COSMO ontology, Version 0.48-609.
Last edit 20080324 by Patrick Cassidy
Uses elements of the OpenCyc, SUMO, BFO and DOLCE ontologies,
as well as elements created specifically for COSMO.
Globally unique identifier, fromOpenCyc 0.78.
NOTE that this is a formatted string having 32 alphanumberic characters
with embedded hyphesns, 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
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
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'.
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 pointer from a concept to another concept of
which it is a synonym. This is a crude method to permit search in
Protege for synonyms of terms in the class search window.
In v0.3 these synonyms were confined to classes.
For other synoyms, use 'hasSynonym'.
hasSynonym is used to point to AbstractStrings that
can serve as a synonym for the base entity (type or instance),
in some context. This relation points to an instance of Synonym,
and that instance can specify the context in which it
is a synonym for that word.
Because a single word can be a synonym of multiple terms,
the structure of the 'Synonym' entity includes not
only the String expression of the synonymous term, but
also the context in which it is a synonym. Among the
contexts, databases and other knowledge models are included.
A superfluous relation for testing.
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.
A Sign is something that refers to something other than itself; it
may be a single entity or a group of entities.
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 Trace is one or more Signs that relate to ordered states of
some Event or FunctionalProcess. A sequence of footprints in the mud
can be a Trace of the event of some animal walking on that ground;
a sequence of abstract symbols, stored in one of more
computers, can provide a Trace of some computational or reasoning process
such as one carried out in the computer.
A Record is an abstract sequence of symbols (usually linguistic)
representing a sequence of events that occurred. For example,
a sequence of abstract symbols, stored in one of more
computers, can provide a Trace of some computational or reasoning process
such as one carried out in the computer. As an Artifact, it has to have an IntelligentAgent as
creator - for traces generated by a computer, that Agent will be the programmer
or, if sufficiently autonomous, the computer itself - or both.
A ReasoningRecord is a Record of some process of Reasoning.
It will usually be a process of Reasoning used in a Computer, but
could be a record of a person's reasoning..
The most general Type for Objects whose subtypes are abstract - intangible -
things that do not have mass. Note that AbstractEntity is not a subtype
of AbstractObject - the name
'Abstract' is retained for alignment with other ontologies. NOTE in
particular that AbstractEntity is not disjoint from
MentalObject, which may be created by people in space and time, and
hae a location in space and time. The kind of abstract things that do not
have a locaiton in space and time are under 'AbstrctObject' in COSMO.
COSMO Note: the notion of 'Abstract' has historically been somewhat vague.
It is often defined by saying that it represents things 'not located in
space or time' - but then subclasses are defined which are clearly
mental constructs with a defined creation time (e.g. musical compositions) -
which means that they must indeed be located in time and space.
In this ontology we distinguish 'Abstract' things from 'MentalObjects' -
the latter are things created by IntelligentAgents (people) that have
no mass, and therefore would traditionally be categorized as 'Abstract'.
'AbstractObject' here is used mostly to categorize mathematical things
such as numbers, which arguably do not depend on intelligent entities for
their existence. But 'AbstractEntities" and 'MentalObjects' are not considered
disjoint here, so there is room for people to argue whether mathematical
concepts are created or merely discovered by mathematicians - we take no
position on that issue.
An AbstractObject is an entity which does not exist in space or time.
This is more stringnent than merely not having mass, the criterion for
belinging to 'AbstractEntity. This category is mostly for mathematical
concepts. Under 'AbstractEntity' we also have 'MentalObjects', which do
exist in space and time.
COSMO Note: the notion of 'Abstract' has historically been somewhat vague.
It is often defined by saying that it represents things 'not located in
space or time' - but then subclasses are defined which are clearly
mental constructs with a defined creation time (e.g. musical compositions) -
which means that they must indeed be located in time and space.
In this ontology we distinguish generically 'Abstract' things from 'MentalObjects' -
the latter are things created by IntelligentAgents (people) that have
no mass, and therefore would traditionally be categorized as 'Abstract'.
'AbstractObject' here is used mostly to categorize mathematical things
such as numbers, which arguably do not depend on intelligent entities for
their existence. But 'AbstractEntities" and 'MentalObjects' are not considered
disjoint here, so there is room for people to argue whether mathematical
concepts are created or merely discovered by mathematicians - we take no
position on that issue. See the note under 'AbstractEntity' to see how 'Abstract' is used in this ontology.
The current (20061027) arrangement here is provisional, keeping some of the
terminology from Cyc and SUMO for alignment - but it may be changed slightly
in the future in a way that will not affect inferencing.
Intangible_Cyc__Abstract_SUMO__abstract_object_ISO15926
ISO15926 An Abstract-object is a thing that does not exist in space-time.
(COSMO note - this is not the interpretation in COSMO - MentalObjects
are abstract, but they do 'exist' in our ordinary space and time.)
SUMO: Abstract : Properties or qualities as distinguished from any particular embodiment
of the properties/qualities in a physical medium. Instances of Abstract can be said
to exist in the same sense as mathematical objects such as sets and relations,
but they cannot exist at a particular place and time without some
physical encoding or embodiment.
#$Intangible: OPENCYC 1: MAY 23, 2002
The collection of things that are not physical - are not made of, or encoded in, matter.
Every #$Collection is an #$Intangible (even if its instances are tangible), and so
are some #$Individuals. Caution: do not confuse 'tangibility' with 'perceivability'
- humans can perceive light even though it's intangible--at least in a sense.
For more on this issue, see the relevant #$cyclistNotes.
Intangible[Cyc]%Abstract[SUMO]%abstract_object[ISO15926]
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.
holdsInContext relates a reified Proposition to a Context in which
it is asserted to be true. The Context may be as simple as a
TimeInteral or a Database, or it may be a complex context which
is a conjunction of a time interval, a location, a belief system, and
any other thing tha might affect the truth of an assertion. Context
in COSMO is used solely as a syntactic device to provide
an umbrella category that can serve as the argument restriction
on the 'holdsInContext' statement. There is no general 'theory'
of context implied in this usage. Other than its syntactical
usage, the only thing that can be asserted about 'contexts' generally
is that the principle of non-contradiction holds only in a single
context, and for assertions defined in different contexts, it cannot
be expected that they will be necessarily true in any other context.
Any set of assertions (including this ontology) will have an
implied enveloping context. If the assertions are to be reused,
it is necessary to be sure that the context of reuse is the same as that
of the original set of assertions.
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.
The PhysicalContext in a Situational is the set of
physical objects and attributes that exist at a particular time
an in a particular place that affect the way an Agent will make
a decision, and may affect the outcome of that decision. A simple
PhysicalContext is, for example, who is present and interacting with
the Agent. What is the location, time, temperature? Is the agent indoors
or outdoors? On land or sea, or underwater? Is anything happening
that can physcally affect the Agent?
The SocialContext in a Situational is the set of
people that an Agent is in contact with, or is acting on
behalf of, directly or indirectly, at a particular time. It also
includes prior interactions and goals that affector are affected by
agents other than the one .
A SystemContext is a SituationalContextComponent
that is specific for computational agents, whether physical
(a computer system including hardware) or merely software.
A computational system can be viewed as one agent, though it may include
within it multiple software agents. The SystemContext will include
anything affecting the ability of the agent to act, including,
among other things, the hardware resources available for use -
power sources (line or batteries) CPU, disks, RAM, terminals,
network connections, anything else connected to a system port, etc.
The NetworkContext of a computational system
consists of the number, type, and status of network connections
connected to system ports, as well as any the type and status
of software components that have the capbility of interacting
with networks. A 'netowrk' includes only those communications
links that are connected to other computers; links to
other devices such as measuring devices or non-network
output devices, are not condered as part of the 'network'.
GenericLocation is the Type representing the most
general notion of location, which can be abstract or concrete,
a region of space (including an abstract space, such as the
Internet considered as a set of nodes and links, where the nodes
can represent computers whose physical location may vary),
a point in space, or a physical object (e.g. building, ship, room).
NOTE that an Address is not a location, but a label for a location.
See 'Address'.
NOTE: although *almost* all GenericLocations are exclusively spatial
in some way, there is one 'TimeAndPlace' that is spatiotemporal,
being a region of space-time that specifies some region of space
over some interval of time. Use of an instance of 'TimeAndPlace'
as an argument of a location relation allows one to include the
important time interval qualifier in location relations, even though
one is using only binary relations. this would not be necessary
in a representation with higher-arity relations.
This is somewhat similar to the Cyc 'Location-Underspecified'
Cyc comment: The collection of locations, tangible or
otherwise, which are typically conceptualized by human
beings for purposes of common-sense reasoning as 'locations'.
This collection thus includes tangible Places such as
#$Ireland-TheIsland, as well as metaphoric locations. For
instance, many states-of-being are conceptualized as
abstract locations, such as Trouble ('he saw trouble
ahead'), Depression ('she fell into a ...'),
#$Happiness ('they found bliss together').
be14f511-9c29-11b1-9dad-c379636f7270
Synonym of GenericLocation, included here as a
pointer to the Cyc element.
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.
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 locaed within the spatial region coextensie with the
convex hull of the thing or place where it is located.
Thus a pile of coal in an open railway coal car can be said to be
'contained' in the coal car even though it may extend above the
top of the coal car; it will go wherever the coal car goes,
as long as it satisfies this relation. Likewise, flowers in a
vase are located 'at or on' the vase, though they typically extend
beyond the top of the vase, and the top of the flowers may
even be above the vase by more than the height of the vase.
The 'isContainedIn' relation is a subproperty of this relation; therefore
if {?x isContainedIn ?Obj} then {?x isLocatedAtOrOn ?Obj}.
NOTE, however that 'isSupportedBy' is not a subtype of 'isLocatedAtOrOn'
because the supporting object may be flat and extensive, and the supported
object may extend well above the surface of the supporting object..
A general 'location' relation for objects and
regions (but not for Events - use 'occurredAt').
The location can be a region of space (connected or disconnected)
or an object (physical or abstract). Being 'located' at an
Object means being located within the convex hull of the Object,
But 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' thet 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 on 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 diseases cannot be located in people by this
relation, because a Disease is considered as an Event. Use
'occurredAt' for relating specific instances of Disease to
particular people or groups of people.
NOTE that this is an instance-level relation and describes
where an object is actually located at some particular time.
For describing where objects typically are located (e.g.
parts of the body), use 'isNormallyLocatedAt', a relation
that can take a individual Object or an ObjectType as the
subject
NOTE: 'isLocatedAt' may be used with an instance
of 'TimeAndPlace' (a four-dimensional portion of aspace-time)
in the object position of the relation, to specify the
location of some thing (but not Events) over some
interval of time, using a binary relation. Although this relation
is transitive, there are permitted range instances that cannot
bw located at some permitted domain instances: for example, a
'TimeAndPlace' will never be locatedAt an Object or region that
is not itself Four-dimensional, unless the domain instance is nominally
a TimeAndPlace, but with the Time dimension of zero length, in which case
the domain instance is effectively three-dimensional. But in general,
if the subject is a TimeAndPlace, the Object should also be a TimeAndPlace,
not a Region or Object. To avoid unintended errors, this restriction
should be encoded as a constraint.
NOTE: this relation is close in meaning to that of the OBO_REL relation
'located_in' (http://www.obofoundry.org/ro/#OBO_REL:located_in). In OBO
some relations may also be used on Types to create an implicit restriction,
but such usage is not part of COSMO, and that usage would need to be
represented as a rule.
OBO_REL: located_in (see http://www.obofoundry.org/ro/)
OBO comments for located_in: Location as a relation between instances:
The primitive instance-level relation c located_in r at t reflects the fact
that each continuant is at any given time associated with exactly one spatial
region, namely its exact location. Following we can use this relation to define
a further instance-level location relation - not between a continuant and the
region which it exactly occupies, but rather between one continuant and
another. c is located in c1, in this sense, whenever the spatial region
occupied by c is part_of the spatial region occupied by c1. Note that
this relation comprehends both the relation of exact location between one
continuant and another which obtains when r and r1 are identical
(for example, when a portion of fluid exactly fills a cavity), as well as
those sorts of inexact location relations which obtain, for example,
between brain and head or between ovum and uterus
A 'location' relation for Events. For object
or region locations, see 'isLocatedAt'.
The location is a GenericLocation: region of space
(connected or disconnected) or an object
(physical or abstract)
. The value of this relation answers the question
'where did it happen?'.
NOTE that the use of the past tense in this relation does not necessarily
mean that the Event argument occurred in the past before the assertion time;
if the relation relates a possible future Event, this relation can also
be used. The past tense merely emphasizes that we are discussing Events
that, in the given context, are viewed as completed and not ongoing.
This can also be used for types of Events, to specify
a particular location where they always occur. But
to specify types of locations where types
of Events usually occur, use 'typicallyOccursAt'.
A Type-level 'location' relation for Events,
to specify that a certain type of Event usually occurs
at a certain type of location.
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?'.
.
BFO Definition: An occurrent at or in which processual entities
can be located.
COSMO note: this concept in COSMO is very generic,a nd can be used to
specify a spatiotemporal region of any shape. To specify
a spatiotemporal region of a more defined shape, use 'TimeAndPlace',
for which the spatial shape of the region will depend on the 'location'
component of the instance defined.
BFO Examples: the spatiotemporal region occupied by a human life,
the spatiotemporal region occupied by the development of a cancer tumor,
the spatiotemporal context occupied by a process of cellular meiosis
spatiotemporal_region
A TimeAndPlace is a GenericLocation during some interval
of time. It is a four-dimensional spatial region in the way
that a time-slice of a PhysicalObject is a four-dimensional
Object. These concepts are related inheriting the character of
the TimeSlice Type.
this is a SpatiotemporalRegion that has an explicit location and an explicit
time interval specified. The location is generic, therefore it can
be defined relative to some object; i.e. one can specify the
location of the heart of an individual person over some period
of time as an instance of this Type.
NOTE: That 'TimeAndPlace' is a subtype of GenericLocation,
as well as of SpatiotemporalRegion. Although *almost* all
GenericLocations are exclusively spatial,
'TimeAndPlace' 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.
hasSpatialRegion specifies the spatial component
of a TimeAndPlace
(of zero to three dimensions) which is extended in time to
generate a TimeAndPlace.
hasTimeInterval specifies the time component
which extends the spatial component of a TimeAndPlace into
the time dimension, to generate the TimeAndPlace which is the
subject of this relation. The intent of this relation can
be alternatively specified by filling in the values for
the beginning and starting times inherited from 'TimeSlice'.
Any measure of length of time, with or without respect to the universal timeline.
Time unit. 1 day = 24 hours.
The Class of all calendar Days.
#$Street-Generic is a specialization of both
#$Roadway and #$UrbanArea. Each instance of
#$Street-Generic is a #$Roadway located inside a city or town.
NOTE: a modern street is typically paved, but that is not
a necessary attribute of a Street.
bd58f514-9c29-11b1-9dad-c379636f7270
A typical busy street in an urban area.
This is the physical object that is the street, not a
region of space. It would extend down to the underlying soil,
and include all materials added (such as crushed gravel) to
prepare the roadbed.
COSMO note: This 'street; Type is interpreted as the full
public right-of-way, including the sidewalks, up to the
private property line of the property bordering on the
street. A RealEstate bounded by a street will therefore be
related to the street by 'isAdjacentTo'.
bd58b4f8-9c29-11b1-9dad-c379636f7270
A #$Place or area with clustered or scattered
buildings and a permanent human population, including
cities, settlements, towns, and villages. It does not
include #$Locales.
acf243a4-24df-41d7-92f0-8a8fd5ad2507
Any region on the surface of the Earth, within the
Earth's atmosphere, or on some object itself located on
the surface of the Earth (including on ships at sea), which is not inside of
an enclosed structure. See 'OutdoorsObject' for further elaboration.
The Cyc 'OutdoorLocation' is very similar - not yet (V0.2) clear
if it is different.
A specialization of #$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 #$GeographicalRegion. Each
instance of #$HumanResidenceArea is a region in which a
number of people live semi-permanently (that is, for a
duration of at least a year or more). Examples include
#$SanFranciscoBayArea, #$ResearchTrianglePark, research
stations at the #$SouthPole, and radar posts in the Aleutians.
bd58caab-9c29-11b1-9dad-c379636f7270
A subcollection of #$HumanResidenceArea. Each
instance of #$UrbanArea is a geographical region the whole
of which (more or less) is characterized by typically urban
features (such as streets, buildings, businesses, houses,
schools, sidewalks, sewer systems, power lines, automobiles,
pedestrians, and so on). An urban area might be as small as
an inner-city street corner or as large as the New York City
Metropolitan Area. By default, urbanness is a stuff-like
property of human residence areas: (nearly) every subregion
of an #$UrbanArea is itself an #$UrbanArea. Examples
include #$UTAustinCampus, #$ResearchTrianglePark, and the
territorial extent of various cities (#$CityOfAustinTX,
#$CityOfToulouseFrance, etc.).
bd58caec-9c29-11b1-9dad-c379636f7270
A collection of urban regions. Instances of
#$CityBlock are usually roughly rectangular regions within
cities or towns that are bounded by four streets running
approximately at right angles to each other, and such that
they do not spatially subsume any other such regions. City
blocks are often divided into one or more instances of
#$LotOfLand, on which typically stand houses or other buildings.
NOTE: a Region, not a PhysicalObject. A block can be empty of
structures, so there is no necessary connection. A CityBlock may
have some thoroughfares in it - access roads, driveways,
so it is not necessarily devoid of roadways. The usage
will be conventional, that is, anything usually thought of or referred
to in the same sense as a well-demarcated city block can be
represented as an instance of CityBlock, even if it is not
neatly adjoined by urban streets on every side.
SUMO: A square-shaped area surrounded by Roadways
which is part of a City and typically contains Buildings.
bdf4b730-9c29-11b1-9dad-c379636f7270
COSMO Note: a GeopoliticalArea is the spatial region containing the
physical portion of earth controlled by a Geopolitical agent
(the government of a country or subdivision). It is not a physical object,
but contains all objects on or near the earth's surface, so that an object
'locatedAt' any region will also be 'locatedAt' any larger region containing]
the first region.
SUMO: Any GeographicArea which is associated with some sort of political structure.
This class includes Lands, Cities, districts of cities, counties, etc.
Note that the identity of a GeopoliticalArea may remain constant after a change in borders.
COSMO Note: in SUMO named 'Nation'. Here we make it unambigous that it is the
spatial region containing the physical part of the Earth that is represented, not
the objects in that region nor the governmental organization controlling that
region. A CountryArea is controlled by a Country (a GeopoliticalEntity)
SUMO: Nation: The physical area, not the organization
The broadest GeopoliticalArea, i.e. Nations are GeopoliticalAreas that are not part of any other overarching and comprehensive governance structure (excepting commonwealths and other sorts of loose international organizations).
The spatial region of the Earth's surface encompassed by the borderlines
of a City.
COSMO Note: in SUMO named 'City'. Here we make it unambigous that it is the
spatial region containing the physical part of the Earth that is represented,
not the physical objects in the region, nor the governmental organization
that controls the region..
The physical objects in that region are represented separately, and are
located at the geopolitical area
SUMO: A LandArea of relatively small size, inhabited by a community of people,
and having some sort of political structure. Note that this class includes both large cities and small settlements like towns, villages, hamlets, etc.
An area that is part of a City, not necessarily
corresponding to official political district lines.
The physical area of The city of London, the capital of the United Kingdom.
This object includes the space containing everything in the city (at any given time), including
the people.
The physical area of the United Kingdom, including everything in it.
The physical area of The city of New York.
This object includes the space containing everything in the city (at any given time), including
the people.
The physical area of the United States of America,
including the regions containing everything in it.
The squarish region in New York City on which
the two World Trade center towers were located on Sept. 10, 2001.
-1
The city block on which the two World Trade Center towers were
located, during the calendar day Sept. 11, 2001, EST (Z-5).
The calendar day from 12:00 AM to the instant before 12
midnight on Sept. 11, 2001, EST (Z-5) New York City time.
9-11.
isSomethingElseThan is a relation that specifies
that the subject entity of the relation is **not** the
object entity of the relation. This is a crude way of
saying that one knows what something **is not**, even when
one cannot be more specific about what something **is**.
The subject and object should have a common Type, but that
Type can be any Type.
An unspecified location that is somewhere other than
some reference location, for some interval of time. This 'location'
category serves as the base element for the pointer to the location where
something (person, vehicle) is known **not to be** (at some
particular time). Being able to assert absence in a particular location
does not necessarily mean that the true location of the individual thing
is actually known - one may simply look around a room and say 'he's
not here'.
Usage: {?X isLocatedAt ?ALIBI} means that ?X was someplace other
than the TimeAndPlace pointed to by the isSomethingOtherThan
relation on the instance of TimeAndPlace that is the ?ALIBI.
This Type allows one to express notions such as 'NN wasn't at the
(meeting/party/scene of the crime/etc)'
Every Alibi must specify exactly where and when an entity was absent,
using the relation 'isSomethingOtherThan' and pointing to a
TimeAndPlace.
A synonym for 'Alibi'..
A synonym for 'Alibi'..
A TimeAndPlace that is disjoint from a
particular country at a particular time. This is one
sense of the English word 'abroad'.
A TimeAndPlace that an object is not at,
and is disjoint from some other TimeAndPlace.
Very similar to 'Alibi', but can be used for
convenience with the linguistic 'absent'. Can be
used for inanimate objects, not just people. See also 'Absence' for the Event.
Usage: {?X isLocatedAt ?ABSENT} means that ?X was someplace other
than the TimeAndPlace pointed to by the isSomethingOtherThan
relation on the instance of TimeAndPlace that is the ?ABSENT.
Absence is an Event that consists of
some object being absent, and takes place in an
Absent (a TimeAndPlace where something is not present.).
For each instance, the Object absent and place of absence must
be specified.
Linguistically the phrase 'J wasn't at work on Monday'
can be expressed as an Absence Event.
An Event when some specified thing didn't happen.
Similar to a PersistentState, but used differently.
Someplace other than the US territory during the
24 hours of 7/15/2007, New York Time.
points from one entity in the COSMO ontology
to another entity in some named Context within which
the entity in the Context has a direct equivalance to the ontology entity
is the subject of the triple. This permits the ad hoc
definition of a Context within which reasoning can occur.
This relation is inherently ternary, and should be elaborated
when Ternary relations are represented. See also the
relations on Databases - such as 'correspondsToTable'
Together with the relation 'isDefinedInContext' it is
possible to create ad hoc (or map) a set of terms that are synonymous
with entities in the COSMO (or an extension) and perform
reasoning only on terms within that Context. This contemplates
at least two scenarios:
(1) some previous conceptual classification is imported, and
because of name clashes, is given its own namespace, which
is defined as a Context. For those names that clash,
the entity in the imported Context is given a namespace
prefix to keep it unique within the overall ontology.
The reasoning engine should then reason only within
a given Context.
(2) To make a subset of the overall ontology for efficiency
purposes, a Context can be defined and each entity in the
overall ontology that is needed in the new dcontext will be
related to that Context by this relation
('correspondsToEntityInContext'). The reasoning engine will then
be able to recognize a Context within which reasoning and inference
can be confined.
isNearTo specifies that some GenericLocation (an
Object or a Region) is 'near' to another, but (usually) not touching the
other. 'near' is relative to the size of the things being related.
To be 'near' another region or object, the distance from one Object or
Region to the other must be within two diameters of the larger object or region.
NOTE that 'isSupportedBy' is a subproperty of 'isNearTo'.
If two objects are touching, that can be represented as a 'TouchingState'.
In SUMO treated as an attribute:
SUMO: (Near) The relation of common sense adjacency. Note that, if
an object is Near another object, then the objects are not connected..
isAdjacentTo specifies that some GenericLocation (an
Object or a Region) is 'adjacent' to another. This means that it might
be touching, with nothing in between, or might be separated by
some thin space, which might have a name, as in a 'crack' or a
sulcus in the brain. If there is a solid object separating them, two
GenericLocations can be 'near' but not 'adjacent'.
NOTE that this relation makes intuitive sense only when the
adjacent objects are of comparable size. We do not usually
say that a bacterium on the skin is 'adjacent to' the skin.
A different (perhaps more general) relation should be defined for
such cases, because the gap that exists in non-touching cases
can be large relative to one object and small relative to the other.
NOTE: this is similar to the instance-level OBO_REL relation 'adjacent_to',
except that this COSMO relation is solely an instance relation and
is not used at the Type level. For specifying the typical
relations of Types (as in the OBO definition below), a
separate class-level relation and inference axioms will be required.
OBO_REL: relation adjacent_to: (only the instance-level relation
is similar to COSMO 'isAdjacentTo'.
Definition: C adjacent to C' if and only if: given any
instance c that instantiates C at a time t, there is some c'
such that: c' instantiates C' at time t and c and c' are in
spatial proximity.
OBO Comments: Note that adjacent_to as thus defined is not
a symmetric relation, in contrast to its instance-level counterpart.
For it can be the case that Cs are in general such as to be adjacent
to instances of C1 while no analogous statement holds for C1s in general
in relation to instances of C. Examples are:
nuclear membrane adjacent_to cytoplasm;
seminal vesicle adjacent_to urinary bladder;
ovary adjacent_to parietal pelvic peritoneum
Specifies the context in which the synonymous term
is synonymous with the base domain argument term.
Specifies the frequency with which the synonymous
term, when encountered in the specified context, actually
labels the meaning represented by the base entity which
is synonymous.
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
(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 functin 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.
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.
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.
An IntensiveAttribute is an Attribute that
consists of an AttributeType and an Intensity.
The values of an IntensiveAttribute will cover broad ranges
and will not in general be mutually exclusive, as the
ranges may overlap, and may depend on subjective
judgments.
Each instance of Intensity is a value
(high, low, medium, VeryHigh, etc.) which specifies the
value of an IntensiveAttribute. The values
of an IntensiveAttribute will cover broad ranges and
will not in general be mutually exclusive, as the
ranges may overlap, and may depend on subjective
judgments.
As with a QualitativeAttributeValue, an Intensity does
not contain a Quantifier. But its verbally expressed
vallues do contain some aspects of quantity, but not expressed
in numbers.
hasIntensity relates an IntensiveAttribute to the
Value of the attribute (high, medium, low). This is a
subproperty of hasAttributeValue.
hasAttributeType relates an Attribute to the Type of the
attribute.
hasValue relates an Attribute to the Value of the
attribute. The value may be qualitative (Flexible) or
quantitative (10 feet).
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.
hasQuantifier relates a QuantitativeAttributeValue
to the quantifier that indicates how many units large
the value is.
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.
hasAttributeValue relates an Object or Substance 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, 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.
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 lenght measure
as the value..
hasQualitativeAttribute relates individual Objects or substances
to some qualitative attribute (a subclass of QualitativeAttributeValue)
that the object has.
The accurate use of this property for substances is difficult to express
in OWL. Since Substances are classes, to describe a qualitative
attribute of a substance, in OWL one would need a metatype specifically for
each substance, which multiplies reified entities unnecessarily.
A FOL rule would be easy to construct to correctly relate the
substances to their properties, but for COSMO version 0.2 a work-around
for such a rule is not yet on hand. The restrictions on substances
should be interpreted as meaning necessary conditions on all subclasses
of the substances.
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 creat 4D TimeSllices 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.
A QualitativeAttributeValue is the value of
some AttributeType which is not expressed in quantitative measures.
It can be an attribute of an abstract thing or of a
concrete physical object.
A QuantitativeAttributeValue is a value for
some AttributeType which is expressed in quantitative measures.
Examples are {10 feet} and {32 degreesF}.
An instance of QuantitativeAttributeValue can be represented
by creating a reified instance, and then using the relations
'hasUnit' and 'hasQuantifier' to specify the UnitOfMeasure
and the quantifier, respectively.
. If the implementation allows use of functions,
a QuantitativeAttributeValue can be represented, without
reification in the ontology, as a function term
such as {25.6 feet}.
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.
An Attribute having some
percent intensity, such as percent unemployed (same
as UnemploymentRate). It is a type of Attribute
in which the quantitative element is a PercentageAttributeValue
(represented in COSMO by a number, followed by 'percent',
as in {25 percent}.
A PercentageAttribute should have an AttributeType that
specifies what the percentage is about. The AttributeValue
will be an instance of PercentageAttributeValue'. Thus
the instance of PercentageAttribute named 'Unemployment5.9pct'
might have relations
(hasAttributeType Unemployment5.9pct UnemploymentRate)
(hasValue Unemployment5.9pct {5.9 percent}).
AssertionConfidence is an AttributeType that
applies to assertions, and expresses a quantitative
measuer of belief by the person making the assertion
that the assertion is true.
A ConfidenceLevel is an Attribute of an assertion
that quantitatively expresses the belief of the person making
the assertion that the assertion is true. The value of the
confidence level is a percentage, expressed as real number
from 0 to 1 with the units 'percent'.
A QuantitativeAttributeValue consisting of
having percentage of some attribute. Each
PercentageAttributeValue points to a Percentage, and
may have other characteristics, such as specifying
how the Percentage was measured.
'hasConfidenceLevel' relates an assertion
(which can be a data record in a database) to the numerical
confidence (expressed as a percent) that the assertion
is true.
In COSMO 'TruthValue' is considered an Attribute
of either an Abstract Proposition or a linguistic Assertion.
See also the subtype 'YesOrNo'.
Cyc: #$TruthValue is a collection of mathematical
objects; it contains the abstract, logical objects #$True
and #$False.
SUMO: The Class of truth values, e.g. True and
False. These are Attributes of Sentences and Propositions.
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Each instance of YesOrNo is a TruthValue that
represents either a 'yes' or a 'no' answer to a question. Single chars ('Y')
or full words ('YES') are included as instances. Together with
the question, it represents a truth value for an assertion
which is the answer to the question.
NOTE;the word 'no' can serve as a determiner or quantifier:
'Yes, we have no bananas'. But the word 'no' would be represented
by an entity labeled with the CodeListPrefix 'WORD_'. So this
instance is not the word 'no' and is not a Determiner.
NOTE;the word 'no' can serve as a determiner or quantifier:
'Yes, we have no bananas'. But the word 'no' would be represented
by an entity labeled with the CodeListPrefix 'WORD_'. So this
instance is not the word 'no' and is not a Determiner.
NOTE;the word 'no' can serve as a determiner or quantifier:
'Yes, we have no bananas'. But the word 'no' would be represented
by an entity labeled with the CodeListPrefix 'WORD_'. So this
instance is not the word 'no' and is not a Determiner.
An AssertionalAttribute is an AttributeType
That points to an Assertion or a Question.
The value of Attributes of this type will
be in the form 'true' or 'false' for assertions,
and 'yes' or 'no' for questions.
A CaptivityAttribute is the AttributeType
That points to the question of whether a person
or animal is or is not in captivity.
All domestic animals would have the status
of being in captivity (even if they prefer to stay
at home) (@ToDO should be differentiated. At r603
just starting)
An alternative way of expressing the
relation 'hasCaptivityStatus' - here as a pointer
to the method used in COSMO to express the
notion of being 'captured'.
A TruthAttribute is an expression equivalent
to the answer 'yes' or 'no' to some question, or
to the values 'true' or 'false' to some assertion.
For 'ye' or 'no' answers to questions, the
question will be represented by the AttributeType.
The value is qualitative.
CaptivityStatus is an Attribute of a
person (not an animal) indicating whether that person is in captivity,
i.e. is in the custody of someone else. The values 'yes'
or 'no' are the answer to the question: is this person
in captivity?
This is a general captivity status, not discriminating between
captivity by police, armed forces, rogue militias,
or other individuals. Subtypes can be more specific.
(@ToDo: or a relation 'isHeldBy' on this Attribute could
be used. Not done r603)
hasCaptivityStatus relates a Person to
that's person's status of either being in captivity or
not. At this point (r603) no distinctions are
made as to type or location of captivity, or
duration.
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 AttributValue,
but it does hae to modify a unit of measure.
A Prevalence is a Measurement expressing the
intensity of some one AttributeValue out of set of attribute
values that are related in some way. This is a general
type of Measurement that might be included in a Distribution.
A Distribution is a Group of quantitative
measures of the prevalence (often a percentage) of some
AttributeValue. It may be relevant to an Individual, but is usually
of relevance to a Group of entities. For distributions
of characteristics among a GroupOfPeople, use
'PopulationCharacteristicDistribution'.
A group of numbers expressing the fraction of
some population that has a particular value for some category
of population attribute. This is not a simple number,
but a group of numbers.
hasDefaultVariance can be set differently by each
application, but for most precise interoperability, it should be
the same for all applications. The default variance
for a measure can be absolute or relative. One might specify that
all temperature measures are accurate to plus or minus one degree
Fahrenheit - which might make sense in some applications. A relative
value can be of several types: one might say that any measure
is accurate only to within 1% of the nominal value, or might say
that every measure is accurate to within plus or minus one digit in the last
significant digit of the measure. The 'plus or minus' range by default is
the conventional variance, within which any measure has a 67% likelihood
of being found. The default variance will be used only if an
explicit variance is not specified.
