, #$DischargeWithPrejudice, and #$RetirementEvent. bd58d986-9c29-11b1-9dad-c379636f7270 The SUMO equivalent of 'EmploymentTermination'. Voluntarily leaving your job. SUMO: Voluntarily ending one's employment. bd58d468-9c29-11b1-9dad-c379636f7270 The termination of an Employee by a supervisor, involuntary on the part of the Employee. Corresponds to sense 4 of verb 'fire' and sense 4 of 'dismiss' in WordNet: 4. (7) fire, give notice, can, dismiss, give the axe, send away, sack, force out, give the sack, terminate - (terminate the employment of; 'The boss fired his secretary today'; 'The company terminated 25% of its workers') fire fire fire4v dismiss dismiss4v The leader of a military unit of any size, including squads that are not led by officers. A collection of instances of #$MilitaryOfficer. Each instance of this collection is the #$organizationHead of a #$StaffOrganization-USArmy. A commander is responsible for effectively using available resources and for planning the employment, organizing, directing, coordinating, and controlling of military forces for the accomplishment of assigned missions. bda06181-9c29-11b1-9dad-c379636f7270 A collection of complex #$Events in which a commander in the Military Service exercises his authority over subordinates that are assigned to a mission in order to carry out the mission. The #$subEvents of any instance of #$ExercisingCommandAndControl will most likely include making use of any available resources required for the mission (e.g. personnel and equipment) and then planning, organizing, directing, coordinating, or controlling these resources, as well as any units assigned to the mission, in such a way that the mission is successfully carried out. Note that most of this comment is a near paraphrase of the definitions of 'command' (JP 1-02) and 'command and control' (C2) (JP 1-02) from chapter 1 of the Army field manual FM 101-5-1. See http://www-cgsc.army.mil/cdd/F545/F545.htm. c069aff2-9c29-11b1-9dad-c379636f7270 Actions in which one Agent controls the actions of another Agent(s), by any means, including threats or by right of supervisory position. COSMO note: 'Command' and 'Order' both imply that the person doing the ordering/commanding has some authority over the person addressed - but the usage is intermingled to the effect that these terms are difficult to distinguish. In COSMO 'Commanding' and 'Ordering' are treated as synonymous. In WordNet, 'order' is a subtype of 'command' This sense corresponds to sense 1 of 'command' in RHW, where 'order' is given as a synonym: 1. to direct with specific authority or prerogative; order: The captain commanded his men to attack. In Cyc called 'Ordering-CommunicationAct': Cyc: A specialization of #$Requesting-CommunicationAct. Each instance of #$Ordering-CommunicationAct is a communication act in which an agent orders one or more other agents to do something. Specializations of #$Ordering-CommunicationAct include #$Ordering-MilitaryCommunicationAct and #$AssigningAgentToRole. Corresponds to verb sense 1 of 'order', snese 4 of 'tell', and sense 1 of 'direct' in WordNet 2.1: 1. (28) order, tell, enjoin, say - (give instructions to or direct somebody to do something with authority; 'I said to him to go home'; 'She ordered him to do the shopping'; 'The mother told the child to get dressed'). WN 'direct': 1. (17) direct - (command with authority; 'He directed the children to do their homework') It partially overlaps with sense 2 of 'command' in WN, but 'command' in this sense is a subtype of 'order' in WN 2. (8) command, require, compel - (make someone do something). bd58a938-9c29-11b1-9dad-c379636f7270 order direct direct1v tell tell4v order command order1v command2v A term approximately equivalent to 'Ordering' 'DegreeOfOrder' is an AttributeType pertaining to groups of things. The values of this AttributeType specify the kind of ordering, if any, that a Group has. A PersistentState in which objects are arranged in a manner conforming to a rule, or people act according to explicit or implicit societal rules. This corresonds to senses 3, 4, and and 5 of 'order' in WordNet: 3. (7) order - (established customary state (especially of society); "order ruled in the streets"; 'law and order') 4. (7) ordering, order, ordination - (logical or comprehensible arrangement of separate elements; 'we shall consider these questions in the inverse order of their presentation') 5. (4) orderliness, order - (a condition of regular or proper arrangement; 'he put his desk in order'; 'the machine is now in working order') COSMO note: this differs slightly from the Cyc interpretation. In COSMO, this is an Avtion in which a commonader of a military unit - as small as a squad - issues an order. The command must some from a commander of a unit, not just someone of superior rank. Cyc: A collection of instances of #$Ordering-CommunicationAct. Each instance is an instance of a #$MilitaryPerson issuing an order to another #$MilitaryPerson of inferior rank or to a subordinate #$ModernMilitaryOrganization that the #$issuerOfOrder-Military is entitled to command. bd87b273-9c29-11b1-9dad-c379636f7270 Any of several types of situation that may be referred to in discussion. This is the broadest sense of 'case' and includes several more specific senses. The Random House Webster give nine senses for the general sense of 'situation', excluding the unrelated 'container' sense. All of the 'situation' senses except 5, 7, and 9 are included in this type. Sense 7 is represented as 'Argument'. Randon house Webster: 1. an instance of the occurrence, existence, etc., of something: Sailing in such a storm was a case of poor judgment. 