COSMO ontology, version 0.45, iteration 559. Last edit 20080128 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. All Objects have at least one AttributeType and associated AttributeValue. '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 relatoins on Events. 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 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. 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. 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. 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. An EvaluativeAttribute is a QualitativeAttributeValue for some entity, cocnrete or abstgract, that reflects the judgment of an IntelligentAgent regarding that entity. the judgment may be objective or subjective, but will be relative to some purpose. 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. A Prevalence that represents an Attribute having some percent intensity, such as percent unemployed (same as UnemploymentRate). It is a type of 'Prevalence' in which the quantitative element is a PercentNumber. The percentage may be dimensionless (in which case it would have to be interpreted in a context), or may be associated with the measure that specifies what the whole is. Thus a percentage unemployed (measured by some statisitcal technique) might be represented by a measure function such as: {5.9 percentUnemployed}. 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. 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 inluded 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. 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). 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 PopulationAttributeValue 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 PopulationAttributeValues 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 eeidence of such characeristic behaior 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. bd58a99f-9c29-11b1-9dad-c379636f7270 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. 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, 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. hasDimensionality relates an Object or region to the number of dimensions (not necessarily orthogonal) that it occupies. 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 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 'Quantity' field - a Measurement may be approximate, using quantities like 'High', 'Low', etc. qualifying an AttributValue. 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: 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. An InstantaneousState is the set of values at one point in time of the fluents (attributes or relations that may change over time) pertaining to some Group of Objects whose are being represented in the Event. The FunctionalProcess is similar to a mathematical function in being a Group of tuples, each tuple representing the state at each distinguishable time point between the beginning time and ending time. For more detail, see "Event'. 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. An InstantaneousState is the set of values at one point in time of the fluents (attributes or relations that may change over time) pertaining to some Group of Objects whose properties are being represented in the Event. The FunctionalProcess is similar to a mathematical function in being a Group of tuples, each tuple representing the state at each distinguishable time point between the beginning time and ending time. 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 bd58e98d-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. #$MentalSituationFn. bee2989e-9c29-11b1-9dad-c379636f7270 NOTE: namr changed in COSMO. In Cyc this is 'AtLeastPartiallyMentalEvent'. Cyc: A collection of events. Each instance of #$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. be1e537c-9c29-11b1-9dad-c379636f7270 The class of reified relationships between two agents. Such relationships exist in time and change over time, so #$SomethingExisting is an allgenls. bd66e328-9c29-11b1-9dad-c379636f7270 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. **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 eentType) 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 donlt need the moeny 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 #$Nurses do at work. bd58cb6b-9c29-11b1-9dad-c379636f7270 The field and occupation of #$Nursing, encompassing all the skills and tasks that #$Nurses do at work. bd58cb6b-9c29-11b1-9dad-c379636f7270 EconomicDevelopment is the process that gives rise to an EconomicImprovementEvent. A PhysicalProcess is a FunctionalProcess (not an Event) in which at least one PhysicalObject is a participant. A DiseaseProcess is a PhysicalProcess (not an Event) which, over some period of time, results in an AilmentCondition (i.e. illness, sickness, disease), which is a PersistentState that has a starting and ending point in time. An Event in which some Agent plays a causative role. NOTE that an Agent may cause an action indirectly