The default variance can be set for each type of quantitative
measure, or may be set for any tree of quantitative measures by
a restriction on the value for the root of that tree.
A salient and distinguishing AttributeValue.
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).
HearingAttribute is an AttributeType of animals
specifying the ability to hear sounds, relative to the
abilities of the average animal of that species.
Its values are intensive values, which are instances
of 'HearingAcuity' such as 'excellent'
'very good', 'average' 'poor' and 'deaf'.
A HearingAcuity is an AttributeValue of animals,
of the type 'HearingAttribute' specifying the ability
to hear sounds, relative to the
abilities of the average animal of that species.
Its values are intensive values, which are instances
of 'HearingAcuity' such as 'excellent'
'very good', 'average' 'poor' and 'deaf'.
hasHearingAcuity relates an Animal
to some qualitative or semi-quantitative
brief characterization of its level of hearing
ability. As of r603, the actual values of
the 'HearingAcuity' attribute have not been
A PopulationAttribute is any type of attribute
that can be asserted about a group of people. It also is used
to characterize geographical regions, in which case it
in fact characterizes the group of people who live in that region.
It will be time-sensitive, potentially varying rapidly.
NOTE that this is a subclass of AttributeType, which categorizes
general types of population attributes, and each PopulationAttribute
The values for each PopulationAttribute will be a subtype of
PopulationCharacteristic.
This AttributeType is mostly of interest for aggregate characteristics,
such as 'RacialComposition'.
The individual elements making up that composition would
be instances of 'PopulationCharacteristic' such as
'PercentageAsianAncestry'.
An attribute of a 'Population' that is of interest to
some group for some purpose. Examples are: unemployment rate,
dostribution of religious affiliations, racial distribution.
The Population is usually human, but may be animal. Plant
groups are not included. It may be quantitative or
qualitative. Quantitative characteristics will be instances of
subtypes of 'PopulationAttributeValue'.
A PopulationCharacteristic may also be used
to characterize geographical regions, in which case it is interpreted
as characterizing the group of people who live in that region.
It will be time-sensitive, potentially varying rapidly.
The characteristic is often some percentage of the given
population having a particular attribute, or some distribution of
attribute values for one type of attribute. Thus an
unemployment rate is a simple percentage under 100; a racial distribution is a
group of fractions that add up to no more than 100% (if incomplete,
it may add up to less than 100%).
For qualitative attributes, one might characterize a population
without reference to the fractions that actually have that attribute,
for example 'an Asian group'.
A PopulationAttribute is a quantitative measure
describing some characteristic of some population, which is a type of attribute
that can be asserted about a group of people.
Examples of PopulationAttributes are: infant mortality rate,
AverageIncome, UnemploymentRate, high school graduation rate, etc..
The percentage of members of a population capable
of working who are not employed. The method for calculating this
number varies by country. Each differently calculated rate
can be represented as a subtype of this Type.
An attribute of a 'Population' that consists of
the performance of certain characteristic behaviors.
The characteristic behaviors may be routine (going to Mass
on Sunday for observant Catholics) or sporadic,
possible triggered by eents (characreistic reactions to Events).
To fit into this category the evidence of such characeristic
behavior should be more than anecdotal.
An attribute of a 'Population' that consists of
the performance of certain characteristic routine behaviors.
The RoutineBehavior itself should be represented as
an instance of 'RoutineAction'. Intances of 'RoutineActivityCharacteistic'
should specify the type of routine activity and the typical frequency.
###ToDo: relations have not yet been defined to relate this
Type to 'RoutineAction'.
A type of PopulationAttribute that describes
some attribute of a population related to a traditional measure
of economic activity: unemployment rate, GNP per capita, exports,
imports, average work week, etc. Each of those specific
measures will be a subclass of 'PopulationCharacteristic'..
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'.
Nature is the sum of all essential attribute values
of an individual, forming a recognizable pattern. This can be
used generally for any kind of entity, though linguistically
it often refers to behavioral patterns.
Personality is the sum of all PersonalityTraits of an
individual. This AttributeType can be used for animals as well as
people, for example a particular animal may be characterized as
'aggressive'.
Trait is some characteristic, usually of an animal's personality
that is considered as a part of its total character or nature. Examples are
kindness, ambitiousness, aggressiveness, friendliness.
PersonalityTrait is some trait of personality that is
considered as a part of a total personality. Examples are
kindness, ambitiousness, aggressiveness. These triats will be classified
under 'PersonalAttribute'
A PersonalAttribute is any of a broad range of values for
the general attribute type of 'PersonalityTrait'. the PersonalAttribute
may be inherent (such as kindness, ambitiousness, aggressiveness),
or may be a result of the attitudes of others, such as being 'untouchable'
or having a particular social status.
SocialStatus is an Attribute that a person has as a result of
other people having an opinion of that person. It is not an inherent
trait, though it may be strongly influenced by a person's inherent traits.
Instances may also apply to groups of people, such as women
or young people in a particular culture.
There are aspects of status, such as within-group and out-of-group
attitudes that are not represented by a simple attribute. This
needs to be elaborated considerably.
The collection of attributes that describe a
person's social power, `clout,' the ability to
influence people and achieve one's social goals through
some combination of privilege, position, personal contacts,
skill, hard work, and intelligence. Money (income, wealth)
and esteem/prestige may both contribute to attaining social
power and may be necessary to hold on to it, but they cannot
be equated with it. This is basically Max Weber's schema.
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Each AttributeValue of the Stability Type is a
Tendency (which see) to participate in some Event or FunctionalProcess,
under certain conditions. The Stability of some Objects, such
as organic tissues from organisms, can depend in a sensitive manner
on temperature (frozen? boiled?), on the presence of potentially degrading
microorganisms (irradiated? pasteurized?) and on the method of
preparation (germ-free to start with?). Other things, like mountains,
may be assumed to be stable in the sense of staying put for very long periods of time,
regardless of the activities of animals, wind, and weather.
Large building are of intermediate stability, tending to be in the
same place from year to year but occasionally being torn down by
people, tornadoes, or earthquakes.
This AttributeType will be important for resolving issues related
to the Frame Problem, i.e. if a condition exists now, is it
likely to exist ten minutes, one day, or one month from now?
In practical reasoning this issue is critically important, but becasue
of its complexity has been often ignored in small reasoning systems.
This generic AttributeType and its associated AttribugteValues
can be used to address the problem of
predicting the relations of situations across time interval.
.
wasRealizedByAction relates a CapabilityType,
who instances are attributes of Objects that can
enable or perform funcitons, to the ActionType(s)
that they can anable or perform. This relation answers the
questions 'what was it designed for?'. The 'dsign'
can be either artificial, as the design of an artifact,
or natural, as the design of an evolved System or System
component.
*Note* that the CapabilityType that is the subject of
this relation in turn can be pointed to by the relation
'hasDesignFunction'. This creates a triangle of
Object-Capability-Action.
'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.
Any Attribute of an Entity that is an internal property
of the Entity, e.g. its shape, its color, its fragility, etc.
Attributes that apply specifically
to instances of Organism.
Attributes that indicate the sex of an Organism.
Attribute Values that indicate the sex of an Organism.
As of rev 599, only MaleSex and FemaleSex
The gender AttributeValue of biologically male organisms (plants or animals).
This is a genetic trait, phenotypic or social maleness is a different attribute.
The gender AttributeValue of biologically female organisms
(plants or animals). This is a genetic trait, phenotypic or social femaleness
is a different attribute.
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.
An attribute of things - events, properties, or objects -
that are worthy of paying attention to because they are
often (but not always) important to intelligent agents.
This is an attribute that can be used to mark things that
an agent should keep in mind.
An attribute of things - events, processes, or objects -
that in normal circumstances can be expected to give pleasure
to people who experience it (Events) or possess it (things).
This provides one method to mark those Assets that are
especially worthy of attention.
A common term for 'Salient'.
An Event or object which is unusual enough
to warrant attention when it is noticed.
This is very broad: examples are Landmarks.
An Event or object which is common enough
that it does not attract special attention when it is noticed.
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.
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.
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.
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, #$SpatialThing-Localized.
A subcollection of #$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
#$GeometricallyDescribableThings - varies with context. In
a context that was so fine-grained shape-wise that even the
shapes of the individual molecules on the surface of an
object were considered relevant to the object's shape,
perhaps nearly every (connected, solid) tangible object
would be geometrically-describable. In more everyday
contexts, on the other hand, an unopened can of soup would
be geometrically-describable (as a cylinder), while a
telephone or an animal's body would probably not.
bd58c42e-9c29-11b1-9dad-c379636f7270
isSpatiallyDisjointWith relates one.SpatialThing
(a region, object, or event) with another SpatialThing that has
no regions in common with the first. This relation can be used to
express the fact that anything wholly located in one SpatialThing
cannot have any part located in another SpatialThing that is
disjoint with the first in this sense.
NOTE that when first-order rules are associated with this
ontology, it will be possible to infer that any part of a region1
that isSpatiallyDisjointWith a region2 is also disjoint with
any part of that region2.
COSMO Note: note that Cyc SpatialThing does not have to be in our space-time,
whereas DOLCE spatio-temporal-particular is. So the DOLCE class is a subclass
of the Cyc class.
OPENCYC 1: MAY 23, 2002
The collection of all things that have a spatial extent or location relative to some other #$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
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
#$SpatiallyContinuousThing. Some borderline exemplars
depend on granularity. At a macroscopic level of
granularity, a dense cloud of smoke is effectively
continuous. On the microscopic level, it is composed of
independent particles that do not touch each other.
9ae4ab12-8221-41d7-9022-96b38c86ffc1
OPENCYC 1: MAY 23, 2002
The collection of all spatial things, tangible or intangible,
that can be meaningfully said to have location or position in the
empirically observable universe of the context in question. This
includes all #$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 #$SpatialThing-Localized
within those microtheoretic contexts.
NOTE: because Cyc 'SpatialThing-Localized' includes intangible
spatial things, this is not identical to the purely physical
objects such as 'Oject' in SUMO. In COSMO,purely physical objects
are categorized in the Type 'PhysicalObject', which is a subtype
of this 'SpatialThing-Localized' category.
An Artifact-Generic was anything created by an Agent. More useful
categories will be the more specific Types.
Original COSMO Indented List name:
Artifact-Generic_includes_conceptual_works__laws__information_objects_
OPENCYC 1: MAY 23, 2002
A collection of things created by #$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.).
wasCreatedBy relates an Artifact (concrete or abstract) to the
Agent who created it. Agents are construed very broadly for this
relation, and a river could be the Agent that created a
canyon.
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..
wasAuthoredBy relates a textual object (concrete or abstract)
to the IntelligentAgent who is credited with creating it. The Agent can be
a person, organization, group of people or a machine (see 'AuthorOfRecord').
This special relation, together with the companion Type of 'AuthorOfRecord'
(a subtype of 'IntelligentAgent') serves the purpose of preserving the
option to list known people (instances of 'Person') or unknown individuals
('Anonymous'), pen names ('MarkTwain'), or pseudonyms whose real identity
is unknown. The unknowns and pen names can be instances of 'AuthorOfRecord'.
When identities of unknown authors are discovered, they can be equated with the
previous AuthorOfRecord, or that instance can be replaced in the knowledge base,
if it is unimportant to have a record of the author being initially unknown.
The same as 'ArtifactObject', but the shorter term was
considered potentially misleading as the main label for this
concept, as it has been used to refer to abstract artifacts
as well as physical objects.
Artifact*
COSMO note: this class was merged with the Cyc 'Artifact-HumanCreated'
because little differnce could be discerned. All instances of Artifact will
be created by humans - people, groups, organizations, or their automaton
servants. Artifactual objecgts created by non-humans (e.g. animals) will
be instgances of ArtifactObject.
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 #$Artifact-Intangible.
DOLCE: material-artifact: No easy definition of artifactual properties is possible,
hence it is better to rely on alternative descriptions and roles: a physical object
that shows or is known to have an artifactual origin that counts in the tasks an ontology
is supposed to support, will be a material artifact. On the other hand, physical objects
that do not show that origin, or that origin is unimportant for the task of the ontology,
will be physical bodies. Formally, a restriction is provided here that requires that
the collection whose members are (at least some of the) proper parts of a material artifact
is *unified* by a plan or project.
wasCreatedAtTheRequestOf relates an ArtifactObject
to the IntelligentAgent (usually a Person) who ordered it
to be created. This should be used for objects of special
interest whose creators will also be of interest. This differs
from 'wasCreatedBy' in that most of the work of creation must be done by someone
other than the agent (person, organization, group) who ordered it to be created.
It is therefore mostly used for large objects like buildings and special-order
objects of any kind.
An instance of #$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:
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.
The property of substances or objects that
are considered (by their possesor or potential possessor) to
have some positive value.
The property of being satisfactory to an Agent for
a purpose, reflecting the Agent's judgment that it will
serve some purpose. This is an Evaluative (judgmental) attribute.
The property of not being Acceptable.
The property of substances or objects that
are considered (by their possesor) to have no positive value.
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.
Anything that has no net value to the cognitive agent
that currently possesses it. The thing (object, substance, right)
may have some value to someone else, but if the possessing agent
considers it too much of a nuisance to try to gain paymenty for it,
it is effectively worthless. This is the quality of
trash, garbage, refuse, etc..
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 deine a finction 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.
Cyc Documentation for 'Group' (NOTE some differences from COSMO 'Group')
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 property of a Group or Set:
A negative or nonnegative whole number.
A property type of an Object, Region, or Space.
NOTE: some objects such as abstract or mental objects may
not have a meaningful dimensionality.
A property of an Object, Region, or Space.
It consists of a nonnegative integer, but is represented
as that integer with the 'UnitOfMeasure' being 'Dimensional'.
Hence:
(Every Point hasAttributeValue {0 Dimensional})
hasDimensionality 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-diimensional. they may have
surfaces that are 2-Dimensional, edges that are 1-Dimensional, and
representations that are 2D and also '2-1/2 dimensional'.
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 icluded explicityl, not only as a
subtype of Group, because zero-lenght (zero-cardinality, considered
as though it were an ordered group) strings
may exist but zero-cardinality Groups are not permitted.
The collection of all groups of animals of the
same type living in the same location. For any instance
of this Type, it is necessary
to specify the location to satisfy the restriction.
NOTE that a population is only those animals (or people)
located in a particualr location at a particular time.
it is therefore time-sensitive. The location is
generic; therfore, one can use this to describe the
people who are on the liner Queen Mary, wherever
it happens to be at that time.
bde046c0-9c29-11b1-9dad-c379636f7270
The collection of all people living in the
same location. This corresponds to the 'population'
of some geographical area. Inclusion in the population
is determined by location, not by citizenship.
A population may be said to have certain characteristics,
provided that those characteristics are stable for some
period of time in a given area.
hasComponentElement relates a Group to the individual
elements of which the group consists.
Any entity can be aggregated with another entity to form
a conceptual Group.
NOTE: this 'element' is not the chemical 'element'!
See also the specializations of this relation, for
OrderedGroups, indicating the location in the
OrderedGroup of a particular element.
See 'hasFirstElement' and 'hasSecondElement'.
isaComponentElementOf relates some entity to a Group of which it is a member.
It is the inverse of 'hasComponentElement'. Since Groups
are not defined arbitrarily, and seldom defined automatically, this relation
will typically be used only when it makes sense to do so. For example, one
may define a Group of 'attendees' of some particular meeting. Then to say
that a Person is a member of that Group would allow inference that that
Person was in a particular place at a particular time..
hasSubgroup relates a Group to some
other definable Group, all of whose component elements are
also component elements of the larger Group..
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'.
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'.
An OrderedGroup is a Group that has some ordering relation between
component elements. It must have more than one component element,
Therefore it is a PluralThing and can never be a singleton.
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.
To define a type of OrderedGroup that may have as few as one element,
define a type that is a subtype of both Group and List.
A Queue is a group of people lined up to do something in
sequence - a waiting list. This is a PhysicalObject - the Group of People,
not something abstract.
hasFirstElement is a specialization of the
relation 'hasComponentElement' applying to OrderedGroups,
specifying the first component element of an OrderedGroup.
hasSecondElement is a specialization of the
relation 'hasComponentElement' applying to OrderedGroups,
specifying the Second component element of an OrderedGroup.
A OrderedPair is a Tuple containing two
elements.
2
COSMO note: we make a series a subtype of
OrderedGroup: specifically, the ordering relation is
that the component elements are arranged in a linear
fashion. It can be concrete or abstract. A series must
have at least two component elements.
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 #$seriesOrderedBy); this relation often varies
from series to series.
be8e694c-9c29-11b1-9dad-c379636f7270
A #$SeriesWithoutRepetition is a #$Series in which
each member occurs only once.
bf7c353a-9c29-11b1-9dad-c379636f7270
A CompositeConcept is a Group that consists of component elements of
different basic types, such as a System (which see). The notion of a CompositeConcept
provides a way to represent things like situations that have essential elements
of different type (such as States and FunctionalProcesses).
An Entity that has a beginning point in time and an ending point in time.
The usage of this term in COSMO differs from the usage in OpenCyc, in that it
does **not** include PhysicalObject as a subtype, though the two categories are
not disjoint. The purpose of the cyc concept
appears to be to permit relating both PhysicalObjects and Events
to their time location. In COSMO, that purpose is served by the relation
'hasTemporalLocation' (which see) which has as its domain the union of
Events and PhysicalObjects.and 'wasCreatedDuring' and 'wasDestroyedDuring',
There is, however, a subtle issue in that the beginning and ending
time of a 'TemporalThing' may be the same time, i.e. the
instance may be an instantaneous time slice of a time-extended
entity. Since in COSMO zero-interval extended entities
are indistinguishable from point entities, this means that
a '3-D' endurantist object can be an instance of 'TemporalThing'
just as a HumanRole, a '4-D' perdurantist object can be an
instance of the typically '3-D' Person.
In Opencyc a 'TemporalThing' is very generic, it is anything that has
a beginning point in time (and presumably an ending point, though it
may not be known for existing things). Thus physical objects, which
must come into existence at some time (perhaps the beginning of time), as well
as events, are 'TemporalThings'. In COSMO, TemporalThing is reserved
for TimeIntervals and Events, and PhysicalObjects are not classified as
subtypes of TemporalThing. The creation and destruction time of
PhysicalObjects will use different relations.
OPENCYC 1: MAY 23, 2002
The collection of all things that have temporal extent or location, i.e. things
about which one might sensibly ask When? . #$TemporalThing thus contains many kinds
of things, including events, physical objects, agreements, and abstract pieces of time.
Note that #$TimePoint is a specialization of #$TemporalThing, since time points
have temporal location, although they arguably lack temporal extent.
Abstract things that are timeless - such as mathematical sets, attributes,
and numbers - are of course _not_ instances of #$TemporalThing.
NOTE that although every TemporalThing must have a starting and ending
TimePont, that notion is not represented as an existential
restriction so that it will not be necessary to explicitly
represent the starting and ending times of intervals whose
starting and ending times can be calculated from the name.
This is a pragmatic and implementational, not a theoretical
consideration.
A 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'. Because a TimeSlice
is not disjoint with anything else, this allows one to create
four-dimensional time slices of physical objects (or phycial locations)
by creating an instance of an object that is also an instance of a
TimeSlice, and spcifying 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. 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}
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 Event is a Group 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).
A synonym of 'SituationProcessEventOrState'.
COSMO Note: Situation is included for compatibility with OpenCyc. It is
indistinguishable from 'SituationProcessEventOrState', i.e. it
subsumes all things that happen, or states that exist, whether
completed or ongoing.
Situation is deprecated in COSMO because of a history of use
in different senses. See the different categories under
'SituationProcessEventOrState'.
bd88c84b-9c29-11b1-9dad-c379636f7270
Each Event in COSMO is a Group 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 *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.
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 ize of the granularity intervals during which FunctionalProcess states
are represented will depends on the discretion of the ontologist for the
pruposes of the representation.
COSMO note: note that in some ontologies (and situation logics) , 'Event'
is used to refer to a change in state that is considered instantaneous.
In COSMO, suchan 'Event' is a subtype of the more general event, which is a
change in state that occurs over some interval of time (which,
for instantaneous changes would be a zero-length time interval).
NOTE also that for some Events, such as cyclic Events, merely representing
the starting and ending states - which may be identical - loses the
whole meaning of the Event; so intermediate states must also be
represented in some manner to provide meaning to the Event.
Called: Event(Cyc); Process(SUMO); event(DOLCE); Processual(SPAN-BFO)
************ NOTE on BFO 'Process' ******************************
COSMO: BFO the Type most closely representing COSMO 'Event'
is 'Process', so that BFO type is made synonymous with
''Event'. BFO makes teh distinction between 'Fiat' events
(FiatProcessPart = parts of events) and complete events. This Type
represents the complete Event with well-defined beginnings and ends. The
FiatProcessPart event is included for compatibility, though not yet used.
BFO ('Process') Definition: A processual entity that is a maximally
connected spatio-temporal whole and has bona fide beginnings and endings
corresponding to real discontinuities.
BFO Examples: the life of an organism, the process of sleeping,
the process of cell-division
************ NOTE on BFO 'Process' ******************************
Cyc comment: An important specialization of #$Situation and
thus also of #$IntangibleIndividual and
#$TemporallyExistingThing (qq.v). Each instance of #$Event
is a dynamic situation in which the state of the world
changes; each instance is something one would say happens .
Events are intangible because they are changes per se, not
tangible objects that effect and undergo changes. Notable
specializations of #$Event include #$Event-Localized,
#$PhysicalEvent, #$Action, and #$GeneralizedTransfer.
#$Events should not be confused with #$TimeIntervals (q.v.).
The temporal bounds of events are delineated by time
intervals, but in contrast to many events time intervals
have no spatial location or extent.
COSMO note: 'Event' was merged with Cyc 'PhysicalEvent' and
Cyc 'Event-Localized'
The Cyc 'StrictlyMentalEvent' is classified as a PhysicalEvent
in COSMO.
Cyc: (PhysicalEvent') A specialization of #$Event-Localized. Each
instance of #$PhysicalEvent is a spatially localized event
involving one or more physical objects or stuffs.
#$PhysicalEvents typically involve interaction among
#$PartiallyTangibles. But note that a physical event might
consist in the creation, destruction, movement, or a change
in some physical feature of a single salient physical
object. (See #$PhysicalCreationEvent,
#$PhysicalDestructionEvent, #$MovementEvent, and
#$IntrinsicStateChangeEvent.) For a contrasting (though not
necessarily disjoint) collection, see #$StrictlyMentalEvent.
For events that have both physical and mental components,
see the collection #$CompositePhysicalAndMentalEvent.
Cyc ('Event-Localized'): A specialization of #$Event.
#$Event-Localized is
the collection of all events that occur at a specific
location in space. Notable specializations of
#$Event-Localized include #$PhysicalEvent and #$AnimalActivity.
bd58800d-9c29-11b1-9dad-c379636f7270
hadParticipant relates an Event to the
Objects whose properties and relations ('fluents') are affected
by the Event, or who participate as causative agents. This
is the most general 'case' relation that is conceptual rather
than strictly grammatical. It is in the past tense to emphaisze
that it is a complete Event, not a Process, that is being
related to its participants.
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 ate affected by the Event. Rather, in that
case, the relationship between the Agent and the belief is the
fluent.
wasUsedAsInstrumentInEvent specifies that
a particular physical object was used as an instrument in
some event. An Event may have more than one instrument
used during its occurrence. The instrument will
in general not be consumed by its use, but this
is a very broad relation and the instrument may be
changed by its use. For example, a bucket of water
used to douse a fire will be an instrument in the
event of dousing the fire - the water will be changed,
though it will not be chemically transformed. Subrelations
may describe more specific instrument usages. 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.
SUMO has a relation called simply 'instrument' which
would be the inverse of this relation:
SUMO (instrument ?EVENT ?TOOL) means that ?TOOL
is used by an agent in bringing about ?EVENT and that ?TOOL is not
changed by ?EVENT. For example, the key is an instrument in the
following proposition: The key opened the door. Note that instrument
and resource cannot be satisfied by the same ordered pair.
'wasFacilitatedByInstrument' relates an instrument used in an Event to the
Event in which is was used. It is the inverse of 'wasUsedAsInstrumentInEvent'.
There may be more than one instrument used in an Event. To say that an
Event was 'facilitated' does not require that the Event would not
have been possible without the instrument.
In SUMO a similar relation is called 'instrument'
SUMO: (instrument ?EVENT ?TOOL) means that ?TOOL
is used by an agent in bringing about ?EVENT and that ?TOOL is not
changed by ?EVENT. For example, the key is an instrument in the
following proposition: The key opened the door. Note that instrument
and resource cannot be satisfied by the same ordered pair.
In Cyc a similar relation is called 'deviceUsed'
Cyc: The predicate #$deviceUsed relates an event to a
device used in that event. (#$deviceUsed EVENT OBJECT) means
that the #$PhysicalDevice OBJECT plays an instrumental role
in the #$Event EVENT (see the more generalized predicate
#$instrument-Generic), OBJECT is intentionally used in
EVENT, and standardly (for example, in the
#$HumanActivitiesMt) OBJECT's role in EVENT is
consistent with the object's #$primaryFunction.
'affectsObject' points from an
Event to one of the objects that participated in
the Event, and (may have) had one of its
properties changed. The Object pointed to must be one
whose Proerty(ies) are one of the 'fluents' that is a
value of the FuntionalProcess 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. 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.
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.
wasPerformedByAgent points from an
Action to the Agent that performed that
Action. It is in the past tense, as Events in
COSMO are considered as bounded in time, and
must be in the past after the end point.
This 'perform' relation includes the 'experiencer'
case role for mental events.
'wasExperiencedBy' points from a
MentalEvent to the CognitiveAgent that performed (experienced) that
Event. It is in the past tense, as Events in
COSMO are considered as bounded in time, and
must be in the past after the end point.
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..
produced relates something produced in an Event to the
Event that produced it. It is the inverse of 'isTheProductOf'.
In Cyc, called 'outputs'.
Cyc: This predicate relates a particular creation or
destruction event to any of its outputs . (#$outputs EVENT
OBJECT) means that OBJECT is an output of EVENT. That is,
OBJECT is either created/produced as a result of EVENT (see
the specializations #$outputsCreated, #$products,
#$byProducts) or something left after another thing was
destroyed in EVENT (see the specialization
#$outputsRemaining). For example, silicon chips are both
#$outputsCreated in and #$products of a chip manufacturing
process, while a hunk of scrap metal is an
#$outputsRemaining after a car is put through a crusher.
When appropriate, instead of using #$outputs, use one of its
specializations (of which those mentioned above are the nearest).
A specialization of #$PhysicalEvent. Each
instance of #$Accident is an event in which something
unplanned and unintended happens. Example instances of this
collection are #$ChernobylAccident and #$ColumbiaAccident.
bd58a26f-9c29-11b1-9dad-c379636f7270
A specialization of #$Situation. Each instance of
#$MentalSituation is a mental situation such as a person
seeing the color red, or believing that his enemies control
the CIA, or desiring that Fidel Castro shave his beard. An
important subcollection of this collection is
#$AtLeastPartiallyMentalEvent whice is the collection of
mental situations that are events, such as thinking about
something or tasting something. Other instances of
#$MentalSituation are more long-standing and stable, and
hence also instances of #$StaticSituation, e.g., believing
something, or having some goal. Cf. #$MentalSituationFn.
bee2989e-9c29-11b1-9dad-c379636f7270
NOTE: name changed in COSMO. In Cyc this is
'AtLeastPartiallyMentalEvent'.
Cyc: A collection of events. Each instance of
#$AtLeastPartiallyMentalEvent is an event involving the
mental functions of a participant or group of participants
(see #$actors) in that event. The collection includes such
things as dreaming, perceiving, sensing, theorizing about
something, having a realization, making a decision, building
something, designing something, and consciously carrying out
a task. Note that the above list includes both purposeful
events and non-purposeful events that involve mental
functions. Note also that any event that has a mental
component is also an instance of this collection, so that
events like preparing lunch would be classified as instances
of #$AtLeastPartiallyMentalEvent. In entering knowledge, it
is almost always possible and preferable to use one of the
specializations of #$AtLeastPartiallyMentalEvent. If an
event seems mostly mental in nature, modulo neurons firing
and related brain activity, use #$StrictlyMentalEvent or one
of its specializations. If it essentially involves both
mental and physical activity, see
#$CompositePhysicalAndMentalEvent or
#$PurposefulPhysicalAction. For mental events that are
intentionally and purposefully performed, see the
specialization #$PurposefulMentalActivity.
COSMO note: this appears to be similar to SUMO 'PsychologicalProcess',
which is a subtype of Event.
SUMO: A BiologicalProcess which takes place in
the mind or brain of an Organism and which may be manifested in the behavior
of the Organism.
bd588615-9c29-11b1-9dad-c379636f7270
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 interfval of the whole event.
In the latter case, the relation 'hasTemporalPart' 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.
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 InstaneousState, for which
the time interval is of zero duration.
COSMO note: DOLCE has a convoluted description of
what a 'State' is. For COSMO, a PersistentState (what appears to be
a 'State' in DOLCE) it is very simply an Event
in which nothing changes over some interval of time
- - i.e. nothing changes that the knowledge
enterer considers significant for her/his purposes. This can be
viewed as the limiting case of an Event, in which so little
of significance happens that it is not worth mentioning.
DOLCE: Within stative occurrences, we distinguish between
states and processes according to homeomericity: sitting is
classified as a state but running is classified as a process,
since there are (very short) temporal parts of a running that
are not themselves runnings.In general, states differ from situations
because they are not assumed to have a description from which they depend.
They can be sequenced by some course, but they do not require a
description as a unifying criterion.On the other hand, at any time,
one can conceive a description that asserts the constraints by which
a state of a certian type is such, and in this case, it becomes
a situation.Since the decision of designing an explicit description
that unifies a perdurant depends on context, task, interest,
application, etc., when aligning an ontology to DLP, there can be
indecision on where to align a state-oriented class.
For example, in the WordNet alignment, we have decided to put only
some physical states under 'state', e.g. 'turgor', in order to
stress the social orientedness of DLP. But whereas we need
to talk explicitly of the criteria by which we conceive turgor states,
these will be put under 'situation'.Similar considerations are made for
the other types of perdurants in DOLCE.A different notion of event
(dealing with change) is currently investigated for further developments:
being 'achievement', 'accomplishment', 'state', 'event', etc. can
be also considered 'aspects' of processes or of parts of them. For example, the same process 'rock erosion in the Sinni valley' can be conceptualized as an accomplishment (what has brought the current state that e.g. we are trying to explain), as an achievement (the erosion process as the result of a previous accomplishment), as a state (if we collapse the time interval of the erosion into a time point), or as an event (what has changed our focus from a state to another).In the erosion case, we could have good motivations to shift from one aspect to another: a) causation focus, b) effectual focus, c) condensation d) transition (causality).If we want to consider all the aspects of a process together, we need to postulate a unifying descriptive set of criteria (i.e. a 'description'), according to which that process is circumstantiated in a 'situation'. The different aspects will arise as a parts of a same situation.
'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 onfusing and deprecated term in COSMO and
appears only in the list of Synonyms.
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
#$Events. For example, a situation in which geese were
flying in a flock would be static (the flock-like spatial
relationship between the geese would be retained) but it
would also be dynamic in that the geese were moving, so
either representation could be chosen depending on the context.
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The class of reified relationships between two
agents. Such relationships exist in time and change over
time, so #$SomethingExisting is an allgenls.
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Called 'DualObjectProcess' in SUMO.
SUMO: Any Process that requires two, nonidentical
patients.
A very general concept, aggregating all
the FunctionalProcesses that can be described as
'Development'. This is the actual process of
something developing, not a procedure or plan or protocol
for development of something. Development can be
natural, as in development of an embryo, or a human
actiity, such as development of a language or
culture.
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 comonents of that
Event (see 'Event').
Formally, a FunctionalProcess is a Group consisting of ordered pairs,
each ordered pair having one element which is an InstantaneousState at
some time point and the second element being the TimePoint at which that state
holds. Each InstantaneousState contains the Group of values of the Fluents that
hold at that TimePoint.
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 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.
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.
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..
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'.
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'..
An Occupation is a type of activity that a person
does, typically to earn money or something of equivalent value.
People who don't need the money and do the activity for the satisfaction still
are practicing an occupation. This is the Type whose subtpes
will correspond to the various occupations that people do, such
as 'Nursing' or 'Accounting'. Because some occupations are
in common speech named in the same manner as the term describing the person who
has that occupation (Electrician), the names used here may
seem unusual, so as to avoid confusion with the person having the
occupation.
An Occupation is related to the PersonWithOccupation
practicesOccupation relates a Person with
and Occupation - or its Type - to an occupation, which is
a Type.
An Event in which someone provides Nursing
care to another person. The provider is not necessarily
a licensed RN, but this represents someone working in a
professional capacity, for some compensation.
cyc: The field and occupation of #$Nursing,
encompassing all the skills and tasks that #$Nurses do at work.
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The field and occupation of #$Nursing,
encompassing all the skills and tasks that #$Nurses do at work.