2. the actual state of things: That is not the case. 3. a question or problem of moral conduct; matter: a case of conscience. 4. situation; circumstance; plight: Mine is a sad case. 5. a person or thing whose plight or situation calls for attention: This family is a hardship case. 6. a specific occurrence or matter requiring discussion, decision, or investigation, as by officials or law-enforcement authorities: The police studied the case of the missing jewels. 7. a stated argument used to support a viewpoint: He presented a strong case against the proposed law. 8. an instance of disease, injury, etc., requiring medical or surgical attention or treatment; individual affliction: She had a severe case of chicken pox. 9. a medical or surgical patient. case A special or distinguished situation, real or hypothetical, that has significance to a person and may lead to some course of action. This is one sense of 'case' as: 'in that case, we should . . .". This corresponds to sense 3 of 'case' in Wordnet; event, case -- (a special set of circumstances; 'in that event, the first possibility is excluded'; 'it may rain in which case the picnic will be canceled') case The SUMO equivalent of 'PurposefulAction' A specialization of #$CommunicationAct-Single. Each instance of this collection is an action that conveys information to the effect that the performing agent has received some prior #$CommunicationAct-Single (which was performed by another agent). An example is Joan saying, 'I hear you' in response to Bette's exclaiming, 'What a dump!' Note that acknowledging can be implicit; for example, one can acknowledge a question by answering it. bd590c41-9c29-11b1-9dad-c379636f7270 An acknowledgement in which the performer affirms what was communicated to them in a prior communication. bd590c01-9c29-11b1-9dad-c379636f7270 A collection of communication acts. In each element of #$Approval-CommunicationAct, an agent expresses an approval. Such approvals include: approving a loan application, endorsing a product, seconding or voting for a resolution proposed before an official body, condoning another agent's course of action. Note: Acts communicating some kind of approval do not entail subjective feelings of approval by the agent (cf. #$Approval). Also see #$Requesting-CommunicationAct. c0057239-9c29-11b1-9dad-c379636f7270 The collection of communication actions in which an agent approves a request. bf6490b4-9c29-11b1-9dad-c379636f7270 An instance of #$GeometricShapeType (q.v.) and a specialization of #$GeometricallyDescribableThing (q.v.) and #$TwoOrHigherDimensionalThing. Each instance of #$Angle is formed by two line segments (or #$HalfLine-Geometricals) diverging from the same point, or two adjoining plane surfaces diverging from the same straight line (or line segment or halfline). Examples include spatially localized objects, such as the angle formed by the intersection of two walls, and abstract objects, such as the angle formed by the intersection of two abstract lines. bd61bd87-9c29-11b1-9dad-c379636f7270 The collection of people who adhere to a faith in the #$AnglicanReligion. 4d8e9160-2657-11d6-8000-0090279a5c18 A Person who is identified with a BeliefGroup, though the affiliation may be only nominal. Not necessarily a true believer.. A CaseRole is a Role that a Word or Phrase, or its associated concept, may serve in relation to the Verb of a Sentence, or to an Event. Common Roles are Subject and Object; more specific roles are Agent and Patient (for actions). Yet more specific roles are mother and child (for verbs like 'bore'and 'gave birth to' or ). In COSMO the CaseRoles are nominalized Types, in which the line of distinction between 'grammar' and 'semantics' is blurred. This entails that, for the CaseRoles, each grammatical Type also has some semantic content; the semantic content becomes more precise as the subtypes of the CaseRole become more detailed. In SUMO CaseRoles are treated as relations on a Process. In COSMO the CaseRoles are grammatical, and the corresponding conceptual roles are indicated by relations in COSMO, A RoleInAnEvent is a Role that an Object takes from the fact that it a participant of a particular type in an Event. If that Role is generated by the Event and continues after the Event (such as the 'BirthMother' role due to a BirthEvent), that Role will be a subtype of the specialization 'RoleCreatedByEvent'. NOTE that in COSMO most roles in events are represented by relations, including 