and with a time delay, via some device - and that action, controlled largely by the device, is still considered as an Action of that Agent in COSMO. This means that the 'action' set in motion by an Agent may continue even after the death of the Agent. Thus, the fire in an oil burner, being controlled by the Agent that controls the oil burner, is considered as an Action here, even though the burner continues for a long time automatically. The Action in such cases of indirect and delayed effects extends from the time at which the Agent started the actin until the end of the time when the predictable immediate consequences. At some point it will probably be worthwhile distinguishing the Action of setting a Device from the Events controlled by the device, but as of v0.43 that distinction is not encoded. For Actions directly including only the immediate motion of an animal and its direct, almost simultaneous consequences, use 'AnimalActivity'. In different ontologies, the same notion has different names: Action(Cyc) IntentionalProcess (SUMO) action(DOLCE) Activity(ISO15926). NOTE: in COSMO we classify an 'Experience' as a subtype of 'Action' to indicate that the focus of the subject is an Agent, even though no Events external to the Agent may be caused by the Experience. Cyc comment: The collection of #$Events (q.v.) that are carried out by some doer (see #$doneBy). Instances of #$Action include any event in which one or more actors effect some change in the (tangible or intangible) state of the world, typically by an expenditure of effort or energy. Note that it is not required that any tangible object be moved, changed, produced, or destroyed for an action to occur; the effects of an action might be intangible (such as a change in a bank balance or the intimidation of a subordinate). Note also that the doer of an action, though typically an #$Agent (q.v.), need not be (e.g. a falling rock that dents a car's roof). Depending upon the context, doers of actions might be animate or inanimate, conscious or nonconscious. For actions that are intentional, see #$PurposefulAction and #$performedBy. SUMO: A 'Process' that has a specific purpose for the 'CognitiveAgent' who performs it. DOLCE: A Perdurant that exemplifies the intentionality of an agent. Could it be aborted, incomplete, mislead, while remaining a (potential) accomplishment ... The point here is that having a result depends on a method, then an action remains an action under incomplete results. As a matter of fact, if we neutralize intentionality, a purely topological, post-hoc view is at odds with the notion of incomplete accomplishments. bd58a841-9c29-11b1-9dad-c379636f7270 A common term, also used in ISO15926, for 'Action'. This is the collection of all activities which are performed in a state of consciousness, that is, the animal performing the action is not sleeping, in a coma, or otherwise unconscious. a8eb2b06-d712-41d6-8443-9a24c2022ade A specialization of both #$Action and #$AtLeastPartiallyMentalEvent. Each instance of #$PurposefulAction is an action consciously, volitionally, and purposefully done by (see #$performedBy) at least one actor. In SUMO, equivalent to 'IntentionalProcess'. SUMO: A Process (Event) that has a specific purpose for the CognitiveAgent who performs it. bd589e3f-9c29-11b1-9dad-c379636f7270 SUMO: Processes which involve altering an internal property of an Object, e.g. the shape of the Object, its coloring, its structure, etc. Processes that are not instances of this class include changes that only affect the relationship to other objects, e.g. changes in spatial or temporal location. hadTransferredItem relates a GeneralizedTransfer event to the thing transferred during the Event. Note that more than one thing may be transferred in an Event, and in particular each Transaction has at least two things transferred. This is a Case role for the GeneralizedTransfer event, which includes specializations such as Communication or property transfer. A specialization of #$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 #$transferredThing, and the specializations of this collection. bd588eb6-9c29-11b1-9dad-c379636f7270 A specialization of #$GeneralizedTransfer. Each instance of #$InformationTransferEvent is an event in which information is transferred from a source (#$informationOrigin) to one or more destinations (#$informationDestination), where the source and the various destinations are either intelligent agents or #$InformationBearingThings (IBTs). Examples include reading a book (transfer of information from the book to the reader), saying something to someone (transfer of information from the speaker to the listener), machine translation (transfer of information from an encoded IBT in the source language to an encoded IBT in the target language), OCR scanning (transfer of information from a visual information source to another IBT in a different format), carving initials in a tree (transfer of information from an agent to an IBT), and making a speech (transfer of