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EconomicDevelopment is the process that gives rise to
an EconomicImprovementEvent.
A PhysicalProcess is a FunctionalProcess
(not an Event) in which at least one PhysicalObject is a
participant.
A DiseaseProcess is a PhysicalProcess (not an Event)
which, over some period of time, results in an AilmentCondition
(i.e. illness, sickness, disease), which is a PersistentState that has
a starting and ending point in time.
An Event in which some Agent plays a causative role.
NOTE that an Agent may cause an action indirectly and with a
time delay, via some device - and that action, controlled largely
by the device, is still considered as an Action of that Agent in COSMO.
This means that the 'action' set in motion by an Agent may continue
even after the death of the Agent. Thus, the fire in an oil burner,
being controlled by the Agent that controls the oil burner, is considered
as an Action here, even though the burner continues for a long time automatically.
The Action in such cases of indirect and delayed effects extends from the
time at which the Agent started the action until the end of the time
when the predictable immediate consequences occur.
At some point it will probably be worthwhile distinguishing
the Action of setting a Device from the Events controlled by the
device, but as of v0.43 that distinction is not encoded.
For Actions directly including only the immediate motion of an animal
and its direct, almost simultaneous consequences, use 'AnimalActivity'.
NOTE that a MentalEvent such as a feeling or Emotion is also
considered an Action,as it is performed by a CognitiveAgent.
In different ontologies, the same notion has different names:
Action(Cyc) IntentionalProcess (SUMO) action(DOLCE) Activity(ISO15926).
NOTE: in COSMO we classify an 'Experience' as a subtype of
'Action' to indicate that the focus of the subject is an
Agent, even though no Events external to the Agent may
be caused by the Experience.
Cyc comment: The collection of #$Events (q.v.) that are carried
out by some doer (see #$doneBy). Instances of #$Action
include any event in which one or more actors effect some
change in the (tangible or intangible) state of the world,
typically by an expenditure of effort or energy. Note that
it is not required that any tangible object be moved,
changed, produced, or destroyed for an action to occur; the
effects of an action might be intangible (such as a change
in a bank balance or the intimidation of a subordinate).
Note also that the doer of an action, though typically an
#$Agent (q.v.), need not be (e.g. a falling rock that dents
a car's roof). Depending upon the context, doers of
actions might be animate or inanimate, conscious or
nonconscious. For actions that are intentional, see
#$PurposefulAction and #$performedBy.
SUMO: A 'Process' that has a specific purpose for
the 'CognitiveAgent' who performs it.
DOLCE: A Perdurant that exemplifies the intentionality of an agent.
Could it be aborted, incomplete, mislead, while remaining a (potential)
accomplishment ... The point here is that having a result depends on a method,
then an action remains an action under incomplete results. As a matter of fact,
if we neutralize intentionality, a purely topological, post-hoc view is
at odds with the notion of incomplete accomplishments.
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A common term, also used in ISO15926, for
'Action'.
This is the collection of all activities which are
performed in a state of consciousness, that is, the animal
performing the action is not sleeping, in a coma, or
otherwise unconscious.
a8eb2b06-d712-41d6-8443-9a24c2022ade
A specialization of both #$Action and
#$AtLeastPartiallyMentalEvent. Each instance of
#$PurposefulAction is an action consciously, volitionally,
and purposefully done by (see #$performedBy) at least one actor.
In SUMO, equivalent to 'IntentionalProcess'.
SUMO: A Process (Event) that has a specific purpose for
the CognitiveAgent who performs it.
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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.
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.
A specialization of #$Event. Each instance of
#$GeneralizedTransfer is an event in which something
(tangible or intangible) is transferred from one
'place' to another. #$GeneralizedTransfer includes
changes in physical location, in ownership or possession,
transfer of information, and propagation of wave phenomena
through space. See also the related predicate
#$transferredThing, and the specializations of this collection.
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A specialization of #$GeneralizedTransfer. Each
instance of #$InformationTransferEvent is an event in which
information is transferred from a source
(#$informationOrigin) to one or more destinations
(#$informationDestination), where the source and the various
destinations are either intelligent agents or
#$InformationBearingThings (IBTs). Examples include reading
a book (transfer of information from the book to the
reader), saying something to someone (transfer of
information from the speaker to the listener), machine
translation (transfer of information from an encoded IBT in
the source language to an encoded IBT in the target
language), OCR scanning (transfer of information from a
visual information source to another IBT in a different
format), carving initials in a tree (transfer of information
from an agent to an IBT), and making a speech (transfer of
information from an agent to other agents). See also the
specialization #$InformationTransferPhysicalEvent.
NOTE that information can be transferred from a person's mind
to a piece of paper, so the destination of the transfer
does not have to be an IntelligentAgent, and an InformationTransfer
does not have to be a 'Communication'.
COSMO note; why is information transfer not always a PhysicalEvent
in Cyc see 'InformationTransferPhysicalEvent'?
Perhaps so that spirit communication can be included?
In SUMO the appproximate equivalent of 'ContentBearingProcess'.
SUMO: ('ContentBearingProcess') Any Process, for example
ManualHumanLanguage, which may contain a Proposition.
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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.
An Action in which one IntelligentAgent
accepts an offer made by another IntelligentAgent.
The acceptance creates an Agrement, which is not necessarily
formal and not necessarily a legal contract.
Linguistically this Action may be realized by phrases like:
'X agreed to do A'
'X accepted Tom's offer'
'X told Tom he would do what he suggested'.
In Cyc named 'Accept'.
Cyc: This is the illocutionary force associated with
communication acts of acceptance.
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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 #$thinksAbout.
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The intersection of #$StrictlyMentalEvent and
#$PurposefulAction, and also a specialization of
#$IntentionalMentalEvent. Each instance of this collection
is an event involving intentional mental activity on the
part of at least one performer (see #$performedBy).
Solving a math problem (cf. #$DoingMath), planning an attack
and performing a thought experiment (cf.
#$ThoughtExperimenting) are all examples of
#$PurposefulMentalActivity. However, daydreaming or having
undesired obsessive thoughts are not examples. A borderline
example might be arriving at the solution to a math problem
in one's sleep after intentionally working on the
problem during the previous day.
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The action consisting of composing (creating) an
AbstractText, which may or may not consist of creating a
symbolic text on some medium; the composition may be purely
mental. For the physcal text creation, see 'Writing'. See
also Thinking..
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.
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.
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The SUMO term for the Cyc 'Perceiving'.
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 #$PurposefulPhysicalAction since it involves
mental and physical functioning on the part of the
performing agent and is done purposively. Crashing a car,
conversely, would not normally be an instance (unless the
driver purposefully caused the crash).
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A specialization of both #$Action (q.v.) and
#$Event-Localized. Every instance of #$AnimateActivity is a
spatially-localized action, each of whose doers (see
#$doneBy and #$animateDoers) is either a
#$BiologicalLivingObject or a group of BLOs (i.e. a #$Group
all of whose members are BLOs). Specializations of this
collection include #$AnimalActivity, #$BiologicalEvent,
and #$PhysiologicalProcess.
SUMO A normal process of an Organism
or part of an Organism.
31d87aae-5580-41d7-8025-c8e9f7c3ffca
A specialization of #$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 #$Animals).
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The act of gaining knowledge or awareness of a
particular action.
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A collection of instances of
#$LawEnforcementEvent: specifically, the collection of all
formal criminal investigations carried out by a law
enforcement agency of some type. All include as a
#$subEvents some instance of #$CrimeDetectionActivity. The
scope of an instance of #$CriminalInvestigation is broader
than just the activities carried out to detect the crime,
however: it also includes the effort to identify and
prosecute the perpetrator, the bureacratic procedures that
accompany the investigation, and the actual arrest of the
perpetrator, in cases where the investigation culminates in such.
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Enforcing or monitoring a proposition to be true.
If it is violated, the performer should perform some action.
This task is performed by #$FlightAttendant, LifeGuard, and
#$SecurityGuard. This unit may have a slot to specify what
proposition is enforced. But we are not creating it at this stage.
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The collection of all events performed with the
purpose of enforcing laws, that are performed by people
officially charged with this this duty. Includes most
activities of law enforcement officials (such as police)
including detection of crime, identification of offenders,
and arrests.
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The collection of all instances of
#$TakingAPersonPrisoner which constitute legally sanctioned
arrests by law enforcement officers.
6d7f1286-20cd-11d6-8000-0090279a5907
An instance of #$PersonTypeByOccupation, and a
specialization of #$PersonWithOccupation. Each instance of
#$LawEnforcementOfficer is a person whose job is to detect,
stop, and/or punish people engaged in illegal activities.
The collection #$LawEnforcementOfficer includes members of
local, state, and special police (e.g., transit police)
forces, as well as federal agents (e.g., members of border
patrols, national security agents). Consequently, a given
instance of #$LawEnforcementOfficer typically also belongs
to one of the following collections: #$StateEmployee,
#$LocalGovernmentEmployee, or #$NationalGovernmentEmployee
(see #$PublicSectorEmployee).
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A Behavior is a type of AnimalActivity that
may be repeated at more or less frequent intervals, and
has a pattern sufficiently characteristic of the
animal to be called a 'behavior' in normal speech.
A single isolated action would not be a 'Behavior',
but a Behavior does not hae to be performed frequently.
A Practice is a Behavior that occurs
with sufficient frequency to constitute a distinguishing
characteristic for a person or group of people. It should
be more frequent than other actions considered as
'Behavior', but the frequency criterion is vague.
'Pactice' differs from 'GroupPractice' in that a
'Practice' can be performed by an individual, even
though it is not a 'Habit'.
A Habit is a Behavior of an individual
person that is an acquired pattern of actions, and is
repeated often enough to distinguish that behavior
from the more common forms of behavior in that culture
at that time. A repeated action that is common among
a community (even if not common worldwide) due to social
norms, rather than for individual preference, would be
a 'Custom', not a 'Habit'.
A GroupPractice is a type of Practice
practiced commonly by or within a Group. It may be a
behavior of an individual, distinctive to a particular
group, or it may be a social behavior involving more
than one person in a group. If it is frequent and distinctive
of a particular Group, it would be a 'Custom', a subtype
of this Type.
A Custom is a GroupPractice that is
practiced frequently or at certain intervals within a
GroupOfPeople. It may be performed by an Individual person or
by more than one person. A Custom does not have to be practiced
frequently by an individual - for example, the Custom
of having a big celebration at one's 60th birthday will
only be observed once for an individual, though it may occur
frequently within a GroupOfPeople. The Custom of bedtime
prayers may be preacticed alone by an individual within
certain religious groups.
A CulturalPractice is a Custom that
involves more than one person in the activity, and
is therefore a 'SocialOccurrence', and is to some
extent distinctive for a Culture.
COSMO note: Culture is an aggregate of beliefs and
practices. This concept represents the 'practices' part of a culture.
Each CulturalPractice should be an Action representative of
the behaviors distinctive to some Culture.
CulturalPractices can be complex and include attitudes. But
this Type will represent the practice, assuming that it reflects
an attitude characteristic of the Culture.
In Cyc called 'Culture-Practice':
Cyc: A specialization of #$Action and
#$SocialOccurrence each instance of which is a very
extended, multi-doer event involving material and/or social
modifications by #$IntelligentAgents to their environment,
as well as a set of learned shared practices which are
transmitted amongst all members of any given culture. A
notable specialization of this collection is #$HumanCulture,
but it also includes any nonhuman animal (e.g. chimpanzee)
cultures, cultures created by #$Extraterrestrials and/or
AIs. See also #$CulturalEvent.
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Any sexual behavior by animals. Copulation (the
specific intercourse act) is a spec.
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A specialization of both #$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.
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In the #$BaseKB, this refers to the act of two
animals engaged in sexual copulation. See
#$HumanActivitiesMt (and related Mts) for assertions about
this activity by #$Persons.
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A specialization of #$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 #$HomoSapiens or groups of humans).
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The Action of enrolling of a student in an educational
institution.
COSMO note: This Action includes actions on both sides - that of
the student and that of the school representative doing the
enrolling.
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A specialization of #$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.
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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.
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COSMO note: an ImprovementEvent is clasified as
such from the point of view of anyone who considers
his/her situation to have improved. This differes form the
Cyc defnition. Improvements can occur without the
participation of the beneficiary, such as EconomicImprovement
Cyc: The collection of actions in which something is
improved by being changed. The improvement is from the
point of view of the performer.
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An ImprovementEvent in which some aspect of the
economic situation of a population has
improved. Each EconomicImprovementEvent is the
result of some EconomicDevelopment process, however,
CoSMO does not require that the EconomicDevelopment process
be reified in order to reference an EconomicImprovementEvent.
The collection of all events, brief or extended,
in which an agent is acquiring information or know-how.
This applies to all reading events, with the
interpretation that reading means to learn (to some extent)
what was written in the written material, even if that material
is fictional or useless information, or the information
content was already known.
NOTE: intentional attempts at learning,such as searching and
investigation, even if unsuccessful, are categorized as
'Learning' in COSMO because information is obtained,
even in unsuccessful search, where the searcher learns that
what is sought is not present where it was sought.
SUMO: The Class of Processes which relate to the
acquisition of information.
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COSMO note: Cyc considers all experience to be learning,
which may be problematic for bad experiences. We leave it
as Cyc has it, but need to remove' TakingCareOfSomething' from
the parents, to allow non-deliberate learning.
Cyc: An Event in which a CognitiveAgent participates
in some PhysicalEvent, and through sense impressions learns
something. The Learning in an Experience is a result
not merely of interpreting the content of a Communication,
but from sense impressions or invoked responses other than
the sense impressions required to interpret a communication.
As a borderline included case, it is possible to say
that a person has an 'Experience' in reading a book,
because the book evoked emotions; in this case the
'Experience' includes the evoking of the emotions, not
merely the interpretation of the content. A person may
also have an 'Experience' in a conversation by observig
how the others in the conversation react to events in
the conversation.
An Experience will include a Perceiving event and
a Reaction event.
From Random House Webster:
'the process or fact of personally observing, encountering,
or undergoing something: [e.g.] business experience.'
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.
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.
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phenomenon[DOLCE?no_actor_involved]
A phenomenon is basically an Event that does not include
any intentional active participation. Therefore it is disjoint with 'Action'.
Natural events that are not caused by the action of an animal
will be subtypes of this category.
DOLCE (phenomenon)
Therefore, it cannot be sequenced by a task. It can be seen as an
accomplishment when some intentionality puts boundaries on it
(although it is not claimed to be inherently intentional).
On the other hand, a purely physical phenomenon does not seem
to have inherent boundaries either ... and also for biological
processes as well as economic processes this seems to be disputable.
If the boundary hypothesis is discarded, phenomenon should
migrate under process.
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 MathemaitcalObjects
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.
Cyc: The collection of all instances of matters of
discussion, debate, or public concern.
Synonyms: consideration, factor (for planning purposes)
Similar to sense 2 of 'consideration' in WOrdNet
WordNet 2.1 circumstance, condition, consideration --
(information that should be kept in mind when making a decision;
'another consideration is the time it would take')
WordNet Sense 4 is closer to COSMO 'Topic', the parent of
COSMO 'Issue':.
Wordnet 4. topic, subject, issue, matter -- (some situation or
event that is thought about; 'he kept drifting off the topic';
'he had been thinking about the subject for several years';
'it is a matter for the police')
Sense 1 of 'issue' in WordNet (a matter in dispute) is treated
in COSMO as the more specific subtype of 'PublicIssue'
Wordnet sense 1. issue -- (an important question that is in dispute
and must be settled;
'the issue could be settled by requiring public education
for everyone'; 'politicians never discuss the real issues'
COSMO note: this is a very broad category, which
can include any topic that may need discussion for
cooperative decision-making. Thus something labeled
as an 'issue' may be a state, attribute, object, action -
any category of thing that can affect a person.
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An Issue that forms a topic of discussion
that is widely believed to need resolution as a matterfor pubic
(usually government) action.
Sinilar to Sense 1 of 'issue' in WordNet (a matter in dispute):
Wordnet sense 1. issue -- (an important question that is in dispute
and must be settled;
'the issue could be settled by requiring public education
for everyone'; 'politicians never discuss the real issues'
COSMO note: this is a very broad category, which
can include any topic that may need discussion for
cooperative decision-making. Thus something labeled
as an 'issue' may be a state, attribute, object, action -
any category of thing that can affect a person.
bf7ab027-9c29-11b1-9dad-c379636f7270
COSMO note: called 'AwardPractice' in Cyc.
Each instance of this type is an abstract object
conveyed from some Authority (some person or organization
who created the type of award conferred) to an individual,
organization, animal (first prize at a competition) or
to some object (building, art work)
The abstract award is often symbolized by presentation
of a plaque, medal, trophy, or document. An academic degree
is an HonorAward. An HonorAward is often, but does not
have to be, in recognition of some distinguished
action. Military medals (abstract version) are
HonorAwards. Each HonorAward is considered in COSMO
by convention as being created on the day it is
formally presented.
Cyc: A collection of intangibles. Each instance of
#$AwardPractice is a distinction bestowed upon someone or
something by an appropriately authorized agent, generally in
recognition of some accomplishment and often as a result of
a competitive process. Awards may be given to people,
books, buildings, cities, etc. Note that this collection
represents the awards themselves rather than tangible
symbols of awards, such as medals or Oscar statuettes. Nor
do its instances represent any money that might accompany an
award. See also #$SymbolicObject, #$Token-Physical.
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A MilitaryAward is an HonorAward (abstract)
assigned by some authority for actions performed while
in a MilitaryOrganization. The award may be assigned by
a MilitaryOrganization or a Government (e.g. the
Congressional Medal of Honor).
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 necessrily a part.
hasPhysiologicalFeature relates an Organism to
some observalbe external Feature possessed by the Organism.
A Feature is an Object, but not necessarily a PhysicalObject,
it cold be a dimple or wrinkle on the face.
A PhysicalObject that symbolizes that some
person, organization, or thing has been awarded an
HonorAward by some Authority. Trophies awarded for sports
competitions, Military medals and the Oscar (Academy Award)
are examples.
A MilitaryDecoration is an AwardSymbol (e.g.
medal, ribbon, or both) that symbolizes that some person,
has been awarded a MilitaryAward by some MilitaryOrganization
or Government.
hasMilitaryDecoration relates a Person
to some MilitaryAward that was conferred on that Person.
The award is the abstract honor, not the physical symobl,
which may have been lost or given away. Once the award
is conferred, the Person always 'has' it, even if the
person rejects or refuses to accept it. This relation
indicates the act of conferring the award.
Creates and awards AcademyAwards (the Oscar).
A specialization of #$AwardPractice. Each
instance of #$AcademyAward is given by the
#$AcademyOfMotionPictureArtsAndSciences. Note that the
award is an intangible. Multiple Oscar statuettes may be
given for one award, when there are collaborators, or on the
rare occasions of a tie.
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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 Sitation (action, event, state) that the
Agent having the Right may cause to occur.
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.
The Right to ownership of private property. This 'Right' is
not universally acknowledged (as in Communist countries), and is restricgted
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.
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
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.
This concept must not be construed as a physical object made of some substance.
PhysicalObjects which are relatively homogeneous (the atmosphere, the ocean) can be
construed as consisting of one or more PhysicalSubstances.
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.
Thus we have a Type called 'PureWater'. Steel might be considered as a subtype of 'Iron',
except that some steels do not have iron as the main consitutent.
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 hey 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.
We are using a relation: 'hasQualitativeAttribute', with specific substances
as the domain 'instance', with a restriction on the range value,
to indicate that substances necessarily have some particular property.
However, OWL will interpret the restriction as applying to the instances of the
substance Type (of which there are none) rather than on the substance Type itself,
or its subtype. This restriction will have to be
interpreted by applications as meaning that the substance represented by the
class has those properties. the easy way to solve the problem is 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. Leave the proper implementation to the application
A collection of collections, and a specialization
of #$TemporalStuffType. Each instance of
#$ExistingStuffType is a collection of things (including
portions of things) which are both temporally and spatially
stufflike. Division in time or space does not destroy the
stufflike quality of the object (down to a certain
granularity). (#$isa STUFFTYPE #$ExistingStuffType)
implies both (i) for most instances STUFF of STUFFTYPE, for
any proper physical part (see #$physicalParts) PART of
STUFF, PART is also an instance of STUFFTYPE and (ii) for
all instances STUFF of STUFFTYPE, for most proper physical
parts PART of STUFF, PART is also an instance of STUFFTYPE.
For example, every piece of wood is temporally stufflike: if
W-168 is a piece of wood during 1996, then it's also a
piece of wood for the one-minute time-slice 9:05am 7/7/96.
It's also spatially stufflike: if we take that piece of
wood W-168 and cut it in half, we have two things which are
both pieces of wood. Since every piece of wood is both
temporally and spatially stufflike, #$Wood is an instance of
#$ExistingStuffType. Other instances of #$ExistingStuffType
include the collections #$AppleJuice, #$IceCream, #$Diamond,
#$WaxedPaper, and #$StriatedMuscle. See the comment for
#$StuffType to learn more about the distinctions between,
and the need for, these four collections: #$StuffType,
#$ObjectType, #$ExistingStuffType, and #$ExistingObjectType.
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A #$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
isTheProductOf relates an Object (abstract or physical) to
the PhysicalEvent in which it was created.
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'
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 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.
Important NOTE: A Resource does not necessarily have to
have a net positive value, it merely needs to be useful in
some situation. Some things that may count as
resources may be, depending on the situation, a
'white elephant', i.e. the cost of ownership may exceed the
monetary value of its practical utility. For resources
that have a net positive value, the subtype 'Asset' is used.
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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).
The collection of collections of things that are
useful in nature.
c0c73787-9c29-11b1-9dad-c379636f7270
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.
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?'.
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.
See also intendedPrimaryFunction - merge?? This specifies the Action part of
SituationRole, where the Situation is an Action. An axiom should relate them.
hasDesignFunction relates an Artifact or a System (i.e. something created
for a purpose, which may be a natural biological System)
to the action(s) that it is intended to perform, or can help perform.
This relation answers the questions 'what is it good for?' or
'What does it do?'.
Note that this is close to but not identical to the relation
'enablesOrAssists' for resources. The distinction is threefold:
(1) resources do not have to be artifacts; (2) each artifact is
classified by its design (intended) function, but it may actually
not be useful for that purpose; (3) an Artifact may enable
or assist actions that it was not designed to be used for.
***************** CAUTION *********************************
**NOTE** This relation points to an ActionType or EventType. There
are instances of ActionType that are subtypes of Action, but also there
are Types that are subtypes of 'DesignFunction' which are also instances
of ActionType, but these latter types are **note** subtypes of Event, rather
subtypes of 'AttributeType'. This is a very unusual use of a
relation to point to arguments of very different inherent type.
The 'Functions' that are pointed to by this relation may in turn
be related to actual instances of Event by the relation
'wasRealizedByAction' (which see), There is thus a triangular relation
between Functional objects, the Functional capabilities (attributes) they
have, and the actual Actions that may be carried out or assisted by
those Objects. These relations
Permitting the ontologist to point either directly to Actions,
or to Attributes that point to actions, provides some flexibility.
it should be underestood and used with care.
***************** CAUTION *********************************
Many artifacts will be related to actions by both relations. If not for
caveat (2), 'hasDesignFunction' would be a subrelation of
'enablesOrAssists'. Another difference is that the design function of
artifacts will in general be more specific than the actions
enabled by resources.
Similar to Cyc, 'ArtificialMaterial'. But in Cyc
a Substance is an object of homogeneous composition, while in COSMO it
is not an Object, but a distinctive Type of its own. An ArtificialSubstance
is one that does not exist in nature in the form it was created. Thus a pure
version of something that exists in nature only in low concentration in mixtures
would be an ArtificialSubstance. See also ProcessedNaturalSubstance,
a related concept.
Cyc: A collection of substances; a subcollection of #$Artifact.
An instance of #$ArtificialMaterial is a portion of artificial stuff that
was intentionally made by some agent(s), such as #$Plastic or #$SweetNLow.
Since #$ArtificialMaterials are intentionally produced, this class does not
normally include materials which are merely #$byProducts or #$wasteProducts
of an intentional process. However, what is a by-product at one time or in
one context may be a useful material that would count as an instance
of #$ArtificialMaterial in another.
COSMO note: ArtificialSubstances are resources, since they would not
be artifacts unless they were considered useful for some purpose.
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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.
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 #$BiologicalTaxonType.
bd58e2e8-9c29-11b1-9dad-c379636f7270
The collection of biological taxonomic
subdivisions below #$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 Event as one of their arguments..
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..
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'..
a metatype that can be used
as an argument restriction for relations that take a subtype
of FunctionalProcess 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..
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.
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
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.
OrganismObjectType 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
various relations on specific types of organisms. 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.
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 used as the Type restriction on certain relations
that take subclasses of Role as their argument.
BFO: Definition: A dependent continuant that becomes actualized
as a particular transformation, function, process or role under certain circumstances.
Realizable entities are properties of objects that need not be exhibited in full
at every time in which they are possessed by an object (a non-categorical properties).
Examples: the role of being a doctor, the function of the reproductive organs,
the disposition of blood to coagulate, the conductivity of metal.
COSMO note: Conductivity is considered an AttributeValue, so in BFO
representation used identically to its use in COSMO.
COSMO: a Capability is an attribute of some physical object that
specifies some role that that object may play in events or processes. This is
a very broad concept, including participation in actions and passive processes.
In general, it is not necessary or desirable to list all the roles that
an object may play, as in many cases those roles may be very numerous.
This 'attribute' would be used rather to indicate the more salient roles that
an object can play. For example, a Person who has a particular talent
or skill could have that skill specified; a company that can make a particular
product would have that capability. 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.
To dissect individual capabilities, it is necessary 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.
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.
Capbilities 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.
To squeeze this notion into an OWL binary relation format,
specialized relations are used:
canServeAsAgentInActionType
canServeAsInstrumentInActionType
. . . but the logical relations between these relations and
the attibution of a Capability to some Object or Agent must
depend on rules not definable 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
an ActionType, A Capability or Function wasRealizedByAction which is an
*instance* of an Event or Action Type.
see also 'ableToAffect'
A common term synonymous (in one sense) with
COSMO 'Capability'.
The Capability to act as an Agent in some Action.
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.
A low level of intelligence - inadequate to support
use of a human language, but enabling some manipulation of symbols.
It is found in some primates and dolphins,
and perhaps other animals.
The Capability to act as an Instrument in some Action.
canServeInActionType relates an AgentCapability
or an InstrumnentCapability to a type of action that
the Agent can perform or the Instrument can facilitate.
To determine the type of capability, it will benecessary to
determine the Type of the subject of this relation.
canServeAsAgentInActionType relates an Agent
to a type of action that the Agent can perform.
canServeAsInstrumentInActionType relates an Object
to a type of Action that the Object can facilitate
when wielded by an Agent.
ActionType is a metaclass used as the Type restriction on certain relations
that take subclasses of Action as their argument.
The function that an artifact is designed to perfrom,
when it is designed to perform a function..
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'.
CapabilityType is a metaclass used as the Type restriction on certain relations
that take subclasses of Capability as their argument.
OrganizationType is a metaclass used as the Type restriction on certain relations
that take subclasses of Organization as their argument.
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.
VitalityAttributeType is a metatype which is a specialization of
the Protege owl:Class that can serve as type for attributes specifyuing
vitality (alive, dead) and an argument restriction for some relations
on QualitativeAttributes.
This is a primitive mechanism to accommodate OWL limitations.
An 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, - meaningful only when asserted at a
particular time.
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.
An attribute that specifies that an animal is dead, - meaningful only when asserted at a
particular time. Disjoint with 'alive'. Note that a person can be dead and still be
a person.
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'.
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.
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 a person is conscious, - meaningful only when asserted at a
particular time.
An attribute that specifies that an animal is awake, not sleeping or unconscious,
- meaningful only when asserted at a particular time.
An attribute that specifies that an animal is sleeping,
which implies that the animal is conscious (unconscious is considered
here as qualitatively different from sleeping), - meaningful only when asserted at a
particular time.
An attribute that specifies that an animal is unconscious,
which implies that the animal is alive. - meaningful only when asserted at a
particular time.
An attribute that specifies that an animal is vegetative,
which is categorized here as a more profound state of being
unconscious, which also implies that the animal is alive, but not
likely to regain consciousness. Meaningful only when asserted at a
particular time.
A Difference is an AttributeValue of a pair of entities,
or of the diachronically same entity at different times. The AttributeValue
consists of a group of paired AttributeValues, one pair for each type
of AttributeValue or Relation for which the value differs. If there
are no attribute values or relations that differ, the two
entities might be identical - but if they have different locations,
they will not be 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.
A Similarity is an AttributeValue of a pair of entities,
or of the diachronically same entity at different times. 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 ifferences, but the differences
are not part of the 'similarity' attribute.
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'.
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.
The causal Event A should also be specified as effecting a change such that
the state before A would not have permitted B, while the state after A
did permit B. But processes can also have causal relations. The causality
of processes is not yet elaborated in COSMO. More logical
elaboration is needed.
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.
The causal Event A should also be specified as effecting a change such that
the state before A would not have permitted B, while the state after A
did permit B. But processes can also have causal relations. The causality
of processes is not yet elaborated in COSMO (v 0.43). More logical
elaboration is needed.
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'.
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.
isTheCauseOfMentalSituation relates some
Objects, Processes or Events to a MentalEvent 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) 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.
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'.
isTheReverseOf specifies that one EvenType tends to reverse
the effect of another EventType - not necessarily exactly, but
the effects go in opposite directions. Thus ConcentratingaSolution is the reverse
of Diluting..
a metatype that can be used
as an argument restriction for relations that take an instance
of Location as one of their arguments..
a metatype that can be used
as an argument restriction for relations that take an instance
of Pattern 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 #$HeelOfPalm.
bd58e7da-9c29-11b19dad-c379636f7270
BiologicalSpecies is a metatype that can be used
as an argument restriction for relations that take an instance
of biological species as one of their arguments.
An instance of #$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.
bd58caeb-9c29-11b1-9dad-c379636f7270
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.
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.
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.
hasCharacteristicObject relates some Region to
Object Types that are expected to be in that type of Region.
CoveringType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for physical objects that are subtypes of 'Covering-Object',
and an argument restriction for various relations on CoveringObject types.
This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
ContainerType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for containers and an argument restriction for
various relations on container types. This is a primitive mechanism
to accommodate OWL limitations on relation arguments.
ContainerType relates some ContainerType or
individual Container to some objects or object type that the
container was designed to hold (by Agents or by evolution).
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.
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.
isUsedToMeasure relates a type of measuring device to
the type of quantities that it is designed to measure.
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.
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.
'hasChemicalName' points to a string that is a chemical name (there may be more than one)
identifying a ChemicallyDefinedSubstance. Although it is conceptually
an Identifier, we need to be able to have multiple instances of
the same string,so it cannot be a reified element in the ontology.
There may be many synonymous terms in different languages
referring to the same substance. This is not the same as a
ChemicalFormula. To specify a chemical formula on a substance,
use 'hasChemicalFormula'
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.
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.
a metaclass used as the Type restriction on certain relations
that take subclasses of ChemicallyDefinedSubstance as their argument.
Cyc: A collection of collections and a specialization
of #$TangibleStuffCompositionType. Each instance of
#$ChemicalSubstanceType is a specialization of
#$PartiallyTangible whose instances are defined _only_ by
their chemical composition - not by their physical state or
any other property. Instances of #$ChemicalSubstanceType can
be of two varieties: (1) Collections whose instances are
completely uniform with each other in terms of chemical
composition; this includes (a) the chemical elements - such
as #$Carbon, #$Oxygen, and #$Hydrogen - which are instances
of #$ElementStuffTypeByNumberOfProtons (thus, the latter is
a specialization of #$ChemicalSubstanceType), and (b)
chemical compounds constituted of more than one substance
chemically bonded, e.g., #$Water, #$Caffeine, and
#$IronOxide, which are instances of
#$ChemicalCompoundTypeByChemicalSpecies (2) Substances which
have a general chemical specification, that is, whose
instances do not have exactly the same chemical composition
but fall within certain specifications, e.g., #$DNAStuff.
Note that collections that are _not_ instances of
#$ChemicalSubstanceType include collections of substances
which have some component which is of overriding
significance in some context, so that in everyday language
such substances are frequently referred to by the name of
their important component (e.g., penicillin applied to a
tablet containing penicillin), but which have significant
admixtures of other substances. Thus, #$Penicillin is an
instance of #$ChemicalSubstanceType, but the collection of
tablets containing penicillin and including other
ingredients is not. Also, specializations of #$Mixture,
such as #$Lemonade, are _not_ instances of
#$ChemicalSubstanceType, because mixtures are determined by
their physical state rather than solely by their chemical composition.
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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..
LifeStageType is a metaclass used
as the Type restriction on certain relations that
pertain to organisms at particular stages of their life cycle.
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.
An attribute that specifies the stage of life
that a living thing is in at any particular time. For
example, a Plant may be in the seed or seedling stage; an
animal may bein the egg or embryonic stage; a butterfly
or moth may be in the caterpillar or pupa stage.