'hasParticipant' and its subrelations. Most of those relations are *not* (as of rev803) also represented as reified Roles. RoleCreatedByEvent a Role that arises due to the participation of an Object in an Event, and persists after the Event is ended. An example is the Role of Creator of some conceptual work, a Role that arises because the Creator was an agent in a Creation event. A RoleCreatedByEvent may be permanent (such as BirthMother or Creator) or temporary (such as Employee). See the subtypes TemporaryRoleCreatedByEvent and PermanentRoleCreatedByEvent. An InstrumentRole is a PhysicalObject that is used by an Agent to cause some event to occur. NOTE: the 'instrument' that is a Device is termed simply 'Instrument' An InstrumentRole is a GenericAgent because when an instrument causes something to happen, that Event may linguistically be phrased so that the Instrument appears to be the agent. e.g. 'the knife cut deeply into Mike's arm.' Even though the knife may be wielded by some agent, it serves the role of an agent in that particular sentence. NOTE that only PhysicalObjects are considered as 'InstrumentRoles' in this sense. A method to accomplish a task may be 'used' by an agent, but it is not an Instrument. A property type of an Object, Region, or Space. NOTE: some objects such as abstract or mental objects may not have a meaningful dimensionality. Note that this is the attribute type, and the attribute values are represented as instances of DimensionalityValue. A property of an Object, Region, or Space. As with Cardinalities, it is often represented as a simple nonnegative integer, but in COSMO, being an AttributeValue, it is represented as an integer together with the 'UnitOfMeasure' 'dimensional'. Hence: (Every Point hasAttributeValue {0 dimensional}) hasDimensionalityNumber relates an Object or region to the number of othogonal dimensions that it occupies, expressed as a DimensionalityValue. This relation is complementary to 'hasDimensionalityNumber', which allows one to use a simple datatype integer as the value of the relation. CardinalityValues Are QuantitativeAttributeValues having the dimension 'dimensional'. A PhysicalObject would have its dimenionality specified (in ESKIF), using this relation, thus: (Every PhysicalObject hasDimensionality {3 dimensional}). For objects whose specification has dimensions that are non-orthogonal, the Dimensionality should be the number of orthogonal dimensions to which the non-orthogonal dimensions can be reduced. PhysicalObjects will always be 3-dimensional. they may have surfaces that are 2-Dimensional, edges that are 1-Dimensional, and representations that are 2D and also '2-1/2 dimensional'. hasCardinalityNumber relates a Set, Group, or List to the number of othogonal dimensions that it occupies, expressed as a DimensionalityValue. This relation is complementary to 'hasCardinalityNumber', which allows one to use a simple datatype integer as the value of the relation. CardinalityValues Are QuantitativeAttributeValues having the dimension 'elements'. A Pair would have its Cardinality specified using this relation thus: (Every Pair hasCardinality {2 elements}). hasDimensionalityNumber relates an Object or region to the number of othogonal dimensions that it occupies. For objects whose specification has dimensions that are non-orthogonal, the Dimensionality should be the number of orthogonal dimensions to which the non-orthogonal dimensions can be reduced. PhysicalObjects will always be 3-dimensional. they may have surfaces that are 2-Dimensional, edges that are 1-Dimensional, and representations that are 2D and also '2-1/2 dimensional'. A MentalObject that relates two or more IntelligentAgents in such a way that the Agent that has the Right may do something that affects the other Agent, without creating a right for the other Agent. This is a primitive concept. The Right refers to some future Situation (action, event, state) that the Agent having the Right may cause to occur. The Agents are relatged to their rights by the relation 'hasRight'. NOTE that each Right is an instance of TimeSlice because rights are often granted only for some limited interval of time. If in perpetuity, they do have a starting time, and devolve to heirs rather than continue to be vested in a dead person. The Random House Webster describes this sense of 'right' as: 'that which is due to anyone by just claim, legal guarantees, moral principles, etc.' A Right is in some sense an inverse of Obligation, in that failure to perform an Obligation can incur negative consequences for an Agent with an Obligation, whereas in theory having a Right should allow an Agent to perform an act without direct negative social consequences from the Agent against whom a Right is held. For certain types of Right, not having a Right implies an Obligation not to do the action that is the subject of the Right. Whereas an Obligation is created by an Authority, a Right can be created by simple unilateral permission, negotiation, payment, or by dint of a situation such as being born in a particular place. Nevertheless, a Right always involves some other Agent (which can be as abstract as God or one's own conscience), otherwise the alternative of not having a Right would incur no negative consequence on performing the action. hasRight relates an Agent to some Right that the Agent has (for some interval of time).. The Right to ownership of private property. This 'Right' is not universally acknowledged (as in Communist countries), and is restricted by other rights like eminent domain. 