information from an agent to other agents). See also the specialization #$InformationTransferPhysicalEvent. NOTE that information can be transferred from a person's mind to a piece of paper, so the destination of the transfer does not have to be an IntelligentAgent, and an InformationTransfer does not have to be a 'Communication'. COSMO note; why is information transfer not always a PhysicalEvent in Cyc see 'InformationTransferPhysicalEvent'? Perhaps so that spirit communication can be included? In SUMO the appproximate equivalent of 'ContentBearingProcess'. SUMO: ('ContentBearingProcess') Any Process, for example ManualHumanLanguage, which may contain a Proposition. bd589f07-9c29-11b1-9dad-c379636f7270 An Action in which one IntelligentAgent accepts an offer made by another IntelligentAgent. The acceptance creates an Agrement, which is not necessarily formal and not necessarily a legal contract. Linguistically this Action may be realized by phrases like: 'X agreed to do A' 'X accepted Tom's offer' 'X told Tom he would do what he suggested'. In Cyc named 'Accept'. Cyc: This is the illocutionary force associated with communication acts of acceptance. bdf5bf03-9c29-11b1-9dad-c379636f7270 A specialization of both #$AtLeastPartiallyMentalEvent and #$IntentionalMentalSituation (qq.v.). This is the collection of (at least partially) mental events whose instances are characterized by intentionality: they are of or about some thing external to themselves. Thoughts and acts of perception are two common types of intentional mental events. Thus, a particular act of thinking about the Eiffel Tower and a particular act of seeing the Eiffel Tower are both intentional mental events, each having (at least) the Eiffel Tower as their object. Any thing whatsoever can in principle be the object of an intentional mental event: I can think about a certain physical object, an #$Event, a #$Relation, an attribute, a #$Proposition, a mental state (my own or another's), a set, a #$Collection, or anything else. Mental events that are _not_ intentional, and thus not in this collection, include non-localized pain experiences, and at least some instances of #$ExperiencingEmotion (q.v.). Note that, although they are indirectly related (see e.g. #$PurposefulMentalActivity), the sense of intentional described above is not to be confused with its other sense as an antonym of accidental . Nor is it to be confused with the logico-semantic concept of _intensional_ meaning. See also #$IntentionalMentalState, #$objectOfMentalSituation, and #$thinksAbout. bfde8dd4-9c29-11b1-9dad-c379636f7270 The intersection of #$StrictlyMentalEvent and #$PurposefulAction, and also a specialization of #$IntentionalMentalEvent. Each instance of this collection is an event involving intentional mental activity on the part of at least one performer (see #$performedBy). Solving a math problem (cf. #$DoingMath), planning an attack and performing a thought experiment (cf. #$ThoughtExperimenting) are all examples of #$PurposefulMentalActivity. However, daydreaming or having undesired obsessive thoughts are not examples. A borderline example might be arriving at the solution to a math problem in one's sleep after intentionally working on the problem during the previous day. c14de554-9c29-11b1-9dad-c379636f7270 The action consisting of composing (creating) an AbstractText, which may or may not consist of creating a symbolic text on some medium; the composition may be purely mental. For the physcal text creation, see 'Writing'. See also Thinking.. A specialization of both #$SingleDoerAction and #$InformationTransferPhysicalEvent. Each instance of #$Perceiving is an event in which an agent (an instance of #$PerceptualAgent) acquires information through the exercise of its senses. In SUMO called 'Perception' SUMO Sensing some aspect of the material world. Note that the agent of this sensing is assumed to be an Animal. bd58c31c-9c29-11b1-9dad-c379636f7270 The SUMO term for the Cyc 'Perceiving'. The collection of #$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). beb39562-9c29-11b1-9dad-c379636f7270 A specialization of both #$Action (q.v.) and #$Event-Localized. Every instance of #$AnimateActivity is a spatially-localized action, each of whose doers (see #$doneBy and #$animateDoers) is either a #$BiologicalLivingObject or a group of BLOs (i.e. a #$Group all of whose members are BLOs). Specializations of this collection include #$AnimalActivity, #$BiologicalEvent, and #$PhysiologicalProcess. SUMO A normal process of an Organism or part of an Organism. 