Meaningful only when asserted at a particular time.
AttributeValueType is a metaclass used as the Type restriction on certain relations
that take subclasses of AttributeValue as their argument.
QualitativeAttributeType is a metatype which is a specialization of the Protege owl:Class that
can serve as type for taste attributes and an argument restriction for some relations
on QualitativeAttributes.
This is a primitive mechanism to accommodate OWL limitations.
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.
isaDriedFormOfSubstance relates substances that are inherently liquid
(paint, blood) to the dry substance that is formed by the drying of
the liquid. The dried substance may have substantially different properties
fomr the liquid, because chemical changes occur in addition to evaporation of the
solvent.
A #$SpatialThingTypeByDimensionality and
specialization of #$SpatialThing. Each instance of
#$ZeroDimensionalThing is either a point-like object or an
arrangement of disconnected points in space.
Zero-dimensional objects have no length or breadth or
height, nor do they have parts. Specializations of this
collection include #$GeometricalPoint.
bf6f1bc5-9c29-11b1-9dad-c379636f7270
A specialization of both
#$GeometricallyDescribableThing and #$IntangibleIndividual
(qq.v.). This is the collection of all intangible,
geometrically-describable things, whether spatially
localized or not.
#$GeometricallyDescribableThing-Intangible is the
intersection (see #$collectionIntersection) of
#$GeometricallyDescribableThing and #$Intangible. Examples
include any spatially-connected, intangible thing that has
or approximates (or which consists entirely of parts that
all have or approximate) a simple geometric shape, such as
the intangible space determined by a particular Egyptian
pyramid, an abstract Platonic sphere, or the center of
mass of the solar system (a point) at the first instant of
the Twentieth Century in Greenwich, England. Important
specializations of this collection are
#$GeometricThing-Localized (which includes all spatially
localized instances) and #$GeometricThing-Abstract (which
includes all instances not spatially located in the
empirically-observable universe).
c12c73ef-9c29-11b1-9dad-c379636f7270
A specialization of #$ZeroDimensionalThing and
#$GeometricallyDescribableThing-Intangible (qq.v.). The
collection of one-piece zero-dimensional geometrical
objects. Instances of #$GeometricalPoint have neither
length, breadth, nor thickness; they might or might not move
over time. Important specializations of #$GeometricalPoint
include #$SpacePoint (whose instances have fixed locations
with respect to some coordinate system) and its
specialization #$SpacePoint-Empirical (whose instance have
fixed locations in the empirically-observable universe).
Thus the center of the solar system, considered
diachronically, is a #$GeometricalPoint but not a #$SpacePoint.
be2227ee-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.
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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 substance which is a chemical element.
In Cyc called 'ElementStuff'
Cyc: An instance of #$TangibleStuffCompositionType and
a specialization of #$InanimateThing. Each instance of
#$ElementStuff is a piece of tangible stuff, composed of a
quantity of atoms, all of which are of the same chemical
element. That is, every atom in a given piece of
#$ElementStuff has the same number of protons in its atomic
nucleus. For example, all pieces of carbon (i.e. all
instances of #$Carbon) are instances of #$ElementStuff. On
the other hand, instances of #$Water, because they are all
constituted of both #$Hydrogen and #$Oxygen atoms, do not
belong to the collection #$ElementStuff.
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ElementType is a metatype which is a specialization of the
Protege owl:Class that can serve as type for physical substances
and an argument restriction for the relation s on chemical elments.
This is a primitive mechanism to accommodate OWL limitations on
relation arguments.
The element with one proton in each nucleus.
The element with six protons in each nucleus.
The element with eight protons in each nucleus.
The element with seven protons in each nucleus.
The metallic element.
The metallic element.
The metallic element.
The metallic element.
The metallic element, main component of steel.
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.
NOTE that a 'NaturalTangibleStuff' can also be
an ArtificialSubstance, when it is extracted from
its natural place for use by people.
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Any Substance that is the result of an
IntentionalProcess, i.e. any substance that is created by Humans
(from SUMO).
A collection of tangibles. Each element of
#$WaterSolubleStuff is a tangible thing that can dissolve in
water. For example, instances of the collections
#$Soap-Personal, #$LaundryDetergent, #$Sugar-Table.
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A PhysicalSubstance having chemical properties that
enable it to be added to mixtures of water and other materials,
and to emulsify some of the solid or insoluble materials, so that
the insoluble materials become dispersed in the water. The most
common surfactants are used as soaps or detergents, but there are
other specialized uses.
Cyc: Stuff used as cleanser. Solubilizes oil and grease.
SUMO: Surfactants, also known as Wetting agents,
lower the surface tension of a Liquid, allowing easier spreading. The
term surfactant is a compression of 'Surface active agent'. Surfactants
are usually organic compounds that contain both hydrophobic and
hydrophilic groups, and are thus semi-soluble in both organic and aqueous
solvents.
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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.
A Solvent is a LiquidSubstance that serves
to dissolve the Solute in a Solution. A Solution of
a Solute that is a solid at the ambient temperature
will be liquid only because the Solvent is liquid at that
temperature.
NOTE that referring to a substance as a 'Solvent'
necessarily refers to a situation where that substance
is liquid at the ambient temperature and pressure of the
situation being described, even though the same substance may
be solid or gas at normal temperatures and pressures.
A Solute is the PhysicalSubstance that is
dissolved in the Solute in a Solution. A Solute may be
a solid or a liquid at the ambient temperature in
the Situation being represented. A Solution of
a Solute that is a solid at the ambient temperature
will be liquid only because the Solvent is liquid at that
temperature.
A specialization of #$PartiallyTangible. Each
instance of #$Mixture is a homogeneous partially tangible
thing composed of two or more different constituents (see
the predicate #$constituents) which have been mixed. The
inputs to this mixing do not form chemical bonds among
themselves, and at a later time the mixture may be separated
back out into these inputs. Specializations of #$Mixture
include #$Blood, #$Mud, #$Air, and #$CarbonatedBeverage.
Note that each instance of #$Mixture has a composition but
not a structure; thus, the following are _not_ instances of
#$Mixture, since all have some structure: a wet sponge, a
person, or a portion of plywood.
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A generic 'Emulsion' is a mixture consisting of a
stable suspension of one substance, finely divided, in a liquid,
or the dried residue of such a suspension.
Emulsions of oil in water can be formed by agitating a mixture
of oil and water with a surfactant such as soap or dtergent.
The emulsions used in photographic film contain minute
particles of silver halide suspended in gelatin, spread thinly over
a photographic plate or film..
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 soluiton,
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.
which are suspended in the Liquid.
Any PhysicalSubstance in the Gaseous form, at
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.
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.
Any Mixture that satisfies two conditions,
viz. it is made up predominantly of things which are a Gas and any
component other than Gas in the Mixture is in the form of fine particles
which are suspended in the Gas.
COSMO note: a Product is something of a kind that
is or was usually created with the intention that it be sold in exchange
for money or some other valuable thing. It may be a physical object
(or substance), a service, or a right. A stock option, for example,is
categorized as a right rather than an object or service, but is
created as a 'Product' for sale.
Because things created commercially may also be created by individuals
for their own use, being a Product does not necessarily mean
that each individual instance was in fact created with the intention
to be sold. Creation for sale means that things of this Type will
usually be found on the market, or was mostly found on the market
at one time. Antique objects will still be Products even after that
kind of object is no longer manufactured.
OPENCYC 1: MAY 23, 2002
A collection of temporal things. Instances of #$Product are individual goods,
services, investments, etc.-- basically anything that is offered (or may be exchanged)
for money or trade. Typically, #$Products are things that are intended to be sold
or used for some kind of service in exchange for money at least once in their lifetime.
Examples: a Lexus sedan, a package of McDonald's french fries, a massage,
a bouquet of flowers, a share in a money market fund, the services of a real estate agent,
a research satellite. See also #$Artifact.
ProductObject is an Artifact produced for sale:
SUMO: An Artifact that is produced by Manufacture and that is
intended to be sold.
ProductSubstance is an ArtificialSubstance produced for sale:
A ConsumableProduct is a Substance that is
rendered unusable for its intended purpose after a single
use. Fuels are an example, and so is commercially prepared
food.
A specialization of #$PartiallyTangibleProduct.
Each instance of #$ConsumableProduct is a product of which
any portion can be used only once. A portion of a
#$ConsumableProduct is 'used up', i.e., destroyed or
transformed into an unusable or waste form, during normal
use. Note: 'consumable' here does not necessarily mean
consumed by mouth; the consumption may be any use of the product.
bd58e656-9c29-11b1-9dad-c379636f7270
SUMO: Fuel is the class of Substances that can be
used as resources in Combustion processes in order to produce heat
or light, or both (as in a fireplace); the heat in turn can be
converted into other forms of energy.
Mechanical energy can also be produced by burning fuel in an Engine.
This Type includes the Cyc: 'CombustibleFuelSubstance'.
NOTE this 'Fuel' is for combustion. Nuclear 'Fuel' is of
a different Type.
COSMO note: Fuel is considered an ArtificialSubstance because any
material must be processed by people before it is
considered as Fuel. Trees in their natural state, though
combustible, are not Fuel - until they have been cut and gathered
into a form that can be conveniently burned, in which case
the processed wood is then Fuel. Likewise,
petroleum or coal in the ground is not Fuel until it is extracted
and processed to be usable to produce heat in a controlled
manner.
A PhysicalSubstance consisting of Hydrocarbons,
liquid at normal temperatures, and created to be used as a Fuel
in internal-combustion engines.
A PhysicalSubstance consisting of Hydrocarbons,
liquid at normal temperatures, and created to be used as a Fuel
in engines that power airplanes.
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.
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 performs its intended function primarily by causing
physical objects to move.
A specialization of #$PhysicalDevice. Each
instance of #$PoweredDevice is a device that requires some
power input in order to perform its intended function(s).
The power supplied might be muscle power, kinetic energy,
electricity, fuel-generated, and so on. Note that
#$PoweredDevice and #$NonPoweredDevice partition the
collection #$PhysicalDevice.
A collection of physical devices; a subcollection
of #$PoweredDevice. An instance of #$FuelPoweredDevice is
directly powered by combustible fuels such as gasoline,
coal, and natural gas. Common examples of
#$FuelPoweredDevice include automobiles with
gasoline-powered engines, kerosene heaters, propane torches,
and jet airplanes.
COSMO note: the Cyc parent 'MechanicalDevice' has been
removed because purely electronic FuelPoweredDevices using
fuel cells are now possible.
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#$Engine is a specialization of #$PoweredDevice
and #$MechanicalDevice. Each instance of #$Engine is a
device that changes some form of energy into motion (usually
rotation). An engine may operate by burning some type of
fuel (as do jet engines and internal combustion engines), or
it may be powered by electricity, fluid flow, etc. Some
notable specializations of #$Engine are #$ElectricalMotor,
#$ExternalCombustionEngine, and #$RocketEngine.
SUMO: Engine is a subclass of Transducer. Engines
are devices for converting some form of energy resource into mechanical
power.
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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 representing only liquid
suspensions, use 'LiquidSuspension'.
Cyc: A collection of tangible stuffs; a subcollection
of #$Mixture. Each instance of #$Suspension is a mixture
which has exactly one #$suspendingFluid and at least one
kind of #$suspendedPart. Each of the #$suspendedParts is an
instance of #$Particle, and there are a mob of them. Some
suspensions are fairly stable (e.g., mayonnaise), while
others tend to separate quickly (e.g., sugar stirred into
cold lemonade). Other examples of #$Suspension include a
#$CloudInSky, a spray of aerosol deodorant.
In SUMO Suspension is only a liquid: see LiquidSuspension..
bd58bfca-9c29-11b1-9dad-c379636f7270
In SUMO called 'Suspension'.
SUMO: A LiquidMixture where at least one of the
components of the Mixture is equally distributed throughout the Mixture
but is not dissolved in it.
Paint of all kinds, both in its liquid state and
(later) in its dried state on a surface. For the liquid
paint only, use 'Paint-undried".
COSMO note: In SUMO Paint is classified as a Solution, but
paint is physically a 'Suspension', containing solid undissolved
pigment particles.
SUMO: Any Solution which is capable of Coloring something.
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COSMO note: In Cyc, where there was no taxonomic distinction
between substances and objects, this metatype was used to label
both substances (in some particular form) and objects. In COSMO,
this is used as a parent class for certain substances having
particular forms.
These categories can serve as ?X in the phrase 'given as an ?X' in pharmacy descriptions.
Cyc comment: Drug products organized according to their form
when they are given as doses.
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An #$ObjectType and a specialization of
#$OneOrHigherDimensionalThing (q.v.). Each instance of
#$ShapedThing is a spatial object that has some well-defined
shape (though what counts as a well-defined shape can vary
from context to context); see #$objectShapeType.
Specializations of #$ShapedThing include
#$TwoDimensionalGeometricThing and #$AnimalShapedThing.
Contrast with #$AmorphousThing.
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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: we included mostly rounded objects with
some edges, such as lenses, in this category.
NOTE that being Convex does not imply that one is
also Round - Convex objects can have sharp edges.
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The subcollection of #$PartiallyTangible whose
instances are not like fluids. #$NonFluidlike objects do
not flow and have an intrinsic shape. #$NonFluidlike is
primarily a collection union of #$SolidTangibleThing and
#$SemiSolidTangibleThing. It is useful as a genl collection
for certain collections whose members can be both
#$SolidTangibleThings and #$SemiSolidTangibleThings, like #$Deformable.
fe5bdeb6-74b9-11d6-8000-00a0c99cc5ae
This attribute holds necessarily of objects that have been dried
534c6650-74bc-11d6-8000-00a0c99cc5ae
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
The class of substances consisting of Paint which
has not dried: wet paint on a surface or paint in a container.
The class of substances consisting of Paint which
has dried: dry paint.
A Slurry is a Substance that is predominantly liquid, but has a
significant component of solid particle that are so large that they would
reapidly settle out to the bottom of a container containing the Slurry if
the misture in the slurry were not continuously agitated. Examples are the
slurry consisting of wet and unpoured concrete, and coal slurries that can
be transmitted through a pipeline..
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
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').
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 ChemialFormula, use
'hasChemicalname'.
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.
Role is a high-level concept that aggregates several primitive notions,
and is difficult to describe analytically, but has a necessary property that,
as a subtype of TemporalThing; every instance has a beginning time and an
ending time. For Roles that are created by an Event and last forever,
(The Father of PrinceWilliam), the ending time can be TheEndOfTime. For case roles
in a specific Event, the Role lasts no longer than the duration of the Event (but
may last for less than that time, for participants who participate only
for part of an Event). The most common
use of 'Role' is for concepts that exist in dependence on other concepts, such as
'mother', which implies a child, or 'President' which implies some organization.
But grammatical roles such as the cases of verb case frames will also fit
under this broad category. When a phrase such as 'The ?X of ?Y' is encountered,
almost invariably the ?X is a Role of some kind, which also includes parts.
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
catgegory.
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 that begin and end time relation
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 0.43. 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.
Points from a Role to the Object that fills that
Role. The Role will always have a start and end point, though
they may not be known.
the type Part is not solely a relation in COSMO, as it is in
some ontologies, but a Role category. Of course, there are 'part' relations
such as 'isaPhysicalPartOf', but the Type 'Part' serves a separate
though related purpose. Artifacts that are created
with the purpose of serving as part of a larger artifact will
fit under this category, as will parts of organisms that evolved
to serve a function in the organism.
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 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.
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'
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.
PermanentRoleCreatedByEvent is a RoleCreatedByEvent
that persists with an Object indefinitely, as long as the Object
that filled that Role in that Event continues to exist. Examples
are the Role of Creator of some conceptual work, and the Role
of BirthMOther.
A Kinsman is a PermanentRoleCreatedByEvent
where the Event is any Event in which a human individual is born into
a family, is married into a family, or is adopted in some
way by a family or other kinship group. The kinship relation can
be very remote.
A BiologicalRelation is a PermanentRoleCreatedByEvent
where the Event is the birth of an organism as the biological
descendent of another organism, thereby creating permanent relations
between the newly born organism and its ancestors and its other
genetically related organisms, such as (in the case of people)
the aunts, uncles, grandparents, siblings, cousins, etc.
A non-genetic relation included as a subtype of this category is
the Role of BirthMother, which usually has but doesn't have to have
a genetic component..
Points from one member of a KinshipGroup to
some other.
The BirthMother is the female organism that carried
another organism in its womb during gestation and up to birth,
whether or not the BirthMother had any part of its genetic
material transferred to the baby. Most BirthMothers are
biological parents in the usual sense, but in a case where
an egg fertilized in vitro is tranferred for gestation into the womb of
a woman who dis not contribute the ovum to the fertilization process,
the BirthMother may have no (close) relation to the baby she
carries.
This category is general,for any animal with a womb, not
specific to humans.
The man who supplied the sperm to fertilize the egg that
deeloped into a Person. If clones become possible, this will
apply to the male who donated half the genetic components of
some person's genome - identical for all clones regardless of the
number of cloning steps from the initial biological fertilization.
A BiologicalSibling who is a brother or sister, including
half-brothers or half-sisters.
A BiologicalSibling who is male.
A BiologicalSibling who is female.
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. The Employee will
typically be a Person, and other organizations
would be considered as contractors.
bd58ec41-9c29-11b1-9dad-c379636f7270
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
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
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 #$AssigningAgentToRole.
bd58a938-9c29-11b1-9dad-c379636f7270
COSMO note: this differs slightly from the Cyc
interpretation. In COSMO, this is an Avtion in which a
commonader of a military unit - as small as a squad -
issues an order. The command must some from a commander
of a unit, not just someone of superior rank.
Cyc: A collection of instances of
#$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
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 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 #$Event-Localized.
71236476-8636-41d7-88b4-b7549eb3213c
A specialization of #$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 #$PhysicalContactSituation.
bfffa642-9c29-11b1-9dad-c379636f7270
A collection of physical events in which two or
more objects are in physical contact (see #$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
The SUMO term approximately equivalent
to Cyc 'AtLeastPartiallyMentalEvent'.
The SUMO equivalent of 'PurposefulAction'
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
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 #$StateOfUnconsciousness.
c08529b5-9c29-11b1-9dad-c379636f7270
A specialization of #$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 #$StrictlyMentalEvent.
be48d9d6-9c29-11b1-9dad-c379636f7270
COSMO note: In Cyc a feeling is called 'FeelingAttribute' and
classified very differently, though the intended meaning is the
same. In COSMO, feelings and emotions are considered as
PersistentStates - events in which some more or less constant
mental process that does not involve symbolic thinking is going on.
Feelings are vague and only can be labeled in very general terms.
All different types of feeling are primitive concepts. feelings include
emotions, worries, concerns, elation, many others.
Cyc: The collection of all emotions and mental
feelings. As an emotion/feeling can be experienced in
various degrees of intensity, an instance of
#$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
#$Happiness) is one such instance.)
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Emotion accompanying an expectation of something
pleasant in the foreseeable future. This is a collection;
for an explanation of a typical #$FeelingType, see
#$Happiness.
bd58cefc-9c29-11b1-9dad-c379636f7270
The positive emotion felt when one is free from
doubt about an event or object from which the agent feeling
#$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.
bd589c8b-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
COSMO note: Enjoyment is not necessarily directed
at one specific thing, but can be due to general conditions.
Cyc: An instance of #$FeelingType. Each instance of
#$Enjoyment is some agent's feeling of pleasure or
satisfaction in some experience or thing. Instances of
#$Enjoyment vary depending on the intensity of the feeling
or on the subject experiencing the feeling. Specializations
of #$Enjoyment include #$Amusement-Feeling and #$Entertained-Emotion.
bd589154-9c29-11b1-9dad-c379636f7270
Agreeable feeling of gratification or satisfaction
bd590bf5-9c29-11b1-9dad-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
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 #$Admiration.
bd588a38-9c29-11b1-9dad-c379636f7270
COSMO note: same as 'determination'.
Cyc: Emotion of one who is firm of mind and purpose,
capable of resisting temptations or surrender in face of
opposition, danger or hardship
bd5881f7-9c29-11b1-9dad-c379636f7270
A feeling of arousal that stirs up, moves
profoundly, or serves as a challenge to one's power,
eliciting the desire to do or perceive something. This is a
#$Collection --- for an explanation of that, see
#$Happiness. Some more specialized #$FeelingTypes than
#$Excitement include #$Enthusiasm, #$Celebratory-Emotion,
#$Triumph-TheFeeling, etc.
bd58c086-9c29-11b1-9dad-c379636f7270
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
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 #$Misery.
bd58b4c1-9c29-11b1-9dad-c379636f7270
An instance of #$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 #$UrgeToHaveSex has been satisfied.
c139799e-9c29-11b1-9dad-c379636f7270
Feeling of impressive gravity, as if weighed down
by deep thought or important work. Not light or frivolous,
but serious
bd58b27a-9c29-11b1-9dad-c379636f7270
An instance of #$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
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
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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
#$UnemployedPerson is a worker who is unemployed. An
unemployed worker is someone who either has worked
previously and could still do so (if s/he had a job), or
someone who is qualified to work (e.g., a recent graduate)
but has not yet worked.
bd588cd7-9c29-11b1-9dad-c379636f7270
The collection of all amounts of unhappiness that
an agent can feel. Notable specializations include
#$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
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, #$Solitude, etc.
c0ed0b82-9c29-11b1-9dad-c379636f7270
COSMO note: different fromloneliness?
Cyc: The state of being alone or remote from society
c0ed0ad9-9c29-11b1-9dad-c379636f7270
An static Event during which a single individual
experiences some emotion, such as fear, anger, joy.
Pleasant emotion associated with situations where
the person believes themself to be relatively unconstrained
in their behavior, not controlled by others.
c0fd6cd0-9c29-11b1-9dad-c379636f7270
Feeling free from brashness, boldness or
assertiveness. Has no connotation of inferiority; see Humility
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COSMO note: in Cyc called 'Innocence', but
Innocence is typically a judgment by others, not a
feeling. For COSMO, it is renamed.
Cyc: Feeling of freedom from guilt or sin
bd588a7b-9c29-11b1-9dad-c379636f7270
A DirectedFeeling is a Feeling that is directed toward, and sometimes caused
by, something external to the Agent - an Event or Object.
Disgust is a Feeling that may be directed at an Object.
Joy may be caused by an Event.
A feeling of opposition against authority or the
status quo.
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The emotion or state of disapproving of something;
a negative attitude towards some situation, proposal,
person, or thing, implying a judgment based on explicit or
implicit standards (rational, moral, pragmatic, or etc.).
This is a collection; for an explanation of a typical
#$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
Combination of Respect and Faithfulness to
something or someone .
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Intense longing for somebody or something regarded
as essential to one's well-being or happiness
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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
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 #$Pity vary depending on the
intensity of the feeling, the subject experiencing the
feeling, or the object pitied.
c0fba7c4-9c29-11b1-9dad-c379636f7270
An instance of #$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 #$Happiness.
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bfa34ea6-9c29-11b1-9dad-c379636f7270
An instance of #$FeelingType. Each instance of
#$Hostility is some agent's feeling of strong
antagonism towards some (individual or multi-individual)
agent, sufficient to motivate harmful speech or actions
against the latter. Instances of #$Hostility vary depending
on the intensity of the feeling, the subject experiencing
the feeling, or the object of the feeling. One notable
specialization of #$Hostility is #$Hate.
c0f484eb-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.
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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 #$Gratitude vary depending
on the intensity of the feeling, the subject experiencing
the feeling, or the object of gratitude.
bd588970-9c29-11b1-9dad-c379636f7270
Feeling of one that shows poor return for kindness
received. Ungratefulness
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An instance of #$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 #$Disgust.
bd58a553-9c29-11b1-9dad-c379636f7270
Feeling of unsureness; lack of certitude or
conviction about someone or about the result of something.
Skepticism. Carries no evil suspicion, as Mistrust does
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Intensely desiring something; impatiently expectant.
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An instance of #$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
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 ProblemSituation is an Event (which may be a StaticSituation)
that is a cause for Concern to some CognitiveAgent (usually a Person).
Animals are not excluded from agents that might have a Concern,
so animals may have ProblemSituations (e.g. a mother cat looking for
a lost kitten).
The restriction requires, for each instance of 'Problem' a
specification of the instance of 'DirectedFeeling' (fear, concern)
that is caused by the Problem, i.e. what kind of Problem it is
perceived to be by someone. The instance of DirectedFeeling
will contain within it a specification of the Agent to
whom it is a Problem. It also requires specification of an
instance of a 'ProblemToBeSolved', which is an AbstractString
representing a LogicalAssertion citing the existence of the ProblemSituation
(in some World, real or hypothetical), and its logical description.
The logical description
portion of the ProblemToBeSolved may be symbolically identical to the
representation of the 'ProblemSituation' itself, if the logical
language used is the same as that of the ontology. In that case, to
avoid duplicationm the 'ProblemToBeSolved' and 'ProblemSituation'
may cross-reference each other. But the differnce between a
logical representation of a problem in a ProblemToBeSolved and
its representation in a ProblemSituation is that the ProblemToBeSolved
form is interpreted as a String, which in effect is only a rerpresentation
of the ProblemSituation, wheras the instance of ProblemSituation
is interpreted as the situation itself.
NOTE: this method of specifying Problem does not allow us
to call a situation a 'Problem' unless the Agent for whom
it is a Problem is aware of and concerned about it.
We may need another kind of objective 'problem' that *would be*
of concern to an agent, if that agent knew about it and understood
it. As of version 0.46, that kind of 'problem' is not
represented in COSMO.
A common term for COSMO 'ProblemSituation'.
A 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' is a subtype of
'Fear', being those fear states that have particular intensity.
Terror is the highest reifed level within the general
class of states called 'Fear'.
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 #$thinksAbout.
bdc339c8-9c29-11b1-9dad-c379636f7270
An Event that occurs in Earth's atmosphere.
isaTemporalPartOf relates one Event
to another Event of which the subject Event is a part.
This is a relation on instances, not types of events,
so the part of a particular oath-taking event when
the oath-taker raises her hand may be a temporal part of
the oath-taking event. The part must be a proper part
of the larger event.
This is somewhat similar to the 'subprocess' relation
of SUMO:
SUMO (subprocess) (subProcess ?SUBPROC ?PROC) means
that ?SUBPROC is a subprocess of ?PROC. A subprocess
is here understood as a temporally distinguished part
(proper or not) of a Process.
**NOTE** that a temporal part includes **every** part of
an event that occurs diring some specific time interval,
not just the changes in some selected fluents that take
place in a time interval. So if the larger Event has
multiple fluents represented, the changes in all of those fluents
taht take place in some time interval during an Event must be
represented in the Event pointed to as the subject of
the 'isaTemporalpartOf' relation.
**IF** one wants to refer to the changes in a single fluent
during some part of a larger Event in which multiple fluents
are represented, then use the 'hasSubevent' relation.
A CompletionEvent is an Event which is necessarily part
of an Event of longer duration, and which constitutes the
last temporal part of that longer Event. This would count
as an 'achiement' in Vendler's categorization, but the
logical treatment of Events in COSMO does not
attempt to follow Vendler. The characeristic of
a CompletionEent is that it is the final temporal part of another
identifiable Event.
A specialization of both #$Action and
#$PhysicalEvent; the collection of physical events in which
some doer acts on an object. Each instance of
#$ActionOnObject is an action in which both the roles of
#$doneBy and #$objectActedOn (qq.v.) are filled. Examples
include someone typing on a keyboard and a tornado
destroying a building. Non-examples include a person
dancing and wind blowing.
NOTE: these ations should be represented linguistically
by a TransitiveVerb.
A specialization of #$Event-Localized. Each
instance of #$IntrinsicStateChangeEvent is an event
characterized primarily by a change in some intrinsic
property of at least one main actor involved in the event.
Such intrinsic changes may include changes of a thing's
color, temperature, device state, or size. Events where the
main change is extrinsic (such as a change in location or
ownership) are not instances of #$IntrinsicStateChangeEvent.
In events which have more than one actor, the event may be
an #$IntrinsicStateChangeEvent for one actor but not for
another. For example, in a #$FasteningSafetyBelt event, the
#$SafetySeatBelt (the device used) goes from unconnected to
connected (to itself), which is an intrinsic change;
however, the agent who does the fastening does not change
intrinsically, but only in his configuration to the belt, an
external object. Another example: in a #$HairCuttingEvent,
the hair that is cut undergoes an
#$IntrinsicStateChangeEvent due to its role in that kind of
event, but the barber undergoes no intrinsic change due to
the hair cutting. Note that some events, such as an ice
cube melting into a small puddle of water, could be
represented either as an #$IntrinsicStateChangeEvent or as a
#$PhysicalTransformationEvent, but not (within a single
micro-theory) as both.
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A specialization of #$Event-Localized. During
each instance of #$CreationOrDestructionEvent, one or more
instances of #$SomethingExisting (q.v.) come into or go out
of existence. Specializations of this collection include
#$CreationEvent, #$DestructionEvent, #$Manufacturing,
#$MakingSomething, and #$KillingByOrganism.
bd675149-9c29-11b1-9dad-c379636f7270
The Cyc term for 'Creation'
A specialization of #$CreationOrDestructionEvent.
In each instance of #$CreationEvent, at least one instance
of #$SomethingExisting (q.v.) is brought into existence (see #$outputsCreated).
SUMO: The subclass of Process in which something is created.
Note that the thing created is specified with the result 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'.
bd58de89-9c29-11b1-9dad-c379636f7270
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 #$HarmingAnAgent respectively.
579398f2-5fd3-41d7-998e-957de1174732
A specialization of #$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 #$PhysicalDestructionEvent.
bd58a555-9c29-11b1-9dad-c379636f7270
The Class of Processes where the agent
brings about a situation where the patient no longer functions normally
or as intended.
COSMO note: this Action must be caused by an Agent,
and cannot be natural, as can a 'DestructionEvent'.
NOTE also that 'IncurringPhysicalDamage' looks at
the Event from the perspective of the thing damaged,'
not just the Agent doing the damage.
A collection of events and a specialization of
#$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.
bd58f920-9c29-11b1-9dad-c379636f7270
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.
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
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
The collection of all #$CreationEvents in which
something #$PartiallyTangible is created.
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A specialization of both
#$PhysicalDestructionEvent and #$PhysicalCreationEvent. In
each instance of #$PhysicalTransformationEvent at least one
thing ceases to exist and at least one thing comes into
existence (and usually at least some portion of the thing(s)
destroyed becomes incorporated into the thing(s) created).
An important specialization of this collection is
#$PhysicalTransformationProcess, the collection of
#$PhysicalTransformationEvents that are also instances of
#$TemporalStuffType. See also the predicate #$transformedInto.
bd589b02-9c29-11b1-9dad-c379636f7270
isaRequiredResourceFor relates some
resource (money, personnel, time, a substance, an Object ) to
some PhysicalEvent or PhysicalProcess which cannot proceed
unless the Resource is a participant in the Event or Process.
The Object need not be comsumed in the Event.
isaRequiredInputFor relates an Object or
Substance to some PhysicalEvent or PhysicalProcess which cannot proceed
unless the Object is a participant in the Event or Process.
The Object need not be comsumed in the Event.
A specialization of Event specific to Cyc:
Cyc: A specialization of #$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
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 liquid or solid substance
(e.g. gasoline or paper) which can burn in air. Gases which
can burn are not included in this category, since they
can disperse in air and may explode rather than burn, unless
emitted in a controlled manner as in a gas stove or gas
heater. Every combustibleSubstance has a FlashPoint.
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.
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'.
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.
TransportationDeviceType is a metaclass used as the
Type restriction on certain relations involving
TransportationDevices.
A Conveyance is an ArtifactObject that has a primary design purpose
to move objects other than itself in a controlled fashion between two
locations. This is a very general category, which includes conveyor
belts and other stationary conveyances, as well as the usual vehicles,
airplanes, and watercraft. It does not include animals used for riding
or for pulling wagons, though the wagons pulled by animals would
be classified in this category.
Not all Conveyances are Devices. For example, skis or roller skates
are borderline Conveyances, but are not Devices.
A specialization of both #$Conveyance and
#$PhysicalDevice. Each instance of #$TransportationDevice
is an artifact designed to move an object from one location
to another, by (for example) carrying, pulling, or pushing
the transported object. Instances of this collection may or
may not have their own power source (see
#$SelfPoweredDevice). Those that do, such as automobiles
and speedboats, constitute the specialization
#$TransportationDevice-Vehicle. Other transportation
devices (for example, instances of #$Wheelbarrow or
#$Bicycle) require an external motive force. Because
#$transporter and #$transportees are specializations of
#$objectMoving, it follows that any object in the role of
#$transporter moves as a whole with those objects playing
the role of #$transportees. Consequently, since any
instance of #$TransportationDevice has playing the role of
#$transporter as its intended function, stationary objects
which cause motion, such as conveyor belts, escalators,
rocket launchers, and slingshots, are excluded from the
collection #$TransportationDevice. Although they facilitate
travel, ice skates, shoes, skis and other instances of
#$WearableConveyance are also excluded from the collection
#$TransportationDevice, since they are devices which are
worn rather than ridden on, ridden with, or ridden in.