'Property' in Yale OCM (420) appears to be similar in meaning:: OCM: General statements dealing with several of the specific aspects of the property system. Material concerning the property system as a whole will be filed in Category 421. The term 'property' is to be distinguished from wealth, material possessions, or any object of ownership. It is to be understood only in the strict technical sense of the jural relations of people with regard to some subject matter and governing the use and enjoyment of the latter. In precise usage, a 'right' is correlated with a 'duty' (if A has a right against B, B is under a corresponding duty toward A); a 'privilege' is correlated with 'no right' (if A has a privilege as against B, B has no right against A, instead of a duty); a 'power' is correlated with 'liability' (if A has a power as against B, B is under a liability that his jural relations may be changed by a voluntary act on the past of A). A 'title' is a distinct constellation of rights, privileges, and powers with respect to some subject matter. A 'type of ownership' refers to the social composition of the holders of a title, e.g., an individual, a partnership, a clan, a corporation, a state. A 'property transaction' is an act which transfers a title to a new owner. A 'property system' consists of every type of title, ownership, and property transaction recognized by a society with respect to all culturally defined classes of subject matter, and is not dependent upon the statistical frequency with which its constituent elements manifest themselves.. The Right to purchase or sell a specific quantity of a financial security .at a fixed price within some period of time. This Right relates to some specific Agent with whom the transaction will be made. Options almost always have an expiration date, but do not have to expire. This RIght refers to the ability to choose from among courses of Action, specifically whether to buy or sell or do nothing. The specific actions that can be taken (e.g., buy 100 shares of WWW stock by date ?D) would be specified in the instance of 'Options' referenced by the relation 'refersToExternalEntity'. A Permission is any Right to do something granted by an Authority that could refuse to grant that Right. The Right is granted in a 'GrantingPermission' Event. Corresponds to noun sense 1 of 'permission' in WordNet: 1. (5) permission - (approval to do something; 'he asked permission to leave') permission permission permission1n An Admittance is a Permission to enter some location. The location can be large (a country) or small (a room). An AdmissionToMembership is a Permission to participate as a member of some Organization. 'Letting' is an Event or PersistentState that either removes a barrier to some action, or (for a state) maintains a condition under which an Event can occur. This is a broad sense of 'allow','let' or 'permit' that is not restricted to (but includes) the granting of permission from one person to another to do something. It is the absence or removal of either a physical or social barrier to some action or event. For the more specific removal of social barriers, use 'GrantingPermission'. Corresponds to verb sense 1 of 'let', sense 1 of 'allow', and sense 2 of 'permit' in WordNet: 1. (219) let, allow, permit - (make it possible through a specific action or lack of action for something to happen; 'This permits the water to rush in'; 'This sealed door won't allow the water come into the basement'; 'This will permit the rain to run off') GrantingPermission is the Action (Event) in which an Authority grants a right (specifically, a Permission) to some Agent to do something. Cyc: A specialization of #$MakingAnAgreement. Each instance of #$GrantingPermission is an event in which one #$SocialBeing grants some #$Permission to another. Corresponds to verb sense 1 of 'permit', sense 2 of 'allow', and sense 3 of 'let', and noun sense 2 of 'permission' in WordNet: 1. permit, allow, let, countenance - (consent to, give permission; 'She permitted her son to visit her estranged husband'; 'I won't let the police search her basement'; 'I cannot allow you to see your exam') bd5901e7-9c29-11b1-9dad-c379636f7270 permit permit permit1v permission permission2n allow allow2v let let3v Allowing is a common term that is a synonym of the Cyc and COSMO term 'GrantingPermission.. The collection of all events in which one or more people or organizations are granted permission [#$GrantingPermission] to become members of some #$Organization. A person may be admitted to