31d87aae-5580-41d7-8025-c8e9f7c3ffca A specialization of #$Action. Each instance of #$AnimalActivity is a spatially-localized action, each of whose doers (see #$doneBy) is either an #$Animal or a group of animals (i.e. a #$Group all of whose members are #$Animals). bd588daa-9c29-11b1-9dad-c379636f7270 The act of gaining knowledge or awareness of a particular action. bd5ba30b-9c29-11b1-9dad-c379636f7270 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. bde712c9-9c29-11b1-9dad-c379636f7270 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. bd58c508-9c29-11b1-9dad-c379636f7270 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. bd5dfdf4-9c29-11b1-9dad-c379636f7270 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). bd58e004-9c29-11b1-9dad-c379636f7270 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. be16623e-9c29-11b1-9dad-c379636f7270 Any sexual behavior by animals. Copulation (the specific intercourse act) is a spec. c10c1d39-9c29-11b1-9dad-c379636f7270 A specialization of both #$PurposefulAction and #$CompositePhysicalAndMentalEvent. Each instance of #$SocialOccurrence is an action in which two or more agents take part. In many cases, #$SocialOccurrences involve communication among the participating agents. Some instances of #$SocialOccurrence have very elaborate role structures (e.g. a typical lawsuit), while others have fairly simple role structures (e.g. greeting a colleague at work). COSMO note: Note that InformationTransferPhysicalEvent, which may be carried out by machines at both ends, is also classified as a SocialOccurrence, since such communication is at this time (2007) always performed at the direction of a Person. NOTE also that the 'Agents' directly performing this action do not have to be people or organizations, they can be machines or software agents. bd588f3b-9c29-11b1-9dad-c379636f7270 In the #$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. bd58cbf2-9c29-11b1-9dad-c379636f7270 A specialization of #$AnimalActivity. Each instance of #$HumanActivity is a spatially-localized action each of whose doers (see #$doneBy) is either a #$HomoSapiens or a group of humans (i.e. a #$Group all of whose members are #$HomoSapiens or groups of humans). bd588deb-9c29-11b1-9dad-c379636f7270 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. bd58d598-9c29-11b1-9dad-c379636f7270 A specialization of #$HumanActivity. Each instance of #$TakingCareOfSomething is a purposeful action in which an agent acts to maintain, preserve, or promote the health or good condition of someone or something (the thing taken care of is related to the action via the predicate #$objectTakenCareOf (q.v.)). Notable specializations of #$TakingCareOfSomething include #$Exercising, #$MedicalTreatmentEvent, and #$TeethCleaning. bd58d0f8-9c29-11b1-9dad-c379636f7270 COSMO note: the process corresponding to a TakingCareOfSomethingEvent. In Cyc no distinction is made in the hierarchy between Event and Process. Cyc: A specialization of #$HumanActivity. Each instance of #$TakingCareOfSomething is a purposeful action in which an agent acts to maintain, preserve, or promote the health or good condition of someone or something (the thing taken care of is related to the action via the predicate #$objectTakenCareOf (q.v.)). Notable specializations of #$TakingCareOfSomething include #$Exercising, #$MedicalTreatmentEvent, and #$TeethCleaning. bd58d0f8-9c29-11b1-9dad-c379636f7270 COSMO note: 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. bfeea174-9c29-11b1-9dad-c379636f7270 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. bd58ef72-9c29-11b1-9dad-c379636f7270 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 #$WritingByHand. c0fd4844-9c29-11b1-9dad-c379636f7270 phenomenon[DOLCE?no_actor_involved] A phenomenon is basically an Event that does not include any intentional active participation. Therefore it is disjoint with 'Action'. Natural events that are not caused by the action of an animal will be subtypes of this category. DOLCE (phenomenon) Therefore, it cannot be sequenced by a task. It can be seen as an accomplishment when some intentionality puts boundaries on it (although it is not claimed to be inherently intentional). On the other hand, a purely physical phenomenon does not seem to have inherent boundaries either ... and also for biological processes as well as economic processes this seems to be disputable. If the boundary hypothesis is discarded, phenomenon should migrate under process. OPENCYC 1: MAY 23, 2002 The collection of wholly intangible individuals, a specialization of both #$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. bf7ab027-9c29-11b1-9dad-c379636f7270 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 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. bd59f2ea-9c29-11b1-9dad-c379636f7270 A #$SecondOrderCollection and a specialization of #$ExistingStuffType (q.v.). Each instance of #$TangibleStuffStateType is a collection of pieces of tangible stuff that are all in the same distinct physical state, where the notion of physical state is a naive (as in #$NaivePhysicsMt) concept of a distinctive physical structure and/or texture. Some instances of #$TangibleStuffStateType have distinctive chemical compositions, such as #$Diamond; but for collections that are distinguished _solely_ on the basis of chemical composition, see #$TangibleStuffCompositionType. #$TangibleStuffStateType includes both (i) collections of substances that can exist only in one distinct physical