SUMO: A TransportationDevice is a Device which serves as the
instrument in a Transportation Process which carries
the patient of the Process from one point to another.
COSMO note: In SUMO, an Oar was a subtype of TransportationDevice,
but in COSMO that was not adopted. COSMO adopts the
Cyc usage that a TransportationDEvice must be ridden in,
ridden on, or ridden with. An Oar is an accessory part of
a boat, not a TransportationDevice in itself.
A TransportationDevice should have an unambiguous front
and back - the front is the direction in which
the transportation device typically moves. For
devices that can move in either direction with
equal facility, the 'front' may be designated arbitrarily,
by some distinctive criterion.
This provides a reference direction with which an 'orientation'
can be described.
isDesignedToTransport relates a type of
TransportationDevice to the type of object it is
designed to transport.
A specialization of #$TransportationDevice. Each
instance of #$LandTransportationDevice is a device used for
transportation across land. Specializations of
#$LandTransportationDevice include the collections
#$Automobile, #$Snowmobile, #$Truck, #$HorseCarriage,
#$BabyCarriage, #$Bus-RoadVehicle, and #$SkateBoard.
#$WheeledTransportationDevice is a specialization
of #$LandTransportationDevice. Each instance of
#$WheeledTransportationDevice is a transportation device
that uses **only** wheels for motion (as opposed to tracks,
runners, etc.).
This collection includes not only many instances of
#$TransportationDevice-Vehicle, but also non-self-powered
devices such as #$Bicycles and #$Wagons.
c072ef0b-9c29-11b1-9dad-c379636f7270
COSMO: collect all Cyc paths here.
An instance of #$Collection, and a specialization
of #$Path-Generic. Each instance of #$Path-Simple is a path
with two distinct ends that do not overlap each other (in
the case of spatial paths, the two ends are spatially
disjoint). Since no instance of #$Path-Simple has ends that
join at one point, #$Path-Simple is disjoint with
#$Path-Cyclic. Although instances of #$Path-Simple have
distinct ends, some instances may have more than two things
that are its end-points . For example, a path between
Austin and Pittsburgh can also be a path between Texas and
Pennsylvania. Notable specializations of #$Path-Simple
include #$Pipe-GenericConduit, #$Nerve, and #$Stream.
bd588e69-9c29-11b1-9dad-c379636f7270
A specialization of both #$Path-Generic and
#$EnduringThing-Localized (qq.v.). Each instance of
#$Path-Spatial is a path that has spatial extent, and that
joins spatially located things. So instances of
#$Path-Spatial include roads, corridors, wires, blood
vessels, and nerves; however, purely abstract paths, such as
those in kinship diagrams and mathematics, are _not_
instances of #$Path-Spatial. Instances of #$Path-Spatial
may be pre-existing paths in a #$CustomarySystemOfLinks
(q.v.) or they may be paths in some specially specified
#$PathSystem (q.v.) consisting of spatial paths.
c095e890-9c29-11b1-9dad-c379636f7270
COSMO note: In Cyc a 'Path-Customary'.
A Path-Customary is reinterpreted as 'Path-Physical' in
COSMO, being a linear arrangement of physical material that permits or
assists something to 'move' in some sense along the path. It is
therefore a physical object, and certain types of communications
'channels' such as a point-to-point radio link, do not
qualify. because the 'path' involved (the 'ether') does not assist
the movement of the signal.
At this point we have not formalized the notion that it is
easier (takes less effort) for objects to move along a path
than to move where that kind of path does not exist.
Note that we add a restriction specifying that every instance
of path must have some instance of PhysicalObject that can
move along it. This existential should not be too burdensome,
since we can generally mention some individual physical object
that *can* move (not necessarily does move) along every path tht is
instantiated.
Cyc: A specialization of #$Path-Spatial. Each instance
of #$Path-Customary is a spatial path which was either
designed as a path by some intelligent agent, or which has a
significant known function as a path for movement. Examples
include roads, railroads, sea-lanes, cowpaths, boardwalks,
tubes, channels, blood vessels, fibers, wires, and
communication links. An instance of #$Path-Customary may be
either an instance of #$Path-Simple (in which case it would
be a path with two distinct ends, not forming a cycle) or an
instance of #$Path-Cyclic.
bee87cc9-9c29-11b1-9dad-c379636f7270
An object that has an intrinsic front and back, or
an intrinsic bottom and top, or an intrinsic left and right.
(The 'or's here are of course inclusive.) See
also the comments for the specializations
#$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
#$FrontAndBackSidedObject may well have a preferred
orientation and direction of motion, changing either does
not change what counts as the 'front' and what
counts as the 'back': while I am backing my car
out of the driveway in the morning, its back end does not
become its front end and vice versa. If an entity does not
obey this rule then it does not, generally speaking count
as having a distinguishable front and back--example: a
dolley, such as is used to transport crates, or some skateboards.
hasOrientation specifies the direction
toward which the front end of an asymmetric object
is pointed, The orientation can be in any number of
dimensions.
A #$TopAndBottomSidedObject is an object with an
intrinsic #$TopSide and an intrinsic #$BottomSide. By
'intrinsic' we mean simply that there exists an
established convention according to which one side is
considered 'top' and the other side is considered
'bottom'. Usually the two sides in question can
be reliably distinguished from one another. For example, by
convention, the 'top' of a
#$Table-PieceOfFurniture is the side on which other objects
usually rest, while the 'bottom' is the side which
usually touches the floor. Notice that a conventionally
distinguishable bottom and top do not necessarily imply a
left and right, or a front and back. A plant is a good
example of the case where they do not: top and bottom can be
reliably distinguished but not, ordinarily, front and back
or left and right. Notice also--and this is crucial to the
whole conception--that while a #$TopAndBottomSidedObject may
well have a preferred orientation, changing this orientation
does not change what counts as 'top' and what
counts as 'bottom': if a car flips over on the
highway its top is now facing the pavement and its
bottom--the undercarriage--is now up in the air. If an
entity does not obey this rule then it does not, generally
speaking, count as having a distinguishable top and
bottom--example: an hourglass or a book. (see also
#$NoteAboutSidedObject)
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A #$LeftAndRightSidedObject is an object with an
intrinsic left side and an intrinsic right side. By
'intrinsic' we mean simply that there exists an
established convention according to which one side is
considered 'Left' and the other side is considered
'Right'. Usually, the two sides can be reliably
distinguished from one another. Notice that a
conventionally distinguishable left and right do not
necessarily imply a bottom and top, or a front and back.
Interestingly, it has proved impossible so far to find
instances of objects with a left and right but no top,
bottom, front or back. It is unclear why this should be so,
but it apparently pertains to human psychology in reasoning
about directions. However, if an object has a conventionally
distinguished top, bottom, front, and back, then these
suffice to determine an intrinsic left and an intrinsic
right. Notice also--and this is crucial to the whole
conception--that while a #$LeftAndRightSidedObject may well
have a preferred orientation, changing this orientation does
not change what counts as 'left' and what counts
as 'right': if you turn me upside down my left
side does not become my right side and my right side my
left. If an entity does not obey this rule then it does not,
generally speaking, count as having a distinguishable left
and right--example: a houseplant.
beb9d424-9c29-11b1-9dad-c379636f7270
A #$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
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.
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
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.
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
ObjectWithAttribute is a container category to collect
all Types of PhysicalObjects that are defined by some distinctive
attribute, such as 'Collectible' (taken from the openCyc..
A generalization of the Cyc 'Filamentlike'.
416e907a-74bc-11d6-8000-00a0c99cc5ae
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
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 #$PathArtifactSystem.
COSMO note: As an Artifact, the classification of
'FixedStructure' depends on what function it was intended to serve,
and for this category a FixedStructure is built with the intention that
it will perform its functions while fastened (at least by gravity) to some
specific location on or near the surface of an astronomical body,
in almost all cases of course, that will be the surface of the Earth.
A marginal Type which is not a fixed structure is a MobileHome, i,e,
a living unit on wheels. A MobileHome may stop and be connected
to services at a trailer park, but unless taken off the wheels and
connected to a foundation will still not be a FixedStructure.
However, a modular home, which is movable but designed to be
transported to a location and placed on a foundation, to be used
there, will be a FixedStructure. Buildings that were built with the
intention of staying in one location may at some time be moved to
a different location by building movers (while retaining their
identity), and they will still be FixedStructures, even after
having been moved. The immobility of a FixedStructure is not an
absolute requirement, but a probability statement.
The intuition that is captured by this category is the logical
assertion that, if a FixedStructure is in some geographical
location at time T, it will, with greater than 99% probability,
be in the same location at time T plus one month (the exact probabilities
will vary with the actual subcategory, and will be discovered
over time by experience.).
Cyc: #$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 #$Roadway.
The SUMO LandTransitway is close but not identical, as it includes airports
and airport runways - the latter arguably for wheeled vehicles, but the
former less clearly so; in Opencyc Airport is a FixedStructure.
SUMO: LandTransitway is the subclass of Transitway that represents
areas intended for motion over the ground.
bd59029a-9c29-11b1-9dad-c379636f7270
GeographicalRegion_Cyc-includes_other_planets
In COSMO, this type includes those physical portions of a planet
that are near to the surface including the atmosphere of the
planet, which is a physical object. But the usage here
differs somewhat from that in Cyc, in that this category must
be a physical object, and is not a space region.
Cyc comment: A specialization of #$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]
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, #$pipeEndsAtCavity for
talking about relationships holding between esophagi and
stomachs in addition to that which holds between hallways
and rooms.
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The collection of #$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
#$CavityWithWalls (q.v.).
be1f8dfd-9c29-11b1-9dad-c379636f7270
FunctionalObject is a container category to collect
all Types of PhysicalObjects that are defined by some distinctive
function that they play in some event or activity. These Types
will in general serve as Roles.
NOTE that the 'function' may be one that evolved naturally,
and a FunctionalObject is not necessarily an Artifact. Thus
a heart has the function of pumping blood. In COSMO,
'purpose' and 'function' include any teleological goal-oriented
role, whether arising from intentional design or evolutionary development.
COSMO note: in Cyc, 'Container' is construed
very broadly, and includes vehicles and buildings. We follow
the broad Cyc usage, and create specializations where needed.
Cyc comment: The collection of tangible objects whose primary
function (see #$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
#$in-ContGeneric.
SUMO: A large class of Devices whose purpose is to hold
something else, i.e. be the instrument of a Keeping.
COSMO note: this may be too broad - for a seat to be a 'holder'
seems somewhat abstract. But will be left in for
compatibility and it may prove useful.
#$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 #$Coffin.
#$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 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 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.
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).
bd588131-9c29-11b1-9dad-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 #$Skateboard.
A specialization of both
#$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.
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.
'SpatialRegion' is the BFO approximate
equivalent of 'Region'. The term 'SpatialRegion' is
itself used for a sypertype of physical space regions in COSMO.
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. The 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. 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.
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.
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'.
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.
An IntelligentAgent is an agent that can form plans, use knowledge in plans,
and can communicate in language. 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 systems where spirits sruvive bodily death.
Death is one of the potential blocjing conditions for language
understanding that will need to be interpreted in context.
This is similar to the Cyc #$IntelligentAgent,but excludes non-human animals:
From Cyc: A specialization of #$Agent-Generic (q.v.) whose instances are
all agents capable of knowing and acting, and of employing their knowledge
in their actions. An intelligent agent #$knowsAbout certain things,
and having #$beliefs (and possibly #$goals) concerning those things may
influence its actions. As with agents generally, an intelligent agent
might be a single individual or might consist of a group of individual
agents (see #$MultiIndividualAgent). Thus persons are intelligent agents,
and so are certain social beings like business and government organizations.
Some non-human instances of #$Vertebrate that seem to be sentient and
somewhat intelligent, such as (arguably) dogs and horses, can also be considered
intelligent agents.
isKnowledgeableAbout points from an IntelligentAgent (typically a
person, but possibly an automaton) to a field of knowledge about which that
agent has a substantially greater body of knowledge than the average person.
The agent does nto have to be an expert in the field, but should have enough
expertise to do productive work or study. Thus a Chemist is knowledgeable about
chemistry, and a physician about medicine.
In order to be knowledgeable about a topic, a person must have
studied that topic. Observations gained from practical experience
are a form of 'studying' for this purpose, if they are remembered and
mentally organized. ##ToDo: This implication should be formalized.
Agent[Cyc]%agentive-physical-object[DOLCE]
OPENCYC 1: MAY 23, 2002
The collection of #$Agent-Generics (q.v.) that are not tangible artifacts
(cf. #$AgentiveArtifact). #$Agent includes all naturally-occurring agents
(e.g. #$Persons and #$Animals), any #$SupernaturalBeings (q.v.),
and #$Organizations.
Quantities can be numbers (integer, real, imaginary) or number ranges or
approximate numbers, or distributions, or restricted ranges (greater
than or less than), or PhysicalQuantities, which are measures.
Numbers may have different qualitative dimensions (scales), and quantitative
comparisons will generally only be meaningful when two numbers are
expressed on the same scale.
A 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'.
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
The collection of #$Intangible things that are
intrinsically mathematical (see #$MathematicalThing) or
computational (see #$ComputationalObject). Instances of
#$MathematicalOrComputationalThing are abstract in the very
strong sense of being nonspatial, atemporal, and massless.
Examples include numbers, sets, collections, relations,
algorithms, and abstract character strings.
bd58e31f-9c29-11b1-9dad-c379636f7270
A specialization of
#$MathematicalOrComputationalThing. Each instance of
#$MathematicalThing is an atemporal, nonspatial, purely
mathematical thing. #$MathematicalThing is partitioned into
two main specializations, #$MathematicalObject and
#$SetOrCollection (qq.v).
bd58e5b6-9c29-11b1-9dad-c379636f7270
A specialization of both #$MathematicalThing and
#$IntangibleIndividual. Each instance of
#$MathematicalObject is a purely abstract mathematical thing
which is also an individual (see #$Individual).
Specializations of #$MathematicalObject include
#$Quantifier, #$RealNumber, #$Triangle, and #$TruthValue.
Note that instances of #$SetOrCollection are not instances
of #$MathematicalObject, since they are not instances of #$Individual.
bf461f37-9c29-11b1-9dad-c379636f7270
A specialization of both
#$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
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 #$GeographicalRegion
are wholly indoor locations.
GeographicalRegion[Cyc-includes_other_planets]
NOTE: in Cyc this was the stuff occupying a region.
In COSMO, it is a region of space, and is neither a physical object nor
a physical substance. This Type differs from Cyc in that
a FreeSpaceRegion is a Region in which PhysicalObjects can move, as in Cyc, but
it is only the space, and not the contents of that space. Thus
large parts of the Ocean are FreeSpaceRegion, as in Cyc, but
the water in that region is merely present or located in that region,
the water is not the region itself.
Cyc: A specialization of #$EmptyRegion-Generic.
Instances of #$FreeSpaceContent are connected, tangible,
fluid individuals occupying regions of free space (i.e.
instances of #$EmptySpaceRegion (q.v.)): space regions
through which solid objects can move more or less freely.
Examples include the #$Air in the interior of a room or the
sky above a city. In an underwater context, a piece of free
space content is likely to be an instance of #$Water. Often,
a #$FreeSpaceContent is associated with a geographical
region or some physical boundaries that define its edges.
But a (partially) tangible #$FreeSpaceContent is not to be
confused with the intangible #$EmptySpaceRegion it occupies.
bd5899a9-9c29-11b1-9dad-c379636f7270
The Planet Earth, orbiting Sol.
The planet where humans evolved. By COSMO convention,
to the Earth is not located in the OuterSpaceVacuum,
which is all parts of the Universe that does not
include the Earth.
Some Properties of the Earth (http://www.rwic.und.edu/unitconversions.php)
Mass of the earth = 5.98E24 kg
Mass of the oceans = 1.32E21 kg
Mass of the earth's atmosphere = 5.29E18 kg
Mean radius of the earth = 6371 km
Mean distance between earth and the sun = 149.7E6 km
Mean gravitational acceleration
at earth's surface = 9.807 m/s(squared)
Speed of rotation of a surface point
on the earth's equator = 460 m/s
Angular velocity of the earth = 7.29E-5 /s
5.9736E27
A specialization of #$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
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. #$Surface-Closed. Note that 'hole'
here is intended in its colloquial, human-scale sense,
according to which (e.g.) a wiffle ball has holes but a
baseball does not (even though at some fine-grained level
the latter does have tiny holes).
bd8cb302-9c29-11b1-9dad-c379636f7270
Each GeographicalRegion is a connected one-,two- or
three-dimensional region of space located on or near
the surface of some astronomical body, not necessarily the Earth.
For 3-dimensonal regions specifically on the Earth, use 'GeographicalArea'.
It is understood that the regions defined are stationary with respect to
some coordinate system in which the astronomical object itself is
considered to be stationary. The astronomical object itself
(most commonly the Earth) will of course be rotating and
moving through space, and those motions are ignored when the relative
locations defined by 'GeographicalRegion' are used. A GeographicalRegion
will include some portion of the space above the solid material that
defines the region, and below the surface; at this point (v 0.44) we
have not precisely specified how much of the space above or below
the surface is included.
COSMO note: this Cyc category is reinterpreted as representing only
spatial regions - points, areas, or volumes, on or
near the surface of some planetary body (to clearly
specify the Earth, use the subtype 'GeographicalArea'), but this
does not represent any of the physical objects that might exist in that
region. The discussion of 'tangible' in the Cyc documentation below
suggests the inclusion of physical objects, but that is not the intent
of this COSMO cateegory. Though this category does not include any
physical objects, one may use 'GeographicalObject' to specify all of the
objects in any GeographicalRegion, if desired.
Cyc: A specialization of #$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..
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.
GeographicalArea is (in spite of its name) a three-dimensional Region
of space that is on or close to the surface of the Earth. This is
the category that should be used to specify areas of the Earth, such
as the areas defined by Countries and ruled by their governments. Although
three-dimensional, most GeographicalAreas will be relatively thin
and sheet-like in shape, as the areas of interest are close to the Earth's surface.
COSMO note: in Cyc this was 'GeographicalRegion'. In COSMO,
Geographical reasoning uses only the spatial points, areas
and volumes that are defined relative to some set of Geodetic
coordinates. The physical objects that occupy that region
are related to the region, but are classified separately under
'GeographicalObject'.
Note that to be consistent with SUMO usage, one-and two-dimensional
regions are not included in this categeory. They can be represented by
'GeographicalRegion'.
GeographicalArea (SUMO) includes Earth areas only
SUMO: A geographic location on Earth, generally having definite boundaries.
SUMO: Note that this differs from its immediate superclass Region in that
a GeographicArea is a three-dimensional Region of the earth.
Accordingly, all astronomical objects other than earth and all one-dimensional
and two-dimensional Regions are not classed under
GeographicArea.
bd588009-9c29-11b1-9dad-c379636f7270
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'
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.
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 teh
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.
53E20
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
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
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 '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.
Each instance of 'dbMappedMeasureRelation' is a OWL Property that
can be mapped to some datatype column whose value is a number, representing
a measure in some units of measure. For proper interpretation, the unit of
measure and type of property implied by the number should be specified by the
relations: impliesUnit and impliesMeasure.
impliesUnit is used to specify the unit of measure implied
when a dmMappedMeasureRelation value is accessed.
impliesUnit is used to specify the unit of measure implied
when a dmMappedMeasureRelation value is accessed.
isaPartOf is a very general 'part' relation applicable to spatial
regions or objects in some space. This relation has no axioms associated
with it because it is only an 'umbrella' relation that gathers together
other relations having different meaning, so as to provide
an anchor point for the ambiguous linguistic notion of 'part'
It cannot be transitive, because it subsumes the relation of
a member to the group, which is not transitive. But some of
its subrelations are transitive.
NOTE: this and its subproperties are instance-level relations.
To express that some physical object type is typically a part
of another physical object type, use the type-level relation,
'isTypicallyaPhysicalPartOf'
A Number is both a Quantity and an Object. This contrasts
with PhysicalQuantity, which is a Quantity and an AttributeValue.
Pure numbers and physical quantities (numbers plus units of measure) are
disjoint entities.
Any Number that can be expressed as a
(possibly infinite) decimal, i.e. any Number that has a position
on the number line.
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.
A RationalNumber that expresses a ratio of one quantity to another,
multiplied by one hundred. This is a pure number. For its
use to express distributions, see 'Percentage'.
A negative or nonnegative whole number.
An Integer that is greater than
or equal to zero.
An Integer that is greater than zero.
An Integer that is less than zero.
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 is a PhysicalObject.
NOTE that this category is indeterminate as between a
Perdurant and and Endurant - that is, the instances
are not necessarily zero-duration time slices, nor
are they necessarily time slices of finite duration.
As a result, Roles such as 'Student', which are
TemporalThings with a beginning and end time,
can be classified as subtypes of this category.
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.
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.
wasCreatedByEvent relates a PhysicalObject or an Artifact
to the Event as a result of which it was created.
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.
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.
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COSMO: most of one of the objcects is directly above or below the
other object. More directly above than just 'isAbove'.
In Cyc called 'above-Directly'
Cyc: (#$above-Directly ABOVE BELOW) means either that
(1) the volumetric center of ABOVE is directly above some
point of BELOW, if ABOVE is smaller than BELOW; or that (2)
some point of ABOVE is directly above the volumetric center
of BELOW, if ABOVE is larger than, or equal in size to, BELOW.
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COSMO note: subject is not directly above object,
but close to it, not just at a higher altitude.
(#$above-Indirectly UPPER LOWER) means that upper
is generally above [#$isAbove] LOWER, but not
directly above [#$isDirectlyAbove] it.
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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.
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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.
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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.
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.
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.
A subcollection of #$PartiallyTangible. Each
instance of #$InanimateThing is an (at least partly)
tangible thing that is not currently a living structure.
Things that were never alive, dead organisms, and dead (or
completely non-functioning) organism parts are included in
this collection. Examples: #$YaleUniversity, a piece of
#$Meat, a dead armadillo, the #$StatueOfLiberty, and a pile
of #$Sawdust. Two important specializations of this
collection are #$InanimateThing-Natural and #$InanimateThing-NonNatural.
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A specialization of #$PartiallyTangible. Each
instance of #$MicroscopicScaleObject is a partially tangible
object which is so small that human beings cannot perceive
it, except (perhaps) with the use of special devices such as
#$Microscopes or #$ElectronMicroscopes. Specializations of
#$MicroscopicScaleObject include #$Molecule, #$Atom,
#$SubAtomicParticle, #$Chloroplast, and #$Mitochondrion.
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hasMassInGrams relates an Object to its mass measured
in grams. This is a shortcut to using more general functional
mass measures, and is used here only for illustration,
to permit some specifics in instances.
NOTE: for objects whose mass is unknown, a value of '-1' will
serve as the code for 'unknown mass'. If an approximate value
can be guessed within 50% (as with human weights),a value
should be entered so that the reasoner will have some information
with which to make inferences. For example, a carr mass of
1,000,000 grams (one ton) will allow the reasoner to
infer 'too heavy for a person to lift'.
hasMassInKilograms has the same meaning as 'hasMassInGrams'
but may be used for convenience in database mappings where the weight
is given in kilograms, to avoid conversion.
NOTE ToDo: a relationship should be defined between the two mass
relations, but has not been added as of v 0.45 (Jan 2008).
A SolidObject is a PhysicalObject that retains its shape with
less than 10% distortion in any one dimension when placed on a surface
in Earth's gravitational field. This means that reasonably solid but
compressible gels qualify as SolidObjects.
NOTE that a SolidObject does not have to be rigid. All Organisms
are SolidObjects, even jellyfish.
A SmallObject is a SolidObject that can be conveniently held in
one hand, and when picked up is typically picked up by one hand. A BB pellet
would be about the smallest, but the largest could be as large and extended as
a sword.
COSMO note: In Cyc, called 'FluidTangibleThing'.
In Cyc this is an object, though many of its subclasses are what
would normally be considered as substances.
We keep this Type as a PhysicalObject in COSMO (some piece of
fluid matter), but the subtypes had to be disentangled.
NOTE: this is not a state of matter, it is an Object that is fluid.
Cyc: A subcollection of #$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.
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The Cyc term for 'Fluid'.
This is an Object, not a state.
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'.
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 #$Petroleum-CrudeOil.
SUMO: A greasy, viscous Solution that cannot be mixed with Water.
Note that this general class covers petroleum oil,
vegetable oil, animal fat, etc.
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COSMO note: there should be some minimum number
of members in a 'Mob', perhaps 10. This constraint has not yet (v0.44) been
formalized. In Cyc a mountain range is a Mob of mountains, so
the number cannot be too large.
A specialization of #$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.
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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
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.
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.
A synonym for 'TimeInterval' included just to make
the ontology easier to use, and the technical term easier to find..
A TimePoint is a closed interval of time having zero length. The beginning TimePoint
and Ending TimePoint are identical for any given TimePoint. The representation of a TimePoint
as a zero-length time interval is only an alternate view of a TimePoint.
(=>
(isanInstanceOf ?TP TimePoint)
(and
(hasStartingTimePoint ?TP ?TP)
(hasEndingTimePoint ?TP ?TP)))
A TimePoint is classified here as a subclass of TimeInterval because we adopt
the interpretation that a time interval of zero length duration is indistinguishable
from a time point. We know from special relativity that time may proceed at different
rates in objects that are moving relative to each other, so all time values must be
relative to some clock. In the absence of any explicit clock designation, the
NIST atomic clock signals transmitted from Boulder Colorado are considered as the clock
of reference.
A TimePoint may be represented by a limit expression, e.g. 'before Jan 1 2008',
or by a range ('some time point between Jan 1 200 and Jan 1 2008'). This
allows incomplete time information to be entered when not known exactly. This
may be implemented by a functional expression, but is not yet formalized in
COSMO version 0.44.
******* COSMO NOTE on BFO 'TimeInstant' ************
COSMO note: in COSMO, time points are subtypes of TimeInterval, so the
'disjoint' relation in BFO between TimePoint and TimeInterval was removed.
BFO: owl:disjointWith rdf:resource='#TemporalInterval'
BFO rdfs:subClassOf rdf:resource="#ConnectedTemporalRegion"
BFO Definition: A connected temporal region comprising a single moment of time.
BFO Examples: right now, the moment at which a finger is detached
in an industrial accident, the moment at which a child is born,
the moment of death
******* COSMO NOTE on BFO 'TimeInstant' ************
A #$SpatialThingTypeByDimensionality and a
specialization of #$SpatialThing, each instance of which is
either a one- or two- or three- (or higher-) dimensional
spatial object. Examples include tangible or intangible
spatially-localized dimensional objects, such as the edge of
a tabletop, the surface of the tabletop, and the table
itself, as well as abstract geometrical objects that are at
least one-dimensional, such as a Platonic circle or cube.
Specializations of this collection include
#$ExtendedSpaceRegion, #$ShapedThing, and #$TwoOrHigherDimensionalThing.
A #$SpatialThingTypeByDimensionality and a
specialization of #$SpatialThing, each instance of which is
either a two- or three- (or higher-) dimensional spatial
object. Examples include tangible or intangible
spatially-localized polydimensional objects, such as the
flat surface of a tabletop and the table itself, as well as
abstract geometrical objects that are at least
two-dimensional, such as a Platonic cube. Specializations
of this collection include #$PartiallyTangible,
#$BilateralObject, and #$TwoDimensionalGeometricThing.
COSMO: a three-dimensional region of some space
(not necessarily our real world space). This is the space itself,
and does not include or immply that ther are any objects in it.
However, each instance of this kind fo space will usually be
interpreted relative to some defined cooridinate system, which,
in the ral world, usually means that it is relative to some
physical object (which could be the collecion of all object
in the universe as a whole, to provide a universal frame
of revernce).
In Cyc called 'ChunkOfSpace'.
Cyc: A specialization of
both #$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
#$ChunkOfSpace-Empirical, whose instances are pieces of
space in the empirical universe - the kind of space that
physical objects occupy.
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A SpatialRegion can be of any dimension, though the ones of most interest
are three-dimensional in our real world. All Regions must have their location
referenced to some definable object, whether abstract or physical. In theory,
it may be possible to consider the whole universe as an Object and define
'absolute' regions based on locations in the whole universe, but that may not
be useful for any practical purpose. The regions of greatest interest to people
are regions defined relative to the Earth's surface, which forms a moving
rotating frame of reference, which we treat as stationary for most purposes.
NOTE: The BFO 'SpatialRegion' is closest to the COSMO 'PhysicalSpaceRegion'
which is a subtype of this Type.
COSMO note: Place can be a PhysicalObject or
a Region. This category is very generic.
Cyc: A specialization of #$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.
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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 [#$SpatialThing-Localized].
Note that SpaceRegion in SUMO is an object viewed as a location.
occupiesTheRegion relates a PhysicalObject to the
region that it occupies. The object should occupy most
of the region, and in the case of GeographicRegions, may
be the object that defines the limits of the region, such as
one of the oceans.
The Cyc term for 'CollectiveAgent'.
A CollectiveAgent is a human group or organization, acting as
a unit or having some other agent acting in its behalf.
OPENCYC 1: MAY 23, 2002 (termed MultiIndividualAgent in Cyc)
The collection of all #$Agent-Generics that each consist of other
#$Agent-Generics operating together. Usually the constituent agents
form some kind of #$Group that itself acts as an #$Agent-Generic.
Examples: a #$LegalCorporation, a #$GeographicalAgent, a #$Neighborhood
or an #$Industry-Localized. Although it would be a positive exemplar of
(#$GroupFn #$Agent), the 'group of people whose first names all start
with the letter 'B'' is a negative exemplar of #$MultiIndividualAgent.
In almost all contexts, such a group will not act as an #$Agent in any way.
It is less cohesive than some of the least cohesive kinds of
#$MultiIndividualAgents such as #$CrowdOfPeople.
OPENCYC 1: MAY 23, 2002
This collection may be thought of as consisting of all the entities which
are localizable within the context of a geography, in the sense that they
might plausibly be represented on a map. This includes both #$PartiallyTangible
entities like #$GeographicalRegions, and also entities that may be
wholly #$Intangible, like territorial borders and boundaries, #$LatitudeLines
and #$LongitudeLines, trajectories of missiles and courses of ships, and
the #$Equator.
A specialization of both #$MultiIndividualAgent
and #$GeographicalThing. Each instance of
#$GeographicalAgent is a group of people and/or
organizations cohesive enough to be treated as an agent (see
the collection #$Agent, of which #$GeographicalAgent is a
specialization), and which occupies a particular instance of
#$GeographicalRegion. Important specializations of
#$GeographicalAgent include #$GeopoliticalEntity,
#$University, and #$Neighborhood. Note that instances of
#$GeographicalAgent are viewed in two significantly
different ways with respect to two different types of
geography-related microtheories. In a 'physical'
geography microtheory (i.e. #$PhysicalGeographyMt and its
submicrotheories), geographical agents are clearly
distinguished from the regions they occupy. (#$TerritoryFn
GEO-AGENT) is used in these contexts to denote the land mass
(an instance of #$GeographicalRegion) occupied by a given
geographical agent GEO-AGENT. In a 'dualist' geography
microtheory (i.e. #$DualistGeopoliticalMt and its
submicrotheories), on the other hand, geographical agents
are viewed as being _both_ agents _and_ land masses
(instances of #$GeographicalRegion). Thus, there is little
need for #$TerritoryFn in the latter sort of context.
(Despite their somewhat paradoxical flavor, dualist
microtheories arguably allow Cyc to mimic commonsense
reasoning about geographical agents and regions more closely
than do the stricter physical microtheories.) There are also
some 'generic' geography microtheories (e.g.
#$WorldGeographyMt and #$UnitedStatesGeographyMt) which are
neutral with respect to the physical and dualist views. Also
see the shared-note for this constant.
c1371c02-9c29-11b1-9dad-c379636f7270
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 #$LegalAgent.
A specialization of #$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).
'Authority' is a Role, and an individual Agent does not have to
be classified as an Authority, unless the Agent particiates in some
relation that requires and Authority.
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 governemnt. 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.
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 (v0.43) 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
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.
Points from one part of a GeopoliticalEntity to
the larger GeopoliticalEntity of which it is a first
(primary) political subdivision.
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
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 #$capitalCityOfThisState.
bd590b5f-9c29-11b1-9dad-c379636f7270
'Settlement' is a very general concept of some
area that has people residing in it, the people recognizing
the area as haing anidentity distinct from that of other areas.
It can be very small or very large.
OCM thesaurus: the topic of 'Settlements' is described:
General statements covering several specific aspects of the physical
configuration and material facilities of settlements ranging in size
and complexity from a temporary camp to a great metropolis.
To distinguish early-stage settlements from more established
ones, the term 'Settlement' is reserved for this general
concept, and 'EarlySettlement' for an early-stage
settlement.
An early stage of formation of a GeopoliticalEntity,
less formally organized than a modern city or state.
A Settlement may be a colony, especially in its early stages;
a small community, village, or group of houses in a thinly populated area,
or a community formed and populated by members of a particular religious
or ideological group: for example, a 'Shaker settlement'.
An EarlySettlement may or may not be sufficiently organized to
qualify as a 'GeopoliticalEntity' having a Government.
The process of settlement is not yet formalized in COSMO.
For the broader sense of 'Settlement' including all sizes and stages of
more or less organized local inhabitants, use 'Settlement'.
A specialization of #$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 #$State-Geopolitical.
NOTE that SUMO 'County' is the GeopoliticalArea
(a region of space). The SUMO term has been
renamed 'CountyArea'.
bd58e498-9c29-11b1-9dad-c379636f7270
A Habitat can be a specific region of the Earth's surface,
or some type of region such as a 'Forest', or even some
substance such as 'SeaWater'. Because it is so heterogeneous,
it is a vague high-level category under 'Individual'
Every Type that can serve as the object value for the
'hasTypicalHabitat' relation should be a subclass
of this Type.
hasTypicalHabitat relates some OrganismType
to some type of region or environment in which the
naturally free-living organisms of that Type are usually found.
hasCharacteristicActivity points from a
RoleType or OrganizationType or individual Organization
to some ActionType that is a characteristic, perhaps defining,
activity pursued by that type of organization or
persons in that Role.
isaLocationForCharacteristicActivity points from a
GenericLocation to some ActionType that is associated with,
or commonly performed, at that location.
COSMO: An InformationObject is a MentalObject created by an IntelligentAgent
that contains Information in some form. The name 'Information-object'
is from DOLCE. Comparable to the OpenCyc '#$AbstractInformationalThing'.
This subsumes both the symbolic objects that people may create as well as
the yet more abstract informational content ('propositional content') which
may be viewed as existing independent of the symbols used to encode it.
'Information' has not been well defined yet, so this category does not have
clear defining conditions of its own, but subsumes things like
AbstractSymbolicObjects, Propositions, and Languages. Every Communication
transfers some InformationObject.
DOLCE; Information objects are social objects. They are realized by
some entity. They are ordered (expressed according to) by some system
for information encoding. Consequently, they are dependent from an encoding
as well as from a concrete realization.They can express a description
(the ontological equivalent of a meaning/conceptualization), can be about
any entity, and can be interpreted by an agent.From a communication perspective,
an information object can play the role of 'message'. From a semiotic perspective, it plays the role of 'expression'.
OPENCYC 1: MAY 23, 2002\nA heterogeneous collection of abstract objects that pertain
to information. Subsumes not only #$Proposition, but also the collections #$Sentence,
#$CharacterString, #$AtomicSymbol-Abstract, #$Microtheory, #$PropositionalInformationThing,
and #$ConceptualWork. Note that while all #$AbstractInformationalThings are abstract objects
(this collection is disjoint with #$SpatialThing-Localized), most instances of this collection
can have multiple concrete 'embodiments';. A single instance of #$Sentence can be written
on several peices of paper (see #$instantiationOfAIS); a #$PropositionalInformationThing may
be the content of several concrete documents, such as instances of #$BookCopy
(see #$containsInfoPropositional-IBT); and several events, such as spoken utterances,
may have a certain #$Proposition as their content (see #$containsInformation). Note
that some instances of #$AbstractInformationalThing have temporal extent. Examples include
all instances of #$Novel-CW and #$Movie-CW. Others specs are disjoint with #$TemporalThing.
Examples include all instances of #$Character-Abstract and #$Proposition.
The Cyc term for 'AbstractSymbolicObject'
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 #$AbstractInformationStructure
is not always a simple matter of arrangement in space or time. The sequence of
symbols '0010010111011001' can be instantiated in written, spoken,
or electronic forms. In the last case, the order of the symbols is determined
by conventions concerning the electronic medium in which it is stored,
rather than by any common criterion for precedence or subsequence
in space or time.
description (from DOLCE-D_S)
From DOLCE (Descriptions and Specifications): A description is a social object
which represents a conceptualization (e.g. a mental object or state), hence it
is generically dependent on some agent and communicable. Descriptions define
or use concepts or figures, are expressed by an information object and can be
satisfied by situations. The typology of descriptions is still preliminary.
In COSMO, a Description is somewhat more specific: it is two or more assertions
that all include the same entity as one of the arguments, and it is a MentalObject
created to enable an Intelli"gentAgent to understand the nature of that entity.
Specification[COSMO-suggested]
COSMO: A Specification is a broad category of intentionally created abstract
informational artifacts whose purpose is to describe the structure of a thing or
a series of steps that may be taken to construct a thing or to accomplish a goal.
It is a mental object having ordered components,the order of which
is designed to accomplish a purpose. The steps may be abstract
things like computational events or game rules, or physical things such
as in industrial processes. The format of a formatted document is a
specification,i.e. it specifies how a document
of that type is to be constructed. Likewise a grammar or computer
program is a specification.
A specification does not necessarily require that the steps be in sequence.
If they must be in sequence, it is a procedure.
This differs somewhat from the Cyc 'Specification':
Cyc comment: A specialization of #$ConceptualWork. Each
instance of #$Specification is an abstract work that
constitutes a description of the properties of a #$Situation
or a #$SomethingExisting, and sometimes even entire
collections of such things. Things are made, bought, and
searched for according to specifications, which can be
instantiated as printed instructions or as diagrams. This
collection is modally neutral with regard to the descriptive
character of its instances. Thus, it includes descriptions
of how things are, were, should be, must be, etc.
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).
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, shapes, outlines, etc..
NOTE that an abstract image itself (e.g. an image of a fingerprint)
can be a pattern.
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.
Any attribute that specifically describes the shape of an object.
A Shape 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-dimension
figure in which the interior areas formed by the Outline is filled with black
use 'Silhouette'.
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.
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
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
#$InformationBearingObject, such as copies of a newspaper at
a newsstand - are only partially intangible.
beefff28-9c29-11b1-9dad-c379636f7270
Cyc term: 'AspatialInformationStore'
Cyc: A specialization of #$AspatialThing,
#$IntangibleIndividual, and #$InformationStore.
#$AspatialInformationStore is the collection of all
information stores that have no spatial location.
Specializations of #$AspatialInformationStore include
#$ConceptualWork, #$Microtheory,
#$AbstractInformationStructure, and #$FieldOfStudy.
Although no instance of #$AspatialInformationStore has a
spatial location, some instances can have multiple
spatio-temporal embodiments . For example, an instance of
#$PropositionalInformationThing may be the content of
several concrete documents, such as several instances of
#$BookCopy (see #$containsInfoPropositional-IBT); and
several distinct events, such as spoken utterances, may have
a certain unique #$Proposition as their content (see #$containsInformation).
bdff6c64-9c29-11b1-9dad-c379636f7270
COSMO note: in COSMO this type is abstract and
does not include physical objects.
Cyc: A specialization of both #$InformationStore and
#$PartiallyIntangibleIndividual. Each instance of
#$StructuredInformationSource is an #$InformationStore in
which bits of information are represented as related in a
systematic way that is easily characterized by some type of
formal structure, including spatial or architectural terms
(used metaphorically). Examples include: a database
organized in fields and values; a spreadsheet organized in
rows and columns with entries; an organizational tree
diagram with nodes and branches; a topographical map; a
document written in HTML (hyper-text markup language).
Negative examples include computer programs, poems, and novels.
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
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.
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.
An AbstractText is the abstract representation of some linguistic expressions.
The text may have formatting, such as columns and rows, beyond simple linear text.
An 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 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..
hasStringLength relates an AbstractString to the
length of that string, as an integer number of characters.
The AbtractString by the name of 'null' can represent
not only the null string, but a null value for any object (e.g. as
a value in a database), in a manner similar to the null value
used in Java.
0
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.
hasAbstractRepresentation relates some entity
- concrete or abstract - to a MentalObject that represents -
or contains a part that represents - that entity.
The mental object is itself abstract in the sense of having no mass.
A common example of an abstract representation is the word
(string of characters) 'cat', representing a small furry animal.
NOTE that an AbstractRepresentation (such as an AbstractImage) of a person
will contain an abstract representation of that person, but may also contain
(and thus be, in this sense) an abstract representation of the clothing or
accessories that person is wearing, or of the chair s/he is sitting in, or
of the cat next in his/her lap, or of anything else in that image.
NOTE also that, just as the representation pointed to by this
relation may only have a part that actually represents
the subject matter (other parts may represent other
subject matters), the subject of the inverse relation
'isanAbstractRepresentationOf' may only have a part
that is the representation of the object
of that relation.
points from an abstract representation
(for example, an AbstractString or AbstractImage) of something
to that thing it represents. The abstract string
'the cat' could point to a specific instance of a cat
A DateTimeExtendedGroup string wold point to
a TimeInterval.
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 abstract entity that may have physical represenation
as an image - 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.
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 - )
COSMO: An artifact created as a symbol of something else.
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.
The SUMO equivalent of 'InformationBearingObject'.
A Physical object having some graphical (non-text) content,
It is a physical represenation of an AbstractImage.
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.
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.
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..
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.
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.
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.
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'
BFO Definition: 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'.
COSOMO note: 'Tendency' is an AttributeType that specifies
how objects will normally behave over some interval of time. In BFO this
Type is called 'Disposition' but the term 'Tendency' is used in COSMO.
This high-level category is very general. Specializations of
'Tendency' can attributes of inanimate objects or of animate objects,
and can point to simple physical behavior, such as the tendency of
heavier-than-air objects to fall to the Earth, or of chemical behavior,
such as the tendency of organic materials to decompose, or of
animal and human behavior, such as the tendency of animnals to get hungry
over time, the tendency of geographical features (e.g. mountains) to stay where
they are for a very long time. The properties referenced by a Tendency may also be
implied in other relations (such as the laws of physics, chemistry and biology),
but the 'Tendency' Type is useful to provide a cumulative aggregated description of
the *significant* behaviors of objects that are likely to affect the course
of events in some real-world situation. In a way, assigning a Tendency
to an Object can help in resolving the 'Frame Problem', which reflects the
inability to predict with accuracy how conditions may change over time.
If Tendencies are assigned with realistic probabilities, then the
state of a system at some time in the future will be more accurately
predictable than in the absence of such knowledge. For most problems
that have been modeled in computer systems, the model has been simplified
to make it tractable, but to deal with real-world situations, the
complexity of reality must be represented in some way. This category
of 'Tendency' is one tool with with to do so.
'Tendency' is an AttributeValue, rather than an AttributeType. Thus the
tendency ('OrganicDecomposition') of organic tissue that is no longer part of an organism to
decompose (due to chemical, biochemical, and bactrial processes) would
be one subtype of 'Tendency'. It would be an Attribute of tissues,
and would be one of several AttributeValues that are values for the
AttributeType 'Stability'.
There is some relation between tendencies and QualitativeAttributes,
so Tendency subtypes may be deisngated as instances of QualitativeAttributeType,
and be used wuth the ;'hasQualitativeAttribute' relation, as well as
the 'hasTendencey' relation. The implications of either relation should be the same, when
a FOL representation is implemented.
BFO Definition: A realizable entity that always or with a significant
degree of regularity initiates a process or transformation in the independent
continuant it is a disposition of, under specific circumstances. A general formula
for dispositions is: X (object) has the disposition
D to (transform, initiate a process) R under conditions C.
BFO Examples: the disposition of vegetables to decay when not refrigerated,
the disposition of a vase to break if dropped, the disposition of blood
to coagulate, the disposition of a patient with a weakened immune system
to contract disease
disposition
The BFO term for 'Tendency'.
A less common term for 'Tendency', .
A less common term for 'Tendency', .
A less common term for 'Tendency', .
This AttributeValue and its subtypes can be used to
indicate the expected behaviors of PhysicalObjects under
certain conditions. The likelihood of shape change over time
varies dramatically as one goes from solid objects to liquid and
gaseous ones. The subtypes of this Type will specify
how shapes may change for certain Types of objects under
certain conditions.
A TendencyToDroop is the characteristic Tendency of objects
that are 'Limp', in that, when held by one edge or end so that that end
is pointed horizontally, the remainder of the object will curve downward
toward the Earth (near the Earth's surface). Some stiffness of a 'Limp'
object (such as a piece of paper) may cause the ultimate Earth-pointing droop
to increase gradually over some distance from the fixed anchor point,
until it reaches the final direct-downward direction..
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'.
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.
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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 #$Elastic.
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A physical attribute. #$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.
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An object, not an attribute:
a filament-like object.
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A specialization of #$PartiallyTangible. Each
instance of #$CordlikeObject is a partially tangible
non-fluid object (so #$CordlikeObject is disjoint with
#$FluidTangibleThing) whose length is significantly greater
than either its height or width. Moreover, each instance of
#$CordlikeObject has a high degree of flexibility. Notable
specializations of #$CordlikeObject include the collections
#$Nerve, #$Tape, and #$Cable.
COSMO note: in Cyc tapes were also CordlikeObjects, but
in COSMO Tape is a 'RibbonlikeObject'.
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StringOrLine is a (relatively) long thin limp object like a cord,
but thinner. It is not necessarily fibrous, so a
single polyester thread that is as thick as a string,used as a fishing
line, will be an instance.
For strings made of fibers only, use 'PieceOfString'.
A Synonym for AbstractString. For the physical strings that
are like thin cords or flexible lines, use 'StringOrLine'.
COSMO: A GeopoliticalEntity which is usually called a 'country' or 'nation'.
This will be the most common referent for a country in relations in the
ontology, unless the government or the area of the country is specifically
intended as the referent.
NOTE that a Country is not the land area nor the government, but a composite entity:
A GeopoliticalEntity in COSMO is a composite Entity which
(1) is an agent
(2) claims control over some land area of the earth
(3) has a government, which is also an agent
COSMO: A synonym for 'Country'.
A Group each of whose members is a Country.
COSMO note: This is similar to the Cyc concept
'OrganicMaterial' but has been reinterpreted
in COSMO as a substance, not an object. Other than the object/substance
distinction, it is close to 'OrganicMaterial', but whether there is any useful
distinction has not been resolved as of COSMO version 0.2.
For ***objects*** that are composed predomintly from stuff derived from
living things, see 'OrganicObject'.
COSMO: An OrganicSubstance is a PhysicalSubstance (not an Object)
whose molecules are composed predomintly of carbon atoms bonded directly
either to other carbon atoms or to hydrogen atoms. Many other elements may occur
in organic substances, especially oxygen and nitrogen, but the dominant molecules
should each have at least one of either a carbon-carbon or carbon-hydrogen bond.
Cyc: A collection of tangible things. Each instance of
#$OrganicMaterial is a tangible thing composed of one or
more types of organic #$Molecule. Instances of
#$OrganicMaterial usually have their origin in the bodies
(or other products) of living things. Since some organic
substances can be synthesized, #$OrganicMaterial is not a
subcollection of #$NaturalTangibleStuff. Chemically,
instances of #$OrganicMaterial have fairly (or very) complex
carbon-based structures. Examples include all instances of
the collections #$Oil, #$DNAStuff, #$Alcohol-Compound,
#$Ivory, and #$AnimalBodyPart.
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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.
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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.
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A ChemicallyDefinedSubstance is a PhysicalSubstance
that is defined by its chemical composition. The
specialized types will have a relatively well-defined
composition, though the higher level catagories
may have significant variation in the exact chemical
composition, such as 'Rubber' or 'Alloy'.
Substances that are commonly thnought of as relatively defined,
even though they are mixtures such as Ivory and gemstone
substances, are also subtypes of this Type.
In Cyc labeled 'TangibleStuffCompositionType'.
Cyc: A collection of collections and a specialization
of #$ExistingStuffType. Instances are subcollections of
#$PartiallyTangible whose membership is based only on the
physical and/or chemical composition of their instances.
#$TangibleStuffCompositionType does not have as instances
collections whose instances are determined _solely_ by the
physical state they are in - for that, see
#$TangibleStuffStateType. However, many substances that
chemically break down before melting (e.g. #$FattyTissue)
_are_ included in this collection, even though they exist
solely in one physical state. The collection #$Water is
an instance of #$TangibleStuffCompositionType, as instances
of #$Water are all pieces of substance with the chemical
composition H20. On the other hand , the collection of all
pieces of ice (i.e. (#$SolidFn #$Water)) is not a
#$TangibleStuffCompositionType, because membership in that
collection depends on the substance's composition _and_
on its physical state. #$TalcumPowder is not an instance of
this collection because a fused mass of the substance would
no longer be powder, but would still be of the same
#$TangibleStuffCompositionType. Further instances of
#$TangibleStuffCompositionType are #$Nylon, #$GasolineFuel,
#$FattyTissue, #$Nitrogen, and #$Glass. An important
specialization of this collection is #$ChemicalSubstanceType
- those substance types defined solely by their chemical formulae.
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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.
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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).
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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 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 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.
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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.
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A #$SpatialThingTypeByDimensionality and a
specialization of #$GeometricallyDescribableThing,
#$TwoOrHigherDimensionalThing, and #$ShapedThing (qq.v.).
Each instance of #$ThreeDimensionalGeometricThing is a
three-dimensional geometrically-describable object.
Examples include spatially-localized objects, such as the
Pentagon, as well as abstract 3-D geometric objects.
Specializations of this collection include #$Polyhedron,
#$Ellipsoid, and #$Hemisphere.
SUMO: The class of GeometricFigures that
have position and an extension along three dimensions, viz. geometric solids
like polyhedrons and cylinders.
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A specialization of both #$RoundObject and
#$ThreeDimensionalGeometricThing (qq.v.). Each instance of
#$Ellipsoid is a three-dimensional object such that the
planar sections along its respective internal axes are
#$Ellipses. In other words, the shape of such objects
should be roughly describable by taking some two dimensional
ellipse and rotating it around its major axis in
three-space. Note that #$Sphere and its generalization
#$Spheroid are specializations of #$Ellipsoid.
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hasShape relates abstrct figures, substances, substance types, or individual objects to
one or more shapes that describe the spatial form of that entity.
When applied to substances, the shape description (e.g. 'lumpy')
will be interpreted as a description of objects (quantities of substance)
that are composed predominantly of that substance.
For abstract geometric figures, the shape may be precise, with
infinitely precise edges. For real-world objects, the shape will
be only approximate, and in some cases very approximate.
A specialization of #$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.
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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'
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.
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'.
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
MeasurementUncertainty is just another phrase
to express the notion of 'ConfidenceInterval'.
PositionalUncertainty is an
uncertainty in the location of an object, expressed
as a LengthMeasure.
StatisticalRange is a measure relating to
the width of some statistical distribution. Most
commonly, the one-sigma range for the gaussian
distribution is used..
GaussianOneSigma is a measure expressing
the one-sigma interval for a Gaussian distribution
of measurements. For measurements conforming to a
Gaussian distribution, the true value should lie
within one sigma of the measured value 68% of
the time.
A UniformRange is a measure that
expresses the distance from the mean that
a measurement could be. When measures use
a UniformRange they may be expressed,
for example as '10 +/- 1 meter', meaning that
the measure could fall into the range from 9 to 11 meters.
Though not typically described explicitly, such
a UniformRange, if it is intended to be interpreted
in a distributional manner rather than as meaning that the
measure has equal probability of being found at any point in
that range, could function as and be converted
to a GaussianOneSigma ConfidenceInterval. For
example, if a range is given and it implicitly means
that there is a 95% probability that the true value will lie
inside that range, then the cited number could be interpreted as a
Gaussian two sigma value; if the range is intended to
mean that 99% of the time the true value will be within
the cited range, then the cited value could be
interpreted as a three-sigma value, and converted
to one-sigma by dividing by three.
If, however the range is not intended to represent
a Gaussian-like distribution, but merely is a way of
saying that the true measure must be somewhere within that
range, conversion to a statistical measure will not
be possible to do while preserving the meaning of
the cited range..
An AsymmetricRange is a pair of
measures that expresses the uncertainty of a
measurement with two numbers, one extending above and the
other below the cited mean value; for example, a
measure might be expressed as '25 +4 -7 meters'
meaning that the mean measured value is 25 meters,
but the uncertainties of measurement are such that
the true value could be as low as 18 or as high as
29 meters. Converting such an uncertainty expression
to a Gaussian cannot be done properly without more
information.
Measures of the amount of space in two dimensions.
Measures of the amount of energy contained in some
physical object. The energy may be differntiated as to form, e.g. the
chemical energy available when some fuel is combusrted will not
be the same as the total evergy released by converting all the mass
to energy, and is not the same as the heat energy that would be
released if the object were cooled to zero degrees Kelvin. this
measure needs to be used and interpreted in a specific context.
As energy measures, one joule equals ten million ergs or
one watt-second. The related power measure is in units
\of energy per time, and one watt is equal to one joule per second.
SquareMeter represents a UnitOfMeasure equal to one square Meter.
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.
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.
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The Class of Systeme International (SI) units.
The UnitOfMeasure for a number, which may
be a limit (e.g. > 3, lessThan 5).
The UnitOfMeasure for a Dimensionality attribute. The Quantifier
will be a positive number, usually an integer.
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.
Submultiple of Meter. Symbol: cm. It is the 100th part of a Meter
English pound of force. The conversion factor depends on the local value of the acceleration of free fall. A mean value is used in the conversion axiom associated with this constant.
SI plane angle measure. Symbol: rad. It is the angle of a circle subtended by an arc equal in length to the circle's radius. Another definition is: the plane angle between two radii of a circle which cut off on the circumference an arc equal in length to the radius. Radian = m/m = 1.
SI electric potential measure. Symbol: V. It is the difference of electric potential between two points of a conducting wire carrying a constant current of 1 Ampere, when the power dissipated between these points is equal to 1 Watt. Volt = W/A = m^2*kg*s^(-3)*A^(-1).
The class of UnaryFunctions that map from the Class ConstantQuantity to the Class ConstantQuantity.
A UnaryConstantFunction of continuous time. All instances of this Class map a time quantity into another ConstantQuantity such as temperature. For example, 'the temperature at the top of the Empire State Building' is a TimeDependentQuantity since its value depends on the time.
SI electric charge measure. Symbol: C. It is the quantity of electric charge transported through a cross section of a conductor in an electric circuit during each SecondDuration by a current of 1 Ampere. Coulomb = s*A.
SI frequency measure. Symbol: Hz. It is the number of cycles per second. Hertz = s^(-1). Note that Hertz does not have a conversion function.
A specialization of #$InternationalUnitOfMeasure
and an instance of #$UnitOfMeasureTypeBySystem-Coherent.
Each instance of #$CGSUnitOfMeasure is a #$UnitOfMeasure
which is part of the (obsolete) CGS system of measurement.
As its name suggests, CGS has three base units (see
#$CGSUnitOfMeasure-Base): (#$Centi #$Meter), #$Gram, and
#$SecondsDuration. Derived units are those that can be
defined algebraically from the base units or obtained by
adding a #$MetricUnitPrefix to a CGS
#$UnitOfMeasureNoPrefix. Some instances of
#$CGSUnitOfMeasure are #$CentimetersPerSecond,
#$Barye-UnitOfPressure, and #$Poise-UOM. Some non-instances
are #$Kilometer, #$MetersPerSecond, and #$Pascal-UnitOfPressure.
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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).
The value of an angle in a plane.
Measures of the level of concentration in mass per unit volume
of some substance. Each ConcentrationMeasure must have
both a MassMeasure and a Volume Measure from which the
concentration can be calculated by dividing mass by volume.
The Class of ConstantQuantities relating to length.
A subtype of LengthMeasure specifying the
height, which is a length from the bottom to the top of an object
that rests on a surface in a gravitational field.
English length unit of feet.
English unit of length, equal to 3 FeetLength.
English length unit of miles.
The Angstrom is a LengthMeasure. 1 Angstrom = 10^(-10) m
English length unit of inches.
SI LengthMeasure. Symbol: m. It is one of the base units in SI, and it is currently defined as follows: the Meter is the length of the path traveled by light in a vacuum during a time interval of 1/299792458 of a SecondDuration.
hasGrainDiameter specifies the diameter of a grain, which is the smallest
part of an object composed of a substance that would still be expected
to have the properties of that substance. For pure substance composed
of small molecules that would be about 1-2 millimicrons. For perceptably
granular substances like concrete, the grain size might be in inches.
If a quantity of substance is less than two or three times as large
in diameter as the grain size, it cannot be divided in half and still have the
properties of the substance. This divisibility is one of the intuitive
characteristics of 'stuff' that is substance-like, so the grain
size is an important property of each substance. Note that the grain
size applies to objects **composed of** the substance - since a substance is
not itself a physical object, it cannot itself be measured in length.
A word or phrase that serves as the
subject of a particular sentence. This is a
grammatical Role..
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A word or phrase that serves as the
object of a particular sentence. This is a
grammatical Role..
c0fe02b2-9c29-11b1-9dad-c379636f7270
A word or phrase that serves as the
indirect object of a particular sentence.
This is used for ditransitive verbs, such
as 'give'. In the sentence 'Jack gave the
book to Jill' the Object is the book, and the
indirect object is Jill.
This is a grammatical Role..
c0fe02b2-9c29-11b1-9dad-c379636f7270
A term of a Language that plays the Role of Designator for
some concept. It is an AbstractgString, even if it consists of a single
ideogram or hieroglyph.
A Word of the English language. THe NamespacePrefix
'ENG_' can be used to reify English words. Thus
an instance of this Type named 'ENG_holy' is the English
word 'holy'. Capitalization can be specified as
an attribute of the string..
One of the parts of speech. The Class of Words
that conventionally denote Objects.
One of the parts of speech. The Class of
Words that conventionally denote Attributes of Objects.
The collection of all words that are members of
closed lexical classes such as #$Prepositions,
#$Determiners, etc.
be3ce100-9c29-11b1-9dad-c379636f7270
A Preposition is the first word of a PrepositionalPhrase.
Some Prepositions may also be used as verb complements or particles. It is
one of the classical parts of speech. A Preposition takes a noun
phrase and generates a prepositional phrases that can
function as an adverb or as a noun modifier.
The preposition 'about' has two main linguistic senses:
(1) a text/statement is 'about' some topic
(2) a measurement is 'about' some rounded number.
A third sense, 'about to (do something)' can be recognized by the 'to' immediately
following the 'about'. Less common senses ('going about one's business',
'walking about the house' (all around), 'a high fence about the house'(on eery
side) and a few others, will need more extensive contextual disambiguation)
In SKIF, the statements for senses 1 and 2 can be disambiguated by the type of
the subject:
{?Text is about MountainClimbing}: sense 1 if subject is a Text, Proposition,
or Assertion
{?Measure is about {20 feet}. sense 2 if ?Measure is a Measure or AttributeType.
A Word which is a shortened lexical form of another word, such
as 'Dr.' for 'Doctor' or 'Mr.' for 'Mister'. An abbreviation should have a
period at the end, but the period is sometimes omitted, such as in 'Jan 20'
for January 20th.
A Word which is a shortened lexical form of several other
words, usually consisting of the first letters of each of the words in the
word combinattion it represents. Often, but not always, the
constituent letters are cappitalized. There are exceptions, such as
'DoD' for 'Department of Defense'. An acronym should be pronounceable.
A word consisting of first letters of the words in a phrase, when not
pronounceable, is called an 'initialism'..
An instance of OfWord is a word that can be used where
the English word 'of' is used in phrases. It does not have
to be English, but should have a meaning close enough to serve
in a similar grammatical capacityfor at least one of he senses of
the English 'of'.
An umbrella Class for any Word that does not
fit into the other subclasses of Word. A ParticleWord is generally a small
term that serves a grammatical or logical function, e.g. 'and', 'of',
'since', etc. At some point, this class might be broken up into the
subclasses 'Connective', 'Preposition', etc. Note that the class ParticleWord
includes both personal and possessive pronouns, e.g. 'she', 'hers', 'it', 'its',
etc.
A VerbSpecificParticle is a particle that is used in conjunction with some
specific verb. This class allows one to record in the ontology the use
of particle information for specific verbs. To specify more detail, individual
subclasses of this class may serve to collect particles for specific verbs,
such as a class 'Clean2-Particle' which could collect all particles used
with a specific sense of the verb 'clean'.
isaParticleForVerb associates a particleWord with one or more specific verbs
for which it may function as a particle. At this point (v0.34), rather than
point to an instance of Verb, this relation points to a string representation of
the Verb. To disambiguate word senses, specific verb senses also need
to be associated with particles, but that will be done by an ObjectProperty
relation.
A sequential group of Words (and possibly punctuation) in
a Language which function as a unit, i.e. as a unit they express some
meaning in the Language. It is an AbstractString consisting of
substrings that are words and punctuation. To be a Phrase it must
have some meaning beyond the content of a single word. Expletives
are borderline, but the context and punctuation of an expletive
provides meaning not contained in the lexical unit alone.
A Phrase may be parsed in more than one way, and a Word may be
defined as more than one lexical unit, having embedded spaces.
Therefore a given string may be represented by more than one
Phrase.
A Phrase can be a single word. Therefore it cannot be an OrderedGroup,
which must have more than one element. It is a subtype of
both Group and List.
A syntactically well-formed sentence in some logical
language. It may be an assertion, or a query including
variable symbols or an inference rule in an if-then format.
This will be an abstract representation of a Proposition.
NOTE that this is an AbstractString, not the propositional
content of the string.
Simmilar to the Cyc 'CycLSentence', though in Cyc this is
restricted to the CycL language, in COSMO this type
represents all senteces in any logicl language.
Cyc: The collection of syntactically well-formed
sentences of the CycL language. Each instance of
#$CycLSentence consists of a CycL expression denoting an
instance of #$TruthFunction (e.g., an instance of
#$Predicate or #$SententialRelation) followed by one or more
CycL terms (see #$CycLTerm), with the entire sequence
enclosed in parentheses. For example, (#$isa #$Collection
#$Thing) and (#$genls ?FOO #$SpatialThing) are both CycL
sentences. Note that #$CycLSentences need not obey arity
constraints (see #$arity) or other semantic constraints
(such as argument type constraints; see #$ArgTypePredicate).
#$CycLSentences are also called logical formulas , and are
to be distinguished from denotational formulas (which are
also known as NAT s; see #$CycLNonAtomicTerms). Note that
this notion of a CycL sentence is broader than the notion of
sentence standardly used in formal logic, where a sentence
is defined as a _closed_ well-formed formula: CycL sentences
may be _open_ (i.e., contain free variables; see #$CycLOpenSentence).
bd5880a0-9c29-11b1-9dad-c379636f7270
A LogicalSentence that represent an Assertion
rather than a query. It may contain variables, as in
inference rules. The intended meaning of an Assertion is to add new information
to a knowledge base, not to discover information already in it.
COSMO note: This type represents any
LogicalAssertion that asserts the existence of a ProblemSituation
*and* describes or refers to the nature of that Situation
(e.g.. by crating a filler for the 'hasMainTopic' slot).
Note that to create an instance of ProblemToBeSolved,
it is necessary also to create a representation of the
ProblemSituation.
NOTE that this is an AbstractString, not the propositional
content of the string.
The collection of all problems that sentient
beings could conceivably be called upon to solve (expressed
as sentences in CycL). Solving the problem may include
determining the truth of a proposition
[#$TruthVerificationProblem], answering a question
[#$QueryProblem], or ensuring that some proposition becomes
true [#$AchieveSituationProblem].
bf5556b7-9c29-11b1-9dad-c379636f7270
The prefix used to create instances of words.
The words as lexical units might have a form identical to the
label of an ontology element, and that would cause a terminology
conflict.To prevent this, the unique (in COSMO) prefix 'WORD'
is prefixed to the actual lexical string. A lexical
'word' may have an embedded space, and spaces are represented by
an underscore. The underscore character is therefore represented by
two underscores.
All men are created equal.
-1
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,
particularly questions and commands.
A Phrase that has the same function as a Noun.
A CompoundNoun is a Noun composed of two or more individual words,
functioning grammatically as a single Noun. There are three types
of CompoundNoun: OpenCompoundNoun (dog house, physics book),
HyphenatedCompoundNoun (ski-boot), and ClosedCompoundNoun (skyscraper).
Many closed compound nouns started out open, with usage became hyphenated,
and eventually became closed. The meanings stayed the same for many
of them - but there are cases where adjective-noun combinations can
occur in both forms, with different meanings, such as:
blue bird (a bird with bluish color)
bluebird (a specific species of bird)
In those cases, a different emphasis and accent will usually distinguish
in speaking between the compound noun and the adjective-noun combination.
In the broad sense of 'collocation' (meaning words that are used
together more frequently that would occur by chance combination),
a CompoundNoun would be one type of collocation. (But 'collocation'
has also been used in the narrower sense of words that are used together
and related by grammatical function, such as verb-object).
A Phrase that has the same function as a Verb.
Possessives include some closed class words that are
also determiners, such as 'my' and 'our', but also include all
possessives derived from open class words, including Proper names
such as 'John's'.
A Determiner is a word that is similar to an adjective but
retricts the referential meaning of the following noun phrase; they usually
precede descriptive adjectives and include the articles: the, a, and an,
and any words that may substitute for them, as my, your, their, our,
some, and each..
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
A Possessives and a Determiner.
One of the parts of speech. The Class of Words
that conventionally denote Processes.
One of the parts of speech. The Class of Words
that denote both Processes and Events, and take a direct object.
See also 'ActionOnObject' for the Event represented by a
TransitiveVerb.
The collection of auxiliary verbs, including
'have', 'be', and 'do', as
well as the modal verbs. All of these can be inverted in
questions, and have other distributional peculiarities.
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The collection of all pronouns. Pronouns are
indexicals which can replace nouns. Example: 'she'.
c0fe02b2-9c29-11b1-9dad-c379636f7270
The collection of all subject pronouns. Subject
pronouns can replace the subject noun in a sentence, but not
the direct object, indirect object, or oblique object noun.
Example: 'he'.
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The collection of all auxiliary verbs negated by
contraction. Example: 'hadn't'.
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A DefiniteDescription is a phrase that refers to some
entity by a specification if its properties, such as
'That man in the red hat' or 'The Hunchback of Notre dame'.
Such descriptions can be highly context-dependent, and may
change with time or location. The time dependence makes it
convenient to classify the referent for such descriptions as Roles.
At this point (iteration 265) it is not certain that
every DefiniteDescription will reference a Role, so there
is no necessary restriction applied to the referent.
A DefiniteDescriptionRole is a Role that
is the meaning referent for a linguistic phrase that refers to some
entity by a specification if its properties, such as
'That man in the red hat'. Such descriptions can be
highly context-dependent, and may change with time. The
time dependence makes it convenient to classify this referent
for such descriptions as Roles.
The collection of periodicals, this will be a
group of issues.
SUMO: A Series whose elements are published separately
and on a periodic basis.
6c35fa6a-61ce-11d6-8000-0090279a5907
The collection of all static textual
#$MediaSeriesProducts that come out on a regular basis. The
#$PeriodicalSeries is not created at one time, but
#$PeriodicalIssue are produced on a somewhat regular basis.
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The collection of all #$PeriodicalSeries which
have #$NewspaperIssues as #$subWorks.
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An individual instance of some
#$ProductType and a specialization
of #$Artifact. Each instance of #$DisposableProduct is an
inexpensive, portable #$Product designed to be used for a
short time, and then thrown away (or recycled). Examples:
an unrefillable plastic #$CigaretteLighter, a paper
#$DinnerPlate, a #$DisposableCamera. Non-examples: a
refillable silver #$CigaretteLighter, a ceramic
#$DinnerPlate, an expensive #$DigitalCamera-Generic.
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Publication containing ephemeral (daily or weekly)
accounts of news events since the last publication.
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A specialization of #$InformationStore. Each
instance of #$PublishedMaterial is either a conceptual work
(an instance of #$ConceptualWork) with instantiations which
have been produced for distribution, or an
information-bearing thing (an instance of
#$InformationBearingThing) which has been produced for
distribution. Note that published here does not mean
printed and physically distributed , since intangible
information-bearing things can be published using the
#$WorldWideWeb-Concrete, or broadcast on the airwaves.
Notable specializations of #$PublishedMaterial include
#$Book-CW, #$RecordedVideoProduct, and #$RecordedSoundProduct.
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The collection of all static textual
#$MediaProducts that are part of a #$PeriodicalSeries. Many
copies are made of each #$PeriodicalIssue, the individual
copies being instances of #$PeriodicalCopy. Until the
1990s, the copies were made of #$Paper, while since the
1990s copies of instances of #$PeriodicalIssue were
sometimes also (or solely) being distributed over #$ComputerNetworks.
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The AbstractSymbolicObject that is an issue of
a Newspaper.
Cyc: The collection of all #$PeriodicalIssues for
periodicals which are newspapers. Copies of an instance of
#$NewspaperIssue are all instances of #$NewspaperCopy for
the same #$Date.
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This collection is a subset of
#$CommunicationsOrganization. Every instance of
#$MediaOrganization exists for the purpose of disseminating
information to the public (cf. #$MediaTransferEvent).
Examples of #$MediaOrganization include radio stations,
cable-TV providers, and publishing companies. A
#$MediaOrganization may also create the #$MediaProducts it
distributes. However, an organization that merely creates
#$MediaProducts, but does not distribute them, is not a #$MediaOrganization.
SUMO: MediaOrganization is the subclass
of Organization for groups whose primary purpose is the production or
dissemination of media content. For organizations that physically enable
Communication, see CommunicationOrganization.
bfd610c9-9c29-11b1-9dad-c379636f7270
The collection of all #$Organizations which are
responsible for the publication of #$NewspaperIssues.
bdc6b828-9c29-11b1-9dad-c379636f7270
A Group consisting exclusively of PhysicalObjects. One may consider the
collection of disjoint parts of a physical object as a group, but in doing so
one must ignore the relations among the objects, so the ObjectGroup
consisting of the parts of a connected PhysicalObject is not identical to
the whole object itself.
In SUMO, this is called a 'Collection'. NO identical Cyc class seems
to be defined.
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).
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 Group may be defined extensionally (by enumeration) or intensionally
(e.g. all the people in a building at some time).
A Synonym of 'GroupOfPeople'; A Group,
all of whose elements are individual human beings.
A KinshipGroup is a GroupOfPeople who are related to
each other in part by ties of common descent from one or more ancestors or
by marriage, or by marriage into or adoption into that descent group. The
ties of descent can be diffuse or distant, as in large tribes.
NOTE that for each instance of KinshipGroup defined, at least one real
Person should be specified as belonging to that group - to keep it real.
HRAF (KIN GROUPS - 610). In every society, individuals maintain interpersonal
relationships, characterized by particular kinship terms and
culturally patterned behavior, with each type of relative recognized by the prevailing
kinship system. In addition, an individual is normally affiliated with one or more
kin groups, each consisting of some, but not all, of his relatives. By "descent" is meant
a cultural rule defining the types of relatives with whom an individual is affiliated in
a kin group. It need not, and commonly does not, imply that these relatives are more
closely akin to him than are those who do not belong to the same group. The
major types of kin groups are defined in the narrower terms.
The KinshipGroup (not technically a 'Clan', but called that
by its members) formed by the descendants of James Cassidy
and John Cassidy (of Jersey City, born late 1800's) and
Agnes and Mary Sweeney (of Philadelphia), living mostly in New Jersey
during the 1900's, Here as an instance of KinshipGroup for
debugging purposes.
-1
A GroupOfPeople, related by common descent on
either the father's or mother's side. This is a term used in Anthropology.
HRAF (614: SIBS): Presence of unilinear kin groups of traditional, but
not actually traceable, common descent; number and distribution; affiliation
(e.g., matrilineal, patrilineal); regulation of marriage (e.g.,
exogamy, agamy, endogamy); distinguishing characteristics (e.g., names,
insignia, totemism, food taboos); origin and traditions; organization; headship
and succession; prerogatives and obligations of members; solidarity and group
responsibility; common property and cult; relationship to clans;
unilinear kin groups intermediate between sibs and phratries; relations between sibs; etc.
A GroupOfPeople, larger than a clan or community, partly related by
common descent, at least in tradition, having a common language, and some additional ties
of common identity that have persisted over more than a few generations.
HRAF (619 TRIBE AND NATION): Presence or absence of groups larger than the community to which
people think they "belong" in an extended kinship sense; basis of identification (e.g.,
common name, common language, contiguous territory, common culture, tradition of common descent);
intratribal intercourse and communication (e.g., trade, intermarriage); degree of
development of nationalistic aspirations.
A GroupOfPeople, related by common descent on
either the father's or mother's side. This is a term used in Anthropology.
NOTE that the anthropological term is restricted to members of a clan living within
some restricted geographical area. The membership criterion is narrower
than that of a Sib, and the Type 'Clan' is considered a subtype of 'Sib" in COSMO.
The limits on distribution of the members of a
clan have not yet been set in COSMO (v 0.45).
HRAF (618 CLANS): Presence of localized kin groups consisting of unilinearly related
persons of one gender and their spouses and young children but not including their
out-marrying siblings of opposite gender; structural type (e.g., matri-clans,
patri-clans, avuncu-clans, amita-clans); size (e.g., clan-barrios, clan-communities);
number and distribution; subdivision (e.g., into subclans, extended families);
organization; headship and succession; functions e.g., economic, political);
reciprocal relations between members ; cohesive and fissive tendencies; land holdings;
relations between clans; etc. Only data on clan-barrios will normally be indexed
with this term.
Cyc: A GroupOfPeople, usually related by birth and
mating, sometimes by cohabiting without formal marriage.
The family may be nuclear (mother, father, children) or
extended (including grandparents, aunts, uncles, and
sometimes more distant relatives.
bd58a53a-9c29-11b1-9dad-c379636f7270
hasMember is a specialization of the
relation 'hasComponentElement' applied specificaly to a GroupOfPeople,
and pointing to an individual Person..
The COSMO Working Group, organized to create the COSMO.
Since the COSMO contains CodeLists, it is a 'CodingAuthority'.
-1
A specialization of both #$Series and
#$PartiallyTangible. Each instance of #$PhysicalSeries is a
group of partially tangible objects ordered in a linear
fashion, most likely according to some spatial relationship.
Instances would include a group of people in line at a
ticket booth, or the vertebrae in a person's spine.
COSMO-TODO note: the basic words 'line' and 'linear' and 'aligned'
include the notion of PhysicalSeries for physical objects, and
should be related to this concept.
c04cb9b8-9c29-11b1-9dad-c379636f7270
A specialization of #$Tuple (q.v.). Each instance
of #$NTupleOfIntervals is a tuple whose members (see
#$memberOfTuple) are all scalar intervals. Notable
specializations of #$NTupleOfIntervals include
#$ScalarInterval (whose instances are single-membered
tuples), #$VectorInterval, and #$ComplexNumber.
bd58ec55-9c29-11b1-9dad-c379636f7270
Any attribute of location, directional orientation, or other
attributes related to position.
Any attribute of location, directional orientation, or other
attributes related to position.
DirectionMeasure is an attribute that may be
one or multiple dimensional, depending on the dimension
of the space in which it is measured. .
A collection of all the various vectors. The most
important specialization of this collection is
#$VectorInterval. For an explanation of vectors please
consult that constant.
d1486af2-c84b-41d7-9f57-ddbfa830f6a8
A specialization of #$NTupleOfIntervals. Each
instance of #$VectorInterval is an n-tuple of intervals
(where n > 1), one of which is a direction. Like the
instances of #$ScalarInterval, the intervals in an instance
of #$VectorInterval may be point-valued or cover a range of
values. The minimal interval (i.e., point-valued) type of
vector interval is exemplified by a vector such as '10'
meters due east'. Vectors may also cover a range of
values; e.g., 'at least 10 feet away and in a horizontal
direction'; 'between ten to twelve miles NNW'.
bd58ec12-9c29-11b1-9dad-c379636f7270
A collection of attributes; a subset of
#$PhysicalAttribute. Each element of #$VelocityVector
represents both the linear speed and the direction of motion
of some tangible object. Indicate a particular
object's #$VelocityVector with the predicate #$velocityOfObject.
In COSMO a VelocityVector consists of the
OrderedPair 'SpeedMeasure' and 'Direction'.
bd590c1f-9c29-11b1-9dad-c379636f7270
NOTE: In COSMO, Distance is an AttributeType, not
a measure. Each Distance will have a value which is a
LengthMeasure.
Cyc: A specialization of #$PhysicalQuantity. Each
instance of #$Distance is the length of a path in space
extending from one point to another. In some contexts, for
example in the argument 2 position of
#$altitudeAboveSeaLevel, an instance of #$Distance will
include directional information. In these contexts,
instances can take on positive or negative values. In other
contexts, directional information will not matter, and
instances of #$Distance will only take on non-negative
values. See the specialization #$Distance-Absolute for
measures of distance that necessarily do not include
directional information, and thus are always non-negative.
An instance of #$Distance may be either a fixed interval,
such as the height of the #$WashingtonMonumentInWashingtonDC
or the altitude of the #$DeadSea, or a range, such as
#$WithinAudibleDistance (see #$ScalarInterval for more
explanation). See #$UnitOfDistance for the units used by Cyc
to measure distances.
bd58809a-9c29-11b1-9dad-c379636f7270
Mass is a property of all PhysicalObjects. It is a quantitative measure,
and the standard unit is the kilogram, but many other common units
of mass are used, such as the pound. Mass is often not distinguished from
weight, which technically is a force measure, but informatlly is interchangeable
with mass..
The term Speed is used in COSMO as an
attribute type, not the measure. The measure of
a Speed is a subtype of SpeedMeasure..
wasMeasuredBy relates an instance of a measure
to the instrument used to make the measurement.
For the special case of Time, if not specified
otherwise, the 'instrument' used is assumed to be
the NIST atomic clock system - or something synchronized
with that system. For relativistic situations,
the actual clock used should be specified.
A specialization of #$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 #$PerFn.
845b6f34-6aa7-41d7-8bba-c3bd93f1a360
A specialization of #$PhysicalQuantity and
#$RatioQuantity (qq.v.). Each instance of #$Rate is a
multi-dimensional quantity made up of some quantity (e.g.
distance traveled or money spent), taken with respect to
some quantity of time. Instances of #$Rate include, for
example, the instances of #$Speed (e.g. 55 mph), #$Frequency
(e.g. 55 kHz), and #$MonetaryFlowRate (e.g. 55 cents per
minute). See also #$UnitOfRate, the collection of
functions used to measure rates (e.g. #$DollarsPerYear, #$MetersPerSecond).
bd58ebc2-9c29-11b1-9dad-c379636f7270
Equivalent to the Cyc 'Speed' and to
the values returned by SUMO 'SpeedFn'.
Cyc: A specialization of #$Rate. Each instance of
#$Speed is a rate of change in position (e.g., of a
spatially localized thing, such as a physical object or a
wave front). Instances of #$Speed include (#$MilesPerHour
65) and (#$Mach-UnitOfSpeed 2).
In GML (Geography Markup Language), speed is described as
'Value of a speed, with its units. Uses the MeasureType
with the restriction that the unit of measure referenced
by uom must be suitable for a velocity, such as metres
per second or miles per hour.'
bd5891b3-9c29-11b1-9dad-c379636f7270
A vector which represents the speed of
an object and the direction, with the direction constrained
to be confined to the Earth's geoid, i.e. within the two-dimensional
plane defined by the Earth's surface. One component
of the VectorOverGround will be the SpeedOverGround, which see..
Speed Over Ground is a speed measure, measuring the
rate at which an object's projected position on the ground travels
over the Earth's surface. When used in Maritime environments,
it is measured in nautical miles per hour.
If an object such as an airplane is changing altitude, the SpeedOverGround
will not be the same as its speed measured within its
aerial track. Also, if an airplane is travelling in a
wind, the SpeedOverground will not be the same as its
air speed.
The coordinate position of the reference point of
an object.
bd58951d-9c29-11b1-9dad-c379636f7270
A specialization of #$VectorInterval. An instance
VECTOR of #$VectorInterval is also an instance of
#$Vector-Precise just in case both the direction and
magnitude of VECTOR are single values, rather than ranges of
values. One example of a #$Vector-Precise is '5 feet due
West'. An important specialization of #$Vector-Precise
is #$UnitVector-Precise.
bd58dd86-9c29-11b1-9dad-c379636f7270
An instance of #$ObjectTypeBySensibleFeature and a
specialization of #$VisibleThing. Each instance of
#$ColoredThing is a #$SpatialThing-Localized which has some
#$ChromaticColor (q.v.). An instance of #$ColoredThing need
not be (chromatically) colored all over; it is sufficient
that some part of it is (chromatically) colored. Thus, for
example, while a completely clear window would not be an
instance of #$ColoredThing, a window with a bright red
pattern etched onto (part of) it would be. #$ColoredThing
is disjoint with #$ColorlessThing (q.v.).
15624a50-460a-11d8-8af2-0002b396fafa
COSMO note: In Cyc called 'lengthOfObject'
We restrict this to PhysicalObjects.
Cyc: (#$lengthOfObject OBJECT LENGTH) means that the
length of OBJECT is LENGTH. Which dimension of a given
object counts as its length partly depends on such things as
the type of object it is, its shape, and its spatial
relations to other objects in its environment. Length is
normally measured as the #$Distance from (what one
intuitively thinks of as) one end of the object to its
other end , and often corresponds to the dimension of the
object that has the greatest magnitude. Some types of
objects (e.g. trains and yachts) have front and back ends --
and thus lengths - by virtue of having an intrinsic default
orientation (see #$FrontAndBackSidedObject and the other
specializations of #$BilateralObject). For some other types
of objects (e.g. shoelaces and hair strands), length is
determined by that dimension that is of much greater
magnitude, relatively speaking, than any of the
object's other dimensions. Still other objects have
lengths by virtue of having orientations determined only in
relation to their environments (e.g. the length of a row
of adjacent buldings might be the distance across the side
of the row that faces the street, whether or not that
happens to be the row's dimension of greatest
magnitude). See also #$widthOfObject, #$heightOfObject, and #$depthOfObject.
bd58db66-9c29-11b1-9dad-c379636f7270
Width, as Length, may depend on orientation. There may
be more than one Width, and this relation may have to be
qualified. For specialized width measures, each will be
a subProperty of the hasWidth measure, describing one
type of Width.
Each instance of Width is composed of a length UnitOfMeasure and
a Quantifier.
We restrict this to PhysicalObjects.
bd58e044-9c29-11b1-9dad-c379636f7270
COSMO note: Height, like Width and Length, may
depend on orientation. This relation is restricted to
solid objects, and measures the distance from the lowest
point of the object (in its normal orientation, or in its
present orientation, depnding on the context) to the top
of the object. For some objects, such as mountains, whose
'bottom' point is not clearly delimited, some convention such
as 'sea level' may be used for the bottom point. In such cases,
it would be better to define a separate subrelation to avoid
ambiguity. Also,for objects aboe the ground, the distance of
the bottom of the object from the ground is not represented by
this relation. For liquids, the distance from the
liquid surface to the supporting surface of the containing object
is the 'depth'.
NOTE that to represent fields in tables that use a single
number to represent height in some units (e.g.in meters),
use 'hasHeightInMeters', which is not a subproperty of this
relation because the domain differs.
NOTE that there is a special subproperty of hasHeight,
related to people: 'hasBodyHeight'. This relation is a
subproperty of 'hasHeight' and also of 'hasLength', specific
for people. This means that the 'height' and 'length' of a person
are the same thing, when talking about innate properties.
This convention is adopted because in Russian
what is in English called a 'height' is called a 'length'.
If one uses the more general relation 'hasHeight' in place of
'hasBodyHeight' for a Person, the interpretation will usually
be identical, unless the context indicates that the person is
not standing, and a 'height' different from the stature hieght is
being measured.
In Cyc called 'heightOfObject':
Cyc: A #$PhysicalAmountSlot used for stating the
heights of tangible objects and other (polydimensional)
spatial things. (#$heightOfObject OBJECT HEIGHT) means that
the #$Distance (q.v.) from OBJECT's bottom boundary to
its top boundary is HEIGHT. Top and bottom are often
determined by an object's intrinsic default
orientation, if it has one (see #$TopAndBottomSidedObject).
But some objects have tops and bottoms -- and thus heights
-- only by virtue of their spatial relations to certain
other objects in their environments. In any case, having a
height requires being at least two-dimensional (see
#$TwoOrHigherDimensionalThing). See also #$lengthOfObject,
#$widthOfObject, and #$depthOfObject.
hasHeightInMeters has the same intended meaning as
'hasHeight', except that the unit of measure is implied (the
measure is in meters) and does not need to be represented explicitly
in the value, which for this relation is a floating point number.
An attribute specifically to describe the
height of a person. For a Person, the 'height' and
'length' are identical.
hasBodyHeightInMeters has the same intended meaning as
'hasBodyHeight', except that the unit of measure is implied (the
measure is in meters) and does not need to be represented explicitly
in the value, which for this relation is a floating poiint number.
Cyc: This predicate relates objects to their perimeter
lengths. (#$lengthOfObjectPerimeter OBJ PERIM) means that
the length of OBJ's perimeter is PERIM. Compare this
with #$objectPerimeter.
be817ff1-9c29-11b1-9dad-c379636f7270
The Class of ConstantQuantities relating to the amount of matter in an Object.
hasWeight relates a PhysicalObject to its mass. The word
'weight' is used in its informal, not technical sense for this purpose.
This has a related meaning to 'hasMassInGrams', but
that latter relation has a number as value, with 'grams'
being the implied UnitOfMeasure, whereas the present
relation will take a MassMeasure, which can
be of any mass unit of measure, and must have the
unit of measure specified in the argument value.
Each class of a LocationAttribute specifies some kind of
Location, usually relative, in which the designated Object
is wholly located.
An Attribute specifying that an Object is
located underground. In Cyc this was the underground
location, but in COSMO the underground location is
termed 'UndergroundLocation' and 'Underground' is an attribute.
Cyc: The collection of instances of
#$SpatialThing-Localized that are below the surface of the
ground of a particular place.
In Cyc called 'Underground':
Cyc: The collection of instances of
#$SpatialThing-Localized that are below the surface of the
ground of a particular place.
5a56313a-74bf-11d6-8000-00a0c99cc5ae
Viscous is a qualitative attribute of
liquid substances having a high viscosity relative
to pure water, causing them to flow under gravity
much slower than water (at least 3x slower) through a narrow
tube, e.g. a tube of about 5 mm in diameter.
Examples are honey, crude oil, engine lubricating oils.
Sticky is a qualitative attribute of viscous
liquid or semisolid substances that will adhere to
dry solid surfaces, and when present as a thin film
between two dry surfaces, will resist the pulling apart
of those surfaces. It is the property of glue,
cement, and other adhesives that have not yet dried.
Dried adhesives are not considered subtypes of this Type.
A StickyStuff is a liquid or
semisolid substance that has the property of being sticky.
A Goo is some quantity of a sticky (gooey)
substance. It is a PhysicalObject.
Each class of a ColorAttribute forms a region with more specific classes of
ColorAttribute forming subregions..
Each class of a ColorAttribute forms a region with more specific classes of
ColorAttribute forming subregions..
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.
isTheColorOf is a conceptual inverse of hasColor.
This relation will seldom be used except where specific
objects are associated with specific colors, as oranges, lemons,
fire engines, etc. So we can make a statement:
'red is the color of tomato juice'..
#$Transparent is a #$PhysicalAttribute
representing a specific degree of #$Transparency.
#$Transparent objects transmit enough light to see clear
images. See also #$transparencyOfObject.
NOTE that to be Transparent does not mean that
an object or substance has to be 'Colorless', just
that the intensity of color, if any, is not enough
to block viewing objects thropiugh some common thickness,
e..g through a pane of glass, or through a drinking glass
full of water. Even water has some color - large boides have
a bluish tint. In thin enough sections, even 'opauqe' things
can appear 'transparent' - one can see things through them -
but to be 'Transparent' in the sense of this Type,
an object or substance needs to be able to pass enough
undispersed light through a thickness of 20 cm, that object
can be clearly discerned on the other side. Thus the typical
amber beer is 'Transparent', but near the borderline.
bd58de31-9c29-11b1-9dad-c379636f7270
COSMO note: this and Object that is transparent.
Cyc comment: #$Transparent is a #$PhysicalAttribute
representing a specific degree of #$Transparency.
#$Transparent objects transmit enough light to see clear
images. See also #$transparencyOfObject.
bd58de31-9c29-11b1-9dad-c379636f7270
The attribute of having no perceptible color
(not absorbing more than 5% of visible light) when light
is viewed through a 20 cm thickness of an object or
substance. NOte that 'Colorless' is a function not
only of the substance, but of its state of division.
A Colorless powder consisting of a Colorless substance
may, because of scattering (not absorption), be 'Opaque'.
Water, air, and the clear crystal glasses are Colorless,
as are many other substances.
The attribute of being Opaque, i.e. of not
permitting light to pass through. Specifying
this can be useful in rendering objects in images,
but perhaps it should be the default?
NOTE that this is a ColorAttribute, and objects and substances
can possess this attribute while also possessing other
color attributes.
COSMO note: Opacity is an attribute only of objects
that have a certain size, or of solid substances; at molecular
dimensions, almost nothing will absorb all of the light impinging on it.
Cyc comment: #$Opaque is a #$PhysicalAttribute representing a
specific degree of #$Transparency. #$Opaque objects do not
transmit light. See also #$transparencyOfObject.
COSMO note: Opacity is an attribute only of objects
that have a certain size; at molecular dimensions, almost nothing will absorb all
of the light impinging on it.
Cyc comment: #$Opaque is a #$PhysicalAttribute representing a
specific degree of #$Transparency. #$Opaque objects do not
transmit light. See also #$transparencyOfObject.
bd5138d4-74ba-11d6-8000-00a0c99cc5ae
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.
COSMO note: in COSMO, an attributeValue. The Object
representing this attribute is 'BrittleObject'.
Cyc: The collection of instances of #$SolidTangibleThing
that break easily when subjected to a low or moderate
impact or application of force, such as most instances of #$Glass.
bed38e2e-74be-11d6-8000-00a0c99cc5ae
The collection of all lenses, natural
(#$Lens-EyePart) and artifical (e.g. for #$Telescopes and #$EyeGlasses).
NOTE that Lenses are FunctionalObjects - whether created
by people or evolved naturally, they have a
purpose in refracting light in a controlled manner.
COSMO note: the 'lenses' formed by force fields, as
in electron microscopes or gravitational lenses, are not
included in this category. Those will constitute
special categories of their own.
ToDo: Perhaps a process of 'lensing' could include all of these
types of focusing of EM radiation.
bd58f47d-9c29-11b1-9dad-c379636f7270
The collection of all things that are typically
collected as a hobby.
be77c49c-9c29-11b1-9dad-c379636f7270
In Cyc called 'layered'.
Cyc: The physical structural attribute of being
layered, laminate, or made of #$Layers, like stratified rock
or an onion. An object that is #$Layered has two or more
parts that are each #$Layers.
COSMO uses this as an Object type at this point
(v0.36), but some corresponding attribute should be
defined.
5ccc1046-74bb-11d6-8000-00a0c99cc5ae
A site or object that draws tourists. E.g., a
historic landmark, a site of remarkable scenic beauty;
famous architecture; a museum containing famous art; a zoo;
a home of, or monument to, a famous person; ...
c0f7ce30-9c29-11b1-9dad-c379636f7270
A JobDescription is a description of the tasks that must be
performed by the person holding a job, and may include a list of the
skills required to perform those tasks.
A definition is a description of a Type that specifies any necessary and/or
sufficient conditions for an entity to be classified as an instance of that
Type. A Definition does not have to be complete in the sense of being a set
of necessary and sufficient conditions, but should include at least one
condition, whether that is necessary or sufficient. A Definition may also include
methods to identify an entity as an instance of a Type. A definition that
includes only a sufficient condition (e.g. that being an instance of a
subclass is sufficient to be an instance of a class) may have no content allowing
one to disitinguish it from other individual entities or types..
.
Language[DOLCE-D&S:differs_from_Cyc_and_SUMO]#*
Language_DOLCE-D_S_differs_from_Cyc_and_SUMO
See Language elsewhere.
A UnaryFunction that maps a UnitOfMeasure into a UnitOfMeasure that is equal to 1,000 units of the original UnitOfMeasure. For example, (KiloFn Gram) is 1,000 Grams.
(KiloFn UnitOfMeasure)
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).
The Class of all calendar Sundays.
The Class of all calendar Mondays.
The Class of all calendar Tuesdays.
The Class of all calendar Wednesdays.
The Class of all calendar Thursdays.
The Class of all calendar Fridays.
The Class of all calendar Saturdays.
SI electric current measure. Symbol: A. It is one of the base units in SI. It is defined as follows: the Ampere is that constant current which, if maintained in two straight parallel conductors of infinite length, of negligible circular cross-section, and placed 1 Meter apart in a vacuum, would produce between these conductors a force equal to 2*10^(-7) Newton per Meter of length.
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 #$MovementProcess.
SUMO: Any Process of movement.
bd590401-9c29-11b1-9dad-c379636f7270
The Cyc term for the Event in which Motion occurs..
SUMO: Translocation is that class of Motions
in which an object moves from one place to another. In the case of round
trips, the origin and destination are the same, but the intervening
motion passes through other locations. Translocation represents linear
motion, in contrast to rotation or other movement in place. A vehicle is
not necessary; Ambulating is a kind of Translocation.
Cyc comment: A subcollection of #$MovementEvent. Each instance
of #$Translocation is a movement across a distance; thus
there is both a location that it is a movement from (see
#$fromLocation) and a location that it is a movement to
(see #$toLocation). (These two locations might or might not
be distinct, considering round-trips.) Note that instances
of #$Translocation might or might not involve a salient
moving object (see #$objectMoving); for those that do see
the specialization #$Movement-TranslationEvent; for some
that don't see #$WavePropagation.
bf81a890-9c29-11b1-9dad-c379636f7270
The collection of all instances of
#$Movement-TranslationEvent that follow a complete
trajectory through the air. [See #$TrajectoryThroughAir,
#$trajectory-Complete.]
399d1524-0643-41d7-8ee6-faabe1d19493
The collection of all events of sustainable
locomotion of an object through the air or other piece of
free space. The #$providerOfMotiveForce must be able to
remain aloft as long as it doesn't tire out or exhaust
its fuel supply. Thus jumping and falling do not count,
nor do instances of propelling in which the force
is provided for a short duration, after which the
moving object follows a ballistic trajectory (as
modified by any aerodynamic effects). A glider released
from a mother plane and sustaining itself without power is not
'Flying', but 'Gliding'. Bullets and cannonballs do not 'fly'.
SUMO: Any instance of Translocation which is through an
AtmosphericRegion and which is powered by the wings of
an Animal or some propulsive force generated by
an artifact.
c0ed0acd-9c29-11b1-9dad-c379636f7270
The collection of all instances of
#$Locomotion-Air in which the #$primaryObjectMoving does not
expend significant energy to go faster or higher, although
energy may be expended to maintain tautness of its wings,
etc.. The movement of air particles under it slow its fall
or even push it upwards, while the pull of gravity is
translated into forward motion. Such flight generally cannot
be sustained for arbitrary lengths of time. The
#$primaryObjectMoving may be an animal or other natural
object, or an #$Artifact.
c0f5e89d-9c29-11b1-9dad-c379636f7270
A physical transfer in which the performer moves
to a location other than that from which she started. See
also #$LeavingAPlace.
In COSMO this is interpreted as a CompletionEvent,
and the starting point of the full trip need not
be specified, therefore the parent
'Translation-SingleTrajectory' is removed, as
it requires a 'from' role whereas we may know
only the 'to' location.
bf22d9ca-9c29-11b1-9dad-c379636f7270
An instance of #$TemporalObjectType and a
specialization of #$ArrivingAtAPlace and
#$PhysicalContactMakingEvent. Each instance of #$Landing is
an event in which a (previously) #$Airborne object comes to
rest on a flat, horizontal surface--often #$TheGround.
Specializations include #$Landing-Aircraft and #$Perching.
NOTE: SUMO requires Landing to be the termination of a Flying event, but
in COSMO a Landing can be the termination of a
Flying, Gliding, Propelling, or Impelling event; a
cannonball can be said to land at its impact point.
A controlled landing as of an airplane or bird would be
a specialization of this Type.
SUMO: Any instance of Translocation which ends up on something other
than an AtmosphericRegion and which has an instance of
Flying as a subProcess.
bd588f3f-9c29-11b1-9dad-c379636f7270
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 #$Hearing
(when the sounds may come from various unspecified locations).
bdc16356-9c29-11b1-9dad-c379636f7270
A specialization of #$TransferOut. Each instance
of #$Emission is an event in which something 'comes
out' of a source, where the source in question causally
contributes to that thing's 'coming out' (e.g.,
the source is a #$providerOfMotiveForce). The source of the
emission is indicated with the predicate #$emitter. If the
thing which 'comes out' is an instance of
#$PartiallyTangible, then the event belongs to a more
specific collection, #$EmittingAnObject. If an emission is
the first sub-event of an instance of #$WavePropagation,
then the emission belongs to the more specialized
collection, #$EmittingAWave.
bed006f8-9c29-11b1-9dad-c379636f7270
A specialization of #$Translocation. Each
instance of #$Movement-TranslationEvent is an event in which
an object (an instance of #$SomethingExisting) moves some
distance (so that at some point in the event, the
object's center of mass changes location with respect
to the relevant frame of reference). The moving object need
not move completely out of its original spatial extent; for
example, a building moving one foot to the left undergoes a
#$Movement-TranslationEvent. Instances of
#$Movement-TranslationEvent include events in which the
movement ends in the same place it started from (e.g. one
lap of a race car around the Indianapolis race track, or a
trip to the grocery store and back). In such cases (all of
which are instances of the specialization
#$Translation-NoLocationChange), the to and from locations
of the movement (see the predicates #$toLocation and
#$fromLocation) are identical. In other cases of
#$Movement-TranslationEvent (e.g. the movement of the
baseball during a home run hit by Roger Maris), the to and
from locations are different; in these cases, the movement
events are also instances of #$Translation-LocationChange (q.v.).
bd588e70-9c29-11b1-9dad-c379636f7270
A specialization of #$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 #$Translation-MultiTrajectory.
bd5b0dc8-9c29-11b1-9dad-c379636f7270
A collection of processes. In instances of
#$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
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
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
#$providerOfMotiveForce is a non-agent natural force such as
gravity, so long as the object moving is or appears to be in
control of its trajectory of motion. Thus someone downhill
skiing or hang-gliding would be a positive example.
bea637c7-9c29-11b1-9dad-c379636f7270
The collection of all locomotion events in which
the locomotor moves along, and is supported by, a
#$SolidTangibleThing. Includes walking, slithering,
somersaulting, etc.
c08d344c-9c29-11b1-9dad-c379636f7270
COSMO note: Note that in Cyc a 'Process' is a type of Event in which
temporal parts of the Event are of similar type to the
whole Event. In COSMO, a 'Process' has a different
nature - but because of the potential for confusion, the
base COSMO proces is called 'FunctionalProcess'.
The present category represents moving events, not
a FunctionalProcess. Name change needed? This distinction
among events as continuous or composite is not maintained in
COSMO, but in the case of Motion may have special utility
and is therefore used here in COSMO version 0.3.
Cyc: A specialization of #$MovementEvent ('Motion' in
COSMO) and an instance of #$TemporalStuffType. Each instance MOTION of
#$MovementProcess is a movement event that can be considered
as a continuous motion. That is, (i) motion happens without
interruption throughout MOTION and thus (ii) every
time-slice of MOTION is itself a #$MovementProcess.
bd5890cd-9c29-11b1-9dad-c379636f7270
An Event, not a FunctionalProcess.
Cyc:#$Movement-TranslationProcess is the subcollection
of #$Movement-TranslationEvents whose insatnces can be
pragmatically considered to be continuous processes. In any
instance of #$Movement-TranslationProcess, all time-slices
of that process are also themselves instances of
#$Movement-TranslationProcess. Note that walking is a
type of #$Movement-TranslationProcess, even though it
involves some nonzero accelerations and jerks. A
non-example would be a plot of the various residences
you've lived in (''moved to'') over the
course of your lifetime; another non-example would be
Captain Kirk beaming up to the Enterprise; another would be
the ''tunneling'' of an electron in a tunnel
diode.
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A specialization of #$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'.
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The SUMO equivalent of Cyc 'BodyMovementEvent.
SUMO: Any Motion where the agent is an Organism
and the patient is a BodyPart.
A specialization of both
#$PurposefulPhysicalAction and #$BodyMovementEvent. Each
instance of #$VoluntaryBodyMovement is an event in which an
animal intentionally moves one part of its body relative to
another part of its body. Specializations of
#$VoluntaryBodyMovement include #$Biting, #$PunchingSomeone,
and #$MakingAGesture.
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A specialization of #$BodyMovementEvent. Each
instance of #$ArmMovement is a movement of an animal's
arm, where the movement in question is generated by the
animal, and involves movement of the upper arm or elbow in
relation to the animal's body. Specializations of
#$ArmMovement include #$RaisingAnArm and #$Reaching.
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Powerful swinging of a leg, usually to hit
something with the leg or foot.
SUMO: Any instance of Impelling where the instrument
is a Foot of the agent.
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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.
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An event, not a FunctionalProcess, in which an animal
moves from one place to another by its own power. A
#$LocomotionProcess-Animal is an activity considered as a
#$TemporalStuffType, in which any time-slice of the activity
can also be considered an instance of that activity.
Subsets of #$LocomotionProcess-Animal include:
#$AnimalWalkingProcess, #$Brachiating, #$Climbing,
#$WheelchairLocomotionEvent, #$Boring-Locomotion, etc.
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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. #$Walking-Generic), #$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.
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The SUMO term for 'Ambulaiton'.
The collection of instances of
#$LocomotionProcess-Animal in which an #$Animal agent
travels on foot using rapid voluntary movements of its legs;
similar to walking, only faster.
SUMO: Ambulating relatively quickly, i.e. moving in such a
way that, with each step, neither foot is in contact with the ground for a
period of time.
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SI energy measure. Symbol: J. It is the work done when the point of application of 1 Newton is displaced a distance of 1 Meter in the direction of the force. Joule = N*m = m^2*kg*s^(-2).
(starts ?TempThing1 ?TempThing2) means that ?TempThing1 and ?TempThing2 are both
TemporalThings (TimeIntervals or Events) that have the same initial TimePoint and
that ?TempThing2 ends before ?TempThing1. 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 ?TempThing1 ends before ?TempThing2. This is a generalization of the
SUMO 'finishes' relation.
SUMO: (finishes ?INTERVAL1 ?INTERVAL2) means that ?INTERVAL1 and ?INTERVAL2 are both
TimeIntervals that have the same ending TimePoint and that ?INTERVAL2 begins
before ?INTERVAL1.
A specialization of the 'starts' relation which points from a
TemporalThing (TimeInterval or Event) to the TimePoint at which
that TemporalThing started..
A specialization of the 'finishes' relation which points from a
TemporalThing (TimeInterval or Event) to the TimePoint at which
that TemporalThing ended.
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.
In SUMO, called 'before'.
SUMO: (before ?POINT1 ?POINT2) means that ?POINT1 precedes ?POINT2 on the universal timeline.
For time intervals, use 'occurredEarlierThan'
(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.
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.
A FutureSituation is a Situation, Process, Event, or State
that has not yet happened, i.e. that still lies in the Future.
Obviously, instances of this category must have some base time as
a referent, since Events that are future at one time will be past
at another time. But this category is useful to make clear the
meaning of some Mental entities that reference future events, such
as Goals.
isDesiredIn relates a goal or Rule
to the future situation that the agent with the Goal
(or who created the Rule) wants to make happen.
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.
A PlannedAction is an Action that is not yet executed, and
would be expected to happen if a Plan is executed.
A FutureTimeInterval is a TimeInterval that occurs after some
TimePointOfReference, on the universal time line..
A FutureTimePoint is a TimePoint that occurs
after the TimePointOfreference.
A region usually extending from the north pole(?) to the
south pole(?) within which standard time is uniform.
Some TimeZones are irregular and do not follow lines
of longitude. For each TimeZOne, The eastern adjacent time zone
is usually one hour ahead and the western adjacent time zone
is one hour behind. There are a few exceptions where one
TimeZone is skipped between two others.
SUMO: An Attribute which is used to specify coordinates
in which time measures are uniform, i.e. all time devices are synchronized to
the same TimePositions.
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hasGeoOrientation specifies the direction
toward which the front end of an asymmetric object
is pointed (assumed to be within the plane which is
the WGS84 Geoid at the specific latitude and longitude).
The orientation is an angle measure, interpreted as the
number of decimal degrees clockwise from true north that
the front the object is pointing.
The collection of all walls, those of construction
artifacts as well as of other artifacts, e.g., container
products, and of non-artifacts such as caves.
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hasComponentSubstance is used to specify that some particular substance necessarily contains
within it a component which is another substance. This is very broad, and can be used to
specify multiple heterogeneous types of substance components, such as mixtures,
pure chemicals, or elements. Thus we can say that blood contains protein, or that
protein contains nitrogen.
In addition to substances that are composed of whole molecules, we also
permit representation of 'Substances' that are parts of molecules, such
as 'phosphateGroup'. The latter type of substance will be represented
by the Cyc 'MolecularComponent'.
>> This relation is transitive. In order to specify a relation that
points only to some primary component(s) (e.g. a polymer contains a unique
type of monomer unit), a relation that is not a subrelation of this one must be defined.
hasMainComponentSubstance is used to specify that some
particular substance necessarily contains within it a dominant component
which is another substance. The 'Main Component' substance pointed to
will not necessarily be more than 50% of the total, but it
will usually be percentage-wise greater than the other Substance
components, and in rare cases (such as concentrated solutions of
highly soluble solids) when another substance is of greater
percentage weight, it should contribute significantly to the
properties of the whole Substance; this is the case in some
solutions, where the solvent will be pointed to by this relation,
even though the solvent will occasionally not be the main
constituent by weight.
An example of this relation would be to point to Gold as the
'main compnent substance' even for 10-karat gold, where the Gold is
less than 50% of the total weight of the Substance, but
is the most salient component in terms of properties.
For the case when a Substance has some significant properties
that characterize a mixture, but may not necessarily be a
significant fraction of the weight, the relation
'hasMainActiveIngredient' should be used.
hasActiveIngredient is used to specify that some
particular substance, usually a mixture, necessarily contains within
it a component Substance which imparts some characteristic properties to the
whole Substance. The ActiveIngredient may be a drug
substance, or an inorganic substance such as a disinfectant
or cleanser in a household product. There may be more than
one ActiveIngredient in a mixture. For cases where there
is only one significant ActgiveIngredient, use the
subrelation 'hasMainActiveIngredient'..
hasMainActiveIngredient is used to specify that some
particular substance, usually a mixture, necessarily contains within
it a component Substance which by itself imparts characteristic
properties to the whole Substance. The ActiveIngredient may be a drug
substance, or an inorganic substance such as a disinfectant
or cleanser in a household product.
For example, in a household disinfectant consisting of
3% hydrogen peroxide in water, the MainActiveIngredient will
be the hydrogen peroxide.
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 'isComposedMostlyOfSubstance'
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.
'isContainedIn' is a subproperty of
'isLocatedAtOrOn' because the 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 an open-top container. Things that are contained
in a container must move in synchronization with the container
when the container is moved.
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'.
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)
From Cyc 'supportedBy-Contributing':
A 'isParlySupportedBy' B means that B provides *at least*
some of the support required to maintain A from falling in a gravitational
field. B may actually provide all of the support, and
'isSupportedBy' is a subrpoperty of this property.
Cyc: A generalization of #$supportedBy.
(#$supportedBy-Contributing OBJECT SUPPORT) means that
SUPPORT contributes to the total amount of support holding
OBJECT up and maintaining its vertical position. If SUPPORT
were to be removed, then (everything else being equal)
OBJECT would have less support against falling down than
before. (OBJECT might even actually fall, but not
necessarily.) For example, a bridge is
#$supportedBy-Contributing each individual pile underneath
it, though it is unlikely to be crucially #$supportedBy any
one of them.
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From Cyc relation 'supportedBy'.
Cyc: An instance of #$SpatialPredicate. (#$supportedBy
OBJECT SUPPORT) means that SUPPORT is at least partially
responsible for holding OBJECT up and maintaining its
vertical position. If SUPPORT were to be removed, then
(everything else being equal) either OBJECT would fall or at
least part of OBJECT would move downward. See also
#$supportedObject, #$supportingObject, and #$SupportingSomething.
COSMO note: one might suppose that an object contained in
a container must be supported by the container, and that
therefore isContainedIn would be a subproperty of
isSupportedBy. But containers may contain contents in a
zero-gravity environment, and the 'support' relations
assume a gravitational field which causes the supported thing
to press against the supporting thing. Therefore there is no
subproperty relation.
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An instance of #$RelativeLocationalPredicate.
(#$on-Physical OVER UNDER) means that the object OVER is
above, supported by, and touching the object UNDER (so that
both (#$above-Touching OVER UNDER) and (#$supportedBy OVER
UNDER) hold). OVER and UNDER may be at rest or in motion,
or one may be in motion and the other at rest. For example,
this predicate would hold of a person on a bicycle,
groceries on a checkout conveyor belt, or a statue on a pedestal.
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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.
containsSubstance is a specialization of hasConstituentSubstance
and specifies that the subject is (or has as a part) a container in
which some quantity of the object is contained.
NOTE that to be 'contained' in COSMO, the contained substance or
object cannot be part of the containing thing. This relation
specifically negates the possibility that the subject is a
PhysicalObject with a uniform distribution of some PhysicalSubstance
throughout its 'convex hull'..
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 composition of particular objects is.
isComposedMostlyOfSubstance relates physical objects 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.
isComposedMostlyOfSubstance relates or regions
(e.g. ocean regions) 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.
Water that has no detectable impurities, and is
believed to have the same properties as 100% water. This
Substance, as for other 'pure' substances represents
an ideal that may only be approximated in real life. The function
of 'pure' substance in COSMO is to permit the specificatipon of
properties that can be measured or extrapolated
for the pure sustance, but may not apply to the same substance with
some impuritiesin it.
Note that this makes no commitment as to the state (solid, liquid, gas)
of the water
A specialization of #$AstronomicalObject (q.v.).
Each instance of #$AstronomicalBody is an astronomical
object that is an individual body, as opposed to a group or
system of such bodies. Specializations include #$Planet and
#$Star. Note that this collection includes only natural
bodies; artificially-made objects such as spaceships and
communications satellites are excluded.
NOTE that the SUMO term has been reused and specialized
and does not have the same meaning as in SUMO.
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Any non-Earth planet orbiting any sun.
Any planet orbiting our sun Sol, including Earth.
1.8986E30
4.8685E27
8.6832E28
0.64185E27
5.6846E29
0.3302E27
1.0243E29
A HabitatRegion is a GeographicalRegion - part of the
Earth's surface - that has been identified as the typical
region where most of the naturally free-living individuals of
a particular species of Organism will be found. Instances of
this Type can be used as the object argument of the
'hasTypicalHabitat' relation, when a type of
Organism is known to be located mostly in one region
of the Earth.
A specialization of #$Water. Each instance of
#$Water-Saline is a portion of water with some substantial
concentration of salt mixed into it. An important
specialization of #$Water-Saline is #$SeaWater (q.v.).
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A specialization of #$Water-Saline. Each instance
of #$SeaWater is a portion of salt water with the kind of
mineral concentrations found in oceans (see the collection
#$Ocean) - including the oceans themselves.
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#$Water in any physical state (solid, liquid, or
gas) which is considered fresh water rather than sea water.
Thus, lakes, rivers, drinking water, steam, precipitation,
are all fresh water.
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'PotableWater' is fresh water sujitable for drinking
by people and animals, free from harmful contaminants such as
toxic substances or pathogenic biological agents.
refersToExternalEntity relates a MentalObject
(e.g. a document, goal, fear) or a Communication to some
external entity that is explicitly referenced in the MentalObject
or Communication. The
external entity may be any kind of entity: physical object,
topic of study, event past or future. A Goal may, for example,
focus on some Event or State that the agent wants to happen.
@@@ToDo
NOTE that by allowing 'Communication', an Event, to be a
subject of this relation we are to some extent conflating
the Communication act with the subject of the communication.
These parts should be distinguished, but because of the limnited
expressivity of OWL, at v0.36 this conflation is allowed,
to make the ontology easier to work with until a better
tool is adopted.
SUMO: An Icon which
depicts one or more quantities.
A PhysicalObject that is an IconicImage in which
the Icon represents some group or organization
Cyc: A collection of symbolic objects. Each element of
#$Insignia is a visual configuration conventionally
associated with some organization, person, or other agent.
Elements of #$Insignia include monograms, company logos,
devices of heraldry, totems, the official seals of
universities, etc.
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SUMO: An Icon made of Fabric that refers to
a particular GeopoliticalArea or Organization.
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A Flag that represents a Country..
A Desire is MentalObject within a CognitiveAgent
that is basically emotional, though the emotion of Desire may
be caused by the conclusion of a rational thinking process.
A Person may desire a thing (i.e. to possess a thing), or
some future situation - for something to happen, or some
process to occur, or some state to come into existence.
a spcialization of 'Desire' is a 'Goal', which similarly
refers to some future situation, but bringing about that
future situation involves some action on the part of the Agent with the Goal.
Although in language we can say that a person 'desires' an
object, in COSMO that would be represented as the person
desiring the 'DesiredFutureSituation' in which that
person possesses that object, so the desired thing is
in all cases a Situation, even if an Object is indirectly referenced
as a participant in that Situation.
NOTE that the restriction on this Type referencfes a 'DesiredFuruteSituation'
rather than merely a FutureSituation. This requires that,
in secifyhing a Desire and the Situaion desired, that Situationj
should be categorized as a DesiredFutureSituation so that
it can contian a pointer back to the Agent who wants it,
and serve as an index of which agents would be pleased to
see a particular Situation happen. (Not all agents
need to be thus referenced, as certain DesiredFutureSituations
such as the election of some person to an office, may be desired
by a very large number of people).
NOTE: In SUMO, 'desires' is treated as a relationship between some
CognitiveAgent and a proposition describing the thing desired,
and a 'Desire' would be the Proposition that is the
object of that relation. But there is another difference.
The SUMO 'desires' apparently is closer to COSMO 'Goal'
since it involves participation of the Agent. The SUMO
relation is described here for reference, but is not equivalent to
'Desire' in COSMO.
SUMO: (definition of 'desires') '(desires ?AGENT ?FORMULA)' means
that ?AGENT wants to bring about the state of affairs expressed
by ?FORMULA. Note that there is no implication that what is desired
by the agent is not already true. Note too that desires is distinguished
from wants only in that the former is a PropositionalAttitude,
while wants is an ObjectAttitude.
A MentalObjectGroup is a Group consisting
solely of MentalObjects.
An Intention is MentalObject within a CognitiveAgent
that refers to some future Action that the agent intends
to participate in, in some capacity.
The representation of this notion is complex in OWL,
since it involves specifying two related things:
there is a future Action; and the Agent will
participate in that Action (of course all Future
Actions are contingent, but *if* the *specific*
FutureAction that is referenced occurs, the Agent *will*
be a participant).
Note that the Agent does not have to desire the
FutureAction to occur - the Agent may be *forced* to
participate, and have an Intention to participate,
because not to participate would entail some
undesirable consequences, which might be trivial
(disappointing someone) or serious (loss of the Agent's
life). This is one disctinciton between an Intention and
a Goal - a 'Goal' in COSMO references a FutureSituation that the
Agent desires to happen - for the Agent's own purposes.
An Agent may have an Intention to participate in some
FutureAction only because it is an imposed Obligation.
An Assignment is MentalObject within a CognitiveAgent
that refers to some Future Action that the agent has
some form of obligation to do because it was
assigned to the agent by some Authority. Unlike
with a Goal, the Authority in this case cannot be the Agent
itself. An Assignment may or may not coincide with
a Desire - the FutureAction contempelated in an Assignment
may be desired by the agent obliged to perform it, but
may merely be an imposed Duty.
Note that the Agent does not have to desire the
FutureAction to occur - the Agent may be *required* to
participate, may participate, if at all, only
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 somewhat similar distinction between an
Intention and a Goal, but an Agent may have an Assignment
yet have no Intention to perform the Assignment.
desires relates an IntentionalAgent to
either (1) some future situation that the agent wants
to happen, or to be (statically), or to persist (if it
already exists); or
(2) some object that the agent wants to possess.
This relation aggregates desires as situations and objects
to accommodate the corresponding ambiguous meaning
of the linguistic 'desire' and 'want' For the case
of wanting an object, use the more specific 'wants'.
An Agent may desire that some current situation continue as it is,
so this relation does not imply that the desired situation
does not already exist. In such a case, what would
be 'desired' is the event in which the current state persists
for some interval of time into the future.
NOTE that this relation is highly time-sensitive and
makes sense only when specified at some reference
time point. At present (v0.3) higher-arity
relations are not represented in COSMO, and this
time reference is absent.
SUMO: (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.
desires relates an IntelligentAgent to
some PhysicalObject or PhysicalObjectType or
ValuableThing that the agent wants to own or
possess. The thing wanted can be an individual or
a Type. In the case of someone who wants
to own RealEstate, note that in COSMO RealEstate is
represented as a PhysicalObject, so this relation
will apply for that case.
SUMO: (wants ?AGENT ?OBJECT) means that ?OBJECT is desired by ?AGENT,
i.e. ?AGENT believes that ?OBJECT will satisfy one of its goals. Note that there is
no implication that what is wanted by an agent is not already possessed by the agent.
hasDesiredSituation relates a Desire,
Goal, or Rule to the future situation that the agent with the Goal
(or who created the Rule) 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 to some Situation which the MentalObject
expresses as desired by some Agent.
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 referencs something that an Agent wants
to happen, which is the characteristic of a Desire. A Goal,
in addition to the desire to see something happen, includes the
intention (expectation) that the Agent her/himself will take some
action to help make that thing happen.
NOTE that a 'Goal' includes an Intention, but differs from an
Intention in that the Goal references a situation that the
Agent desires, whereas an Intention to do something
does not necessarily imply that the Agent wants the
FutureSituaion to happen for the Agent's own purposes.
COSMO note: In OpenCyc a Goal is a subtype of
'#ELSentence-Assertible' - i.e. an assertion. Although the Cyc
representation of 'Goal' includes many of the intuitions that seem to be contained in
the usual meaning of 'Goal', the linguistic usage appears to be closer
to the notion of the goal being the realization of the actual situation
that an agent (usually a person) wants to become true; however, the Goal is
in the mind of the IntelligentAgent, and is created by the IntelligentAgent,
but is not a PhysicalObject, threfore is best represented as MentalObject
in COSMO, rather than the situation itself. It necessarily includes
some intention, but is not the intention itself. So the representation
of a Goal must include each of these elements in relation to each other.
NOTE that a Goal references some desired FutureSituation. When the
FutureSituation has occurred and is no longer in the Future,
the Goal itself must terminate its
existence, and the Goal will be located in the past,
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.
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isaGoalOf relates an instance of a Goal to the CognitieAgent
that has that Goal. Each instance of a Goal is held by some CognitiveAgent
(animal, person, group) for some period of time. The time interval
when a Goal is active may be open-ended.
COSMO note: in COSMO a mental object.
Cyc: This attribute characterizes goals which are
concerned with an agent's status in (or with) another
agent or group of agents. The kinds of 'status'
at issue here include an agent's level of prestige,
power, and influence, and position within an organization.
Correspondingly, the kinds of agents or groups in which one
can have a 'status' includes organizations,
geographical regions, professional groups, and peer groups.
Examples of goals which may be qualified with #$StatusGoal
include a country's goal of broadening its sphere of
influence, and an academic's goal of being influential
in his field of study.
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An Objective is a Goal for which the desired
situation is intended to occur as the result of
an Action that is planned, contemplated, or under way.
Each Objective must reference the planned action
as well as the desired result of that action..
A CollectiveGoal is a Goal that is held by
a GroupOfPeople as a goal to be achieved by community
action. This is the kind of goal that is debated as
public policy for governments to pursue, but
includes goals of non-government groups
as well as organizations.
This attribute characterizes goals which are
pursued, at least in part, in the political arena.
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This attribute characterizes goals which are
foreign policy goals.
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This attribute characterizes goals which involve
aiding one's allies.
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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.
The attribute characterizing goals which are
concerned with having access to international markets and
other trading advantages. A minimal trade goal is simply
being able to trade. Example: (#$goalCategoryForAgent
(#$GovernmentFn #$China-PeoplesRepublic) (#$groupMembers
#$China-PeoplesRepublic #$WorldTradeOrganization) #$TradeGoal).
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In Cyc, named 'OrganicMaterial'. This can be
a solid or liquid, and can be an object composed of
complex material froma living thing, or an organic
chemical of defined composition.
Cyc: A collection of tangible things. Each instance of
#$OrganicMaterial is a tangible thing composed of one or
more types of organic #$Molecule. Instances of
#$OrganicMaterial usually have their origin in the bodies
(or other products) of living things. Since some organic
substances can be synthesized, #$OrganicMaterial is not a
subcollection of #$NaturalTangibleStuff. Chemically,
instances of #$OrganicMaterial have fairly (or very) complex
carbon-based structures. Examples include all instances of
the collections #$Oil, #$DNAStuff, #$Alcohol-Compound,
#$Ivory, and #$AnimalBodyPart.
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An OrganicObject is an object at least as large as a cell
of an organism, that consists predominantly of substances which are living
or are derived from living things, or are synthetic substances similar to
those found in living things. An OrganicObject may be living or dead, or
if dead, highly processed, providing that the main
active constituent is derived from or similar to those in
living things. Thus one muscle or one apple pie would each be
an OrganicObject, but pne virus particle would be too small
to qualify. A macroscopic object consisting of macromolecules such
as protein, nucleic acid, or polysaccharide similar to those found naturally
would be OrganicObjects, but a quantity of small molecules such as alcohol
or amino acid would not be. In the triad 'animal, vegetable or mineral', this
would be either of animal or vegetable.
NOTE that this Type is disjoint with MineralObject, though
an OrganicObject may have some minor portions of Mineral
in it.
The collection of all structures that are composed
of one or more living cells (see #$Cell). Note that this
can be solid or liquid, because blood and lymph are
composed of cells. Biological living
objects (or BLO s) might either be instances of
#$Organism-Whole (like dogs or pine trees) or components of
such whole living organisms (like noses, tails, and pine
needles). The healthy leg of a living person is a BLO (as
is the person), but an amputated leg is not a BLO. Almost
every instance of #$BiologicalLivingObject is either capable
of biological reproduction itself or has components which
are capable of biological reproduction (such as the cells in
a living arm). Red blood cells are abnormal instances of
BLO in that they cannot reproduce.
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isBiologicallyDerivedFrom is the instance-level
relation that is similar to the OBO_REL 'derives_from',
used to specify developmental derivation of ogranic
structures in a body from each other. However, this
COSMO relation is strictly at the instance level - this the
past tense. To specify typical biologial derivation between types,
the related type-level relation 'isBiologicallyDerivedFrom'
can be used.
NOTE that, although this may appear at first to be a
specialized relation not needed in a foundation ontology, there
are well-known 'derives from' instances that even kindergarten children are
aware of, for example that a butterfly is derived from a caterpillar.
A child might phrase this as 'a butterfly comes from a caterpillar',
and this will have the same meaning 9at the Type level) as this
relation.
OBO_REL: derives_from: (See http://www.obofoundry.org/ro/)
OBO Definition: Derivation on the instance level (*derives_from*)
holds between distinct material continuants when one succeeds the other
across a temporal divide in such a way that at least a
biologically significant portion of the matter of the earlier continuant
is inherited by the later. We say that one class C derives_from class C'
if instances of C are connected to instances of C' via some chain of
instance-level derivation relations. Example:
osteocyte derives_from osteoblast.
Formally: C derives_immediately_from C' if and only if: given any c
and any t, if c instantiates C at time t, then there is some c' and some t',
such that c' instantiates C' at t' and t' earlier-than t and
c *derives_from* c'. C derives_from C' if and only if:
there is an chain of immediate derivation relations connecting C to C'.
OBO-Comments: Derivation as a relation between instances. The temporal
relation of derivation is more complex. Transformation, on the
instance level, is just the relation of identity: each adult is identical
to some child existing at some earlier time. Derivation on the
instance-level is a relation holding between non-identicals.
More precisely, it holds between distinct material continuants when one
succeeds the other across a temporal divide in such a way that at least
a biologically significant portion of the matter of the earlier continuant
is inherited by the later. Thus we will have axioms to the effect that
from c derives_from c1 we can infer that c and c1 are not identical and
that there is some instant of time t such that c1 exists only prior to
and c only subsequent to t. We will also be able to infer that the
spatial region occupied by c as it begins to exist at t overlaps with
the spatial region occupied by c1 as it ceases to exist in the same instant.
isBiologicallyDerivedFrom is the type-level
relation that expresses the typical relation of biological
derivation that is expressed at the instance level by
'wasBiologicallyDerivedFrom'. This COSMO relation is similar
to the OBO_REL 'derives_from', used to specify developmental
derivation of organic structures in a body from each other.
However, this COSMO relation is strictly at the Type level -
thus the present tense verbal form.
NOTE that, although this may appear at first to be a
specialized relation not needed in a foundation ontology, there
are well-known 'derives from' instances that even kindergarten children are
aware of, for example that a butterfly is derived from a caterpillar.
A child might phrase this as 'a butterfly comes from a caterpillar',
and this will have the same meaning (at the Type level) as this
relation.
OBO_REL: derives_from: (See http://www.obofoundry.org/ro/)
OBO Definition: Derivation on the instance level (*derives_from*)
holds between distinct material continuants when one succeeds the other
across a temporal divide in such a way that at least a
biologically significant portion of the matter of the earlier continuant
is inherited by the later. We say that one class C derives_from class C'
if instances of C are connected to instances of C' via some chain of
instance-level derivation relations. Example:
osteocyte derives_from osteoblast.
Formally: C derives_immediately_from C' if and only if: given any c
and any t, if c instantiates C at time t, then there is some c' and some t',
such that c' instantiates C' at t' and t' earlier-than t and
c *derives_from* c'. C derives_from C' if and only if:
there is an chain of immediate derivation relations connecting C to C'.
OBO-Comments: Derivation as a relation between instances. The temporal
relation of derivation is more complex. Transformation, on the
instance level, is just the relation of identity: each adult is identical
to some child existing at some earlier time. Derivation on the
instance-level is a relation holding between non-identicals.
More precisely, it holds between distinct material continuants when one
succeeds the other across a temporal divide in such a way that at least
a biologically significant portion of the matter of the earlier continuant
is inherited by the later. Thus we will have axioms to the effect that
from c derives_from c1 we can infer that c and c1 are not identical and
that there is some instant of time t such that c1 exists only prior to
and c only subsequent to t. We will also be able to infer that the
spatial region occupied by c as it begins to exist at t overlaps with
the spatial region occupied by c1 as it ceases to exist in the same instant.
Life Form is very general catgory of organic objects
tht can reproduce themselves in a manner resembling
the reproduction of animals and plants, and includes
intact organisms, viruses, and prions.
A part of an organism is not a life form in itself.
NOTE also that 'LifeForm' is not disjoint with
'InanimateThing' though 'Organism' is. This is
because some primitive life forms, like some viruses, can occur
in crystalline form (while still being viable), and we have
categorized crystals as inanimate. The border between living and
non-living at the subcellular level is fuzzy, and in COSMO (493) we
are still trying to find the proper distinctions.
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. Therfore a virus is not an organism, but a
different form of life.
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.
The relation specifying the gender (male or female) of
an organism, plant or animal. Some organisms do not
have a gender, or have the functions of both genders.
Those exceptions are not yet (rev 597) represented.
A specialization of #$Organism-Whole. Each
instance of #$Heterotroph is an organism incapable of
manufacturing organic nutrients from inorganic raw
materials. All instances of #$Animal are instances of
#$Heterotroph, since animals must eat other living things,
or parts of living things, in order to get the nutrients
they need to live. Other specializations of #$Heterotroph
include #$ParasiticOrganism and #$Fungus. Cf. #$Autotroph.
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#$EukaryoticOrganism is a specialization of
#$Organism-Whole. Each instance of #$EukaryoticOrganism is
an organism (individual organism, not type of organism)
composed of #$EukaryoticCells (cells which have
mitochondria, other organelles, and nuclei containing chromosomes).
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A specialization of #$Organism-Whole. Each
specialization of #$AquaticOrganism is a type of organism
adapted to life underwater, whose instances spend all or
most of their time immersed in water. A notable
specialization of #$AquaticOrganism is #$Fish.
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A specialization of #$BiologicalLivingObject that
includes all living animals, body parts of living animals,
and body regions of living animals. #$AnimalBLO is thus the
union (see #$collectionUnion) of #$Animal,
#$AnimalBodyPart, and #$AnimalBodyRegion (qq.v.).
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The dead body of an animal..
The dead body of a person.
NOTE: in SUMO this is described as:
SUMO: A Dead thing which was formerly a Human.
However,in COSMO the relation is that a Person 'has' a body, not that
a Person 'is' its body. In COSMO a dead Person
is a Person with the vitality attribute 'Dead', so a Dead Person
exists, and can be said to 'have' a Corpse. This will allow
phrases like 'John's corpse' to be interpreted literally,,
as the corpse that John has, or the corpse 'of' John. A person
can 'have' only one corpse at a time, though a Person might own
other corpses.
An instance of #$ExistingObjectType and a
specialization of #$Agent-Generic. Each instance of
#$IndividualAgent is an instance of #$Agent-Generic that is
not itself a group composed of other instances of
#$Agent-Generic. Notable specializations of
#$IndividualAgent include #$Person and #$Animal. Note that
#$Organization is not a specialization of #$IndividualAgent,
since instances of #$Organization are groups composed of
other instances of #$Agent-Generic.
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The collection of all sentient agents. Instances
of #$PerceptualAgent are #$IndividualAgents (q.v.) capable
of performing acts of #$Perceiving (q.v.). In many cases
information that a perceptual agent gathers through
perceiving can influence certain other of the agent's actions.
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An instance of #$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 #$NonPersonAnimal.
SUMO: An Organism with eukaryotic Cells, and lacking stiff
cell walls and photosynthetic pigments.
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A specialization of #$Animal and an instance of
#$OrganismClassificationType. Each instance of #$Homeotherm
is a warm-blooded animal. That is, each instance is an
animal that is able to maintain a stable body temperature
relative to its environmental temperature. Cf. #$Poikilotherm.
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hasVitalityAttribute specifies whether an animal is alive,
dead, sleeping, awake, unconscio0us, etc. It is not
used for plants, which do not die rapidly and unambiguously like animals.