membership in some organization but not join (e.g. a #$HighSchoolStudent may be admitted to several colleges but will generally become a student of at most one of them). bdc05bc6-9c29-11b1-9dad-c379636f7270 A FractionalComponentSubstance is a PhysicalSubstance that is a component part of some other PhysicalSubstance, and has an attribute value that indicates what percentage of the whole substance consists of this FractionalComponentSubstance. The percentage composition (which can be mass percent or volume percent) is a necessary part of the definition of each instance of this Type. Every subtype of this type must be an instance of SubstanceType. This odd Type is included as a way to represent fractional substance composition, which more naturally would be representdd by a ternary relation [e.g., (hasFractionalComponent Air Oxygen 20%). But to accommodate the OWL binary relation restrictions, this Type is added. Oxygen at 20% weight fraction. 0.20 isWeightFraction is a very specialized relation for the Type 'FractionalComponentSubstance', which specifies the farction of the domain argument that is represented by the specific instance of 'FractionalComponentSubstance'. In English, this might be expressed as (20% Oxygen) for a substance whose parent is Oxygen, and whose percentage (by weight) is 20. For the rationale requiring this relation, see 'FractionalComponentSubstance'. hasParentSubstance is a specialized relation for use in specifying the meaning of an instance of 'FractionalComponentSubstance'. For the rationale behind the use of this relation, see 'FractionalComponentSubstance' Any instance of something whose type is an instance of NaturalResourceType (which see). Natural resources can be viewed as Types (ore, petroleum) or as instances (a quantity of oil in some location. In COSMO, both the class 'NaturalResource' and the metaclass 'NaturalResourceType' are available to use as required. An instance of NaturalResource is anything (object, energy source) that can be exploited for economic benefit (including scenery as a lure for tourists). Breeding is the activity engaged in by humans in which domesticated or captive animals of different strains are encouraged to mate to create strains having different characteristics. The intention is to create strains with new characteristics more useful thatn existing strains. The result os breeding is a new Breed. Each 'AbilityToChoose' is the ability to choose something (Object, Action) from among a Group of possible choices of Actions (which could be as small as a single Action).. Each instance of AbilityToChoose should list the possible actions included in that Ability. This is represented in COSMO as an AttributeValue of an Agent; to say that '?P has the 'AbilityToChoose' ?A is represented as ?P having an instance of AbilityToChoose, and that instance pointing to an Option (a Group of Action(s)) that can be chosen It is not necessary for ?P to have the Right to do the Action, but only the physical possiblity.. Possible is an AttributeValue of some Situation or Proposition that may be true in some Possible World. Since that is a very loose criterion, the only things that are impossible by this criterion are things that are logically inconsistent. See also 'Possiblytrue'. In SUMO the attribute 'Possibility' is defined thus: Possibility 'Attribute that applies to Propositions that are possible, i.e. true in at least one possible world. For things that are possible within the known laws of physics, use the subtype 'PhysicallyPossible'. That is still a loos criterion, and for things that are 'realistically possible' we will need some range of probability measures. Includes all 3 adjective senses of 'possible' in WordNet: 1. (141) possible - (capable of happening or existing; 'a breakthrough may be possible next year'; 'anything is possible'; 'warned of possible consequences') 2. (22) potential, possible - (existing in possibility; 'a potential problem'; 'possible uses of nuclear power') 3. (1) conceivable, imaginable, possible - (capable of being imagined; 'that is one possible answer') possible possible possible1adj possible2adj possible3adj PhysicallyPossible is an AttributeValue of some Situation or Proposition that could be true in the known world, i.e. does not violate logical constraints or the known laws of physics. A PossibleFutureSituation is a FutureSituation, (a Process, Event, or State) that has not yet happened, but is considered as 'possible' (having a Probability greater than 0) by some speaker. Usually calling something 'a possibility' means that the Probability is significant, but the usage is highly dependent on context, and could be objectively low ('one possibility is that he will win the lottery'). Saying that a personor thing 'has possibilities' can be represented by this type, each of those possibilities' being aninstance. Linguistically this type may also be represented by phrases such as 'there are several possible outcomes (or possible results)'; each possible outcome is a Possibility.. NOTE: to use this sense of 'possibility' usually requires that there is some starting situation from which PosssibleFutureSituation could develop; the starting situation needs to be represented (by a special relation)? @ToDo: perhaps this should be a relation on the starting situation: 'hasPossibleFuture'?? @ToDo: the possible outcomes should also be related to each other; the outcomes Includes noun sense 1 of 'possibility' and the distingjuishable subtype 'AlternativeAction', representing sense 4 of 'possibility' in WordNet: 1. (21) possibility - (a future prospect or potential; "this room has great possibilities") 4. (6) possibility, possible action, opening - (a possible alternative; "bankruptcy is always a possibility") possibility possibility possibility1n possibility4n COSMO note: this type has been reinterpreted as a QualitativeAttributeValue.. Cyc: The collection of all things that do not have mass appeal, which are viewed as alternatives to things with mass appeal. c0f2b5fe-9c29-11b1-9dad-c379636f7270 An 'AlternativeThing' is an Thing (object, action) that is one of two or more that might be chosen in a 'Choosing' situation. The thing selected is a 'Choice'. Every 'AlternativeThing' has the attribute 'alternative' 'what are my alternatives?'; @ToDo: the relation to a 'Choosing' situation should be specified. Corresponds to noun sense 1 of 'alternative', sense 2 of 'option' and sense 3 of 'choice' in WordNet: 1. (16) option, alternative, choice - (one of a number of things from which only one can be chosen; 'what option did I have?'; 'there no other alternative'; 'my only choice is to refuse') alternative alternative alternative1n option option option2n choice choice choice3n 'wasPerformedAsanAlternativeTo' relates an instance of Action another instance of Action; the first was actually performed, although the second might have been performed (but wasn't) to achieve a similar purpose. This relation expresses the concept represented by the adverb 'instead' or the preposition 'instead of'. Where one Obejct is substituted for another in an Action, the relation 'wasaSubstituteFor' applies, rather than this relation. Corresponds approximately to adverb sense1 and 2 of 'instead' in WordNet: But NOTE that some of the examples of usage in WordNet suggest the meaning of replacing one Object with another, which is represented in COSMO by the relation 'wasaSubstituteFor' WN adverb 'instead': 1. (36) alternatively, as an alternative, instead, or else - (in place of, or as an alternative to; 'Felix became a herpetologist instead'; 'alternatively we could buy a used car') 2. (23) rather, instead - (on the contrary; 'rather than disappoint the children, he did two quick tricks before he left'; 'he didn't call; rather (or instead), he wrote her a letter'; 'used English terms instead of Latin ones') instead instead instead1adv instead2adv An 'AlternativeAction' is a PossibleFutureSituation (an Action) that has not yet happened, but is considered as one 'possible' Action (having a Probability greater than 0) that an agent might take in a given situation. This will usually be one of several actions in a 'Options' Grooup. The numerical value of the likelihood is usually unspecified, and this type is usually used only to list the options for Action in a given situation. In the given example, 'bankruptcy' is the alternative of filing for bankruptcy, or being the principle in a bankruptcy proceeding, an Action. 'They narrowed their vacation possibilities to France and Germany'. Corresponds to noun sense 4 of 'possibility' in WordNet: 4. (6) possibility, possible action, opening - (a possible alternative; "bankruptcy is always a possibility") possibility possibility possibility4n Each 'Options' is a Group of Actions that can be chosen when an Agent has an AbilityToChoose; an individual option is represented by 'AlternativeAction'. in a Group of Actions that serve in the Role of an Options, the ability to do nothing (take none of the actions) is understood to be a physical possibility, even though it may result in undesirable consequences - and is therefore not a mandatory part of the ActionGroup. Where only positive Action (i.e. not just doing nothing) is the referenced ActionGroup, the sybtype 'ExlcusiveOption' should be used - and the ability to do nothing is still understood. . This sense of 'Options' is only a physical possibility, and not a Right. For Options that are Rights, see subtypes of 'Right'. 'Options' may represent a selection of Objects that a Person can choose to select; in that case,each Action in the ActionGroup would be a 'Choosing' An 'ExclusiveOption' is an 'Options' for which the ActionGroup has only one member. This is useful to represent, for example, an Option to buy something at a a fixed price within a certain time period;the understood alternative is not to buy, but is not represented in the Options group. 1 A gas or liquid containing suspended particles; For simplicity a dried suspension is also categorized as Suspension, so that dried paint can be considered as a subtype of 'Paint'. For repre