state (e.g. #$Diamond again) and (ii) collections of pieces of stuff that by definition are in a certain distinct state (e.g. ice). Instances of #$TangibleStuffStateType include #$Foam, #$Rubble, and (#$LiquidFn #$Water). Note that #$Water per se is _not_ an instance of #$TangibleStuffStateType, since some water is in a gaseous state or a solid state. See also (the somewhat orthogonal) #$PhysicalStructuralAttribute. be00c400-9c29-11b1-9dad-c379636f7270 isTheProductOf relates an Object (abstract or physical) to the PhysicalEvent in which it was created. A FractionalComponentSubstance is a PhysicalSubstance that is a component part of some other PhysicalSubstance, and has an attribute value that indicates what percentage of the whole substance consists of this FractionalComponentSubstance. The percentage composition (which can be mass percent or volume percent) is a necessary part of the definition of each instance of this Type. Every subtype of this type must be an instance of SubstanceType. This odd Type is included as a way to represent fractional substance composition, which more naturally would be representdd by a ternary relation [e.g., (hasFractionalComponent Air Oxygen 20%). But to accommodate the OWL binary relation restrictions, this Type is added. Oxygen at 20% weight fraction. 0.20 isWeightFraction is a very specialized relation for the Type 'FractionalComponentSubstance', which specifies the farction of the domain argument that is represented by the specific instance of 'FractionalComponentSubstance'. In English, this might be expressed as (20% Oxygen) for a substance whose parent is Oxygen, and whose percentage (by weight) is 20. For the rationale requiring this relation, see 'FractionalComponentSubstance'. hasParentSubstance is a specialized relation for use in specifying the meaning of an instance of 'FractionalComponentSubstance'. For the rationale behind the use of this relation, see 'FractionalComponentSubstance' The collection of all #$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. c0c575fd-9c29-11b1-9dad-c379636f7270 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. bd590222-9c29-11b1-9dad-c379636f7270 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 craete 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. In CYC, classes representing types of capability are signaled by making them instances of a metaclass of 'capabilities'. COSMO avoids metaclasses wherever possible, and does not use that mechanism. 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 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. hadMentalEffect is a subproperty of 'hasEffect' in which the Effect is a MentalEvent or mental process 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 via a mental Event or process, the resulting Event may be an Action that was motivated by a MentalEvent caused by the first argument Event. 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. 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. 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. bd58cd95-9c29-11b1-9dad-c379636f7270 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. be91f0ad-9c29-11b1-9dad-c379636f7270 hasAttribute 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 'hasAttribute' will in some cases have their range restricted to AttributeValueType of AttributeValue. 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. 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 #$ElementStuff. bd5908b9-9c29-11b1-9dad-c379636f7270 ElementType is a metatype which is a specialization of the Protege owl:Class that can serve as type for physical substances and an argument restriction for the relation s on chemical elments. This is a primitive mechanism to accommodate OWL limitations on relation arguments. The element with one proton in each nucleus. The element with six protons in each nucleus. The element with eight protons in each nucleus. The element with seven protons in each nucleus. The metallic element. The metallic element. The metallic element. The metallic element. The metallic element, main component of steel. An instance of #$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 #$NaturalTangibleStuff. NOTE that a 'NaturalTangibleStuff' can also be an ArtificialSubstance, when it is extracted from its natural place for use by people. bd58d55a-9c29-11b1-9dad-c379636f7270 Any Substance that is the result of an IntentionalProcess, i.e. any substance that is created by Humans (from SUMO). A collection of tangibles. Each element of #$WaterSolubleStuff is a tangible thing that can dissolve in water. For example, instances of the collections #$Soap-Personal, #$LaundryDetergent, #$Sugar-Table. bd58f037-9c29-11b1-9dad-c379636f7270 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. bd58e4a1-9c29-11b1-9dad-c379636f7270 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. bd58e89f-9c29-11b1-9dad-c379636f7270 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 #$FuelPoweredDevice include automobiles with gasoline-powered engines, kerosene heaters, propane torches, and jet airplanes. COSMO note: the Cyc parent 'MechanicalDevice' has been removed because purely electronic FuelPoweredDevices using fuel cells are now possible. bd58d2b1-9c29-11b1-9dad-c379636f7270 #$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 #$RocketEngine. SUMO: Engine is a subclass of Transducer. Engines are devices for converting some form of energy resource into mechanical power. bd58cec4-9c29-11b1-9dad-c379636f7270 A gas or liquid containing suspended particles; For simplicity a dried suspension is also categorized as Suspension, so that dried paint can be considered as a subtype of 'Paint'. For representing only liquid suspensions, use 'LiquidSuspension'. Cyc: A collection of tangible stuffs; a subcollection of #$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 #$CloudInSky, a spray of aerosol deodorant. In SUMO Suspension is only a liquid: see LiquidSuspension.. bd58bfca-9c29-11b1-9dad-c379636f7270 In SUMO called 'Suspension'. SUMO: A LiquidMixture where at least one of the components of the Mixture is equally distributed throughout the Mixture but is not dissolved in it. Paint of all kinds, both in its liquid state and (later) in its dried state on a surface. For the liquid paint only, use 'Paint-undried". COSMO note: In SUMO Paint is classified as a Solution, but paint is physically a 'Suspension', containing solid undissolved pigment particles. SUMO: Any Solution which is capable of Coloring something. bd58d30b-9c29-11b1-9dad-c379636f7270 COSMO note: In Cyc, where there was no taxonomic distinction between substances and objects, this metatype was used to label both substances (in some particular form) and objects. In COSMO, this is used as a parent class for certain substances having particular forms. These categories can serve as ?X in the phrase 'given as an ?X' in pharmacy descriptions. Cyc comment: Drug products organized according to their form when they are given as doses. c10ae97e-9c29-11b1-9dad-c379636f7270 An #$ObjectType and a specialization of #$OneOrHigherDimensionalThing (q.v.). Each instance of #$ShapedThing is a spatial object that has some well-defined shape (though what counts as a well-defined shape can vary from context to context); see #$objectShapeType. Specializations of #$ShapedThing include #$TwoDimensionalGeometricThing and #$AnimalShapedThing. Contrast with #$AmorphousThing. c0946b98-9c29-11b1-9dad-c379636f7270 A specialization of both #$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 #$RingShapedObject. Examples include spatially localized objects, such as the equator, as well as abstract shapes. COSMO NOTE: we included mostly rounded objects with some edges, such as lenses, in this category. NOTE that being Convex does not imply that one is also Round - Convex objects can have sharp edges. c1005f91-9c29-11b1-9dad-c379636f7270 The subcollection of #$PartiallyTangible whose instances are not like fluids. #$NonFluidlike objects do not flow and have an intrinsic shape. #$NonFluidlike is primarily a collection union of #$SolidTangibleThing and #$SemiSolidTangibleThing. It is useful as a genl collection for certain collections whose members can be both #$SolidTangibleThings and #$SemiSolidTangibleThings, like #$Deformable. fe5bdeb6-74b9-11d6-8000-00a0c99cc5ae This attribute holds necessarily of objects that have been dried 534c6650-74bc-11d6-8000-00a0c99cc5ae COSMO note: In Cyc, this was 'SolidTangibleThing', a collection of objects. In COSMO, we rename and repurpose this category to be a solid substance, with subtypes that are substances that are solid at normal temperature and pressure. Cyc comment: An instance of #$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. 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 familly, 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.. 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 An static Event during which a single individual experiences some emotion, such as fear, anger, joy. 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. bd611277-9c29-11b1-9dad-c379636f7270 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. be92955a-9c29-11b1-9dad-c379636f7270 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 #$NoteAboutSidedObject) be62f2a4-9c29-11b1-9dad-c379636f7270 A #$LeftAndRightSidedObject is an object with an intrinsic left side and an intrinsic right side. By 'intrinsic' we mean simply that there exists an established convention according to which one side is considered 'Left' and the other side is considered 'Right'. Usually, the two sides can be reliably distinguished from one another. Notice that a conventionally distinguishable left and right do not necessarily imply a bottom and top, or a front and back. Interestingly, it has proved impossible so far to find instances of objects with a left and right but no top, bottom, front or back. It is unclear why this should be so, but it apparently pertains to human psychology in reasoning about directions. However, if an object has a conventionally distinguished top, bottom, front, and back, then these suffice to determine an intrinsic left and an intrinsic right. Notice also--and this is crucial to the whole conception--that while a #$LeftAndRightSidedObject may well have a preferred orientation, changing this orientation does not change what counts as 'left' and what counts as 'right': if you turn me upside down my left side does not become my right side and my right side my left. If an entity does not obey this rule then it does not, generally speaking, count as having a distinguishable left and right--example: a houseplant. beb9d424-9c29-11b1-9dad-c379636f7270 A #$HexalateralObject is an object with a well-defined front, back, left, right, top, and bottom. These sides are considered to be intrinsic to the object and do not vary as the object changes position. Any object which is an instance of two different specs of #$BilateralObject is a #$HexalateralObject as a matter of definition--eg, if an object's front and back can be distinguished and its left side can be distinguished from its right, then it also has a well-defined bottom and top. See also comments for #$BilateralObject and for #$FrontAndBackSidedObject, #$LeftAndRightSidedObject, and #$TopAndBottomSidedObject. c123e501-9c29-11b1-9dad-c379636f7270 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, #$pipeEndsAtCavity for talking about relationships holding between esophagi and stomachs in addition to that which holds between hallways and rooms. be1aa632-9c29-11b1-9dad-c379636f7270 The collection of #$CavityOrContainers which have a distinct or clearly defined outside surface (see #$ClearlyDefinedEntireExternalSurface). Unlike instances of the more specialized collection #$Container, instances of #$ContainerShapedObject do not necessarily contain things as their main function. Examples of #$ContainerShapedObject include the cap of an #$Acorn, the flower of a #$Tulip-Plant, a #$RadioTelescope dish, or a table tennis ball. Negative examples include a #$Cave. Although a cave is a #$CavityOrContainer it does not have clearly defined outside walls. However, the existence of clearly defined *inside* walls entails that any #$Cave is a #$CavityWithWalls (q.v.). be1f8dfd-9c29-11b1-9dad-c379636f7270 FunctionalObject is a container category to collect all Types of PhysicalObjects that are defined by some distinctive function that they play in some event or activity. These Types will in general serve as Roles. NOTE that the 'function' may be one that evolved naturally, and a FunctionalObject is not necessarily an Artifact. Thus a heart has the function of pumping blood. In COSMO, 'purpose' and 'function' include any teleological goal-oriented role, whether arising from intentional design or evolutionary development. COSMO note: in Cyc, 'Container' is construed very broadly, and includes vehicles and buildings. We follow the broad Cyc usage, and create specializations where needed. Cyc comment: The collection of tangible objects whose primary function (see #$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 disjouint 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 hasDatabase relates a DatabaseGroup to the databases that are the component elements of the Group.. hasDatabase relates a DatabaseGroup to the databases that are the component elements of the Group.. 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. 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. COSMO note: this relation means that the volumetric center of the subject is at a higher altitude (in some vertical frame) than the volumetiric center of the object. In Cyc called 'above-Higher': Cyc: (#$above-Higher HIGH-OBJ LOW-OBJ) means that HIGH-OBJ is at a greater altitude (from some common reference point) than LOW-OBJ. In terrestrial contexts (see #$TerrestrialFrameOfReferenceMt), (#$above-Higher HIGH-OBJ LOW-OBJ) typically means that HIGH-OBJ-A is at a greater altitude above sea level (see the predicate #$altitudeAboveSeaLevel) than LOW-OBJ. bf020f6c-9c29-11b1-9dad-c379636f7270 In Cyc called 'above-Generally' Cyc: (#$above-Generally OBJ1 OBJ2) means that the #$SpatialThing-Localized OBJ1 is more or less above the #$SpatialThing-Localized OBJ2. To be more precise: if OBJ1 is within a cone-shaped set of vectors within about 45 degrees of #$Up-Directly pointing up from OBJ2 (see #$Up-Generally), then (#$above-Generally OBJ1 OBJ2) holds. This is a more general predicate than #$above-Directly (q.v.), but it is a more specialized predicate than #$isHigherThan (q.v.). It probably most closely conforms to the English word above. be69c623-9c29-11b1-9dad-c379636f7270 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: (#$above-Directly ABOVE BELOW) means either that (1) the volumetric center of ABOVE is directly above some point of BELOW, if ABOVE is smaller than BELOW; or that (2) some point of ABOVE is directly above the volumetric center of BELOW, if ABOVE is larger than, or equal in size to, BELOW. bd58fbde-9c29-11b1-9dad-c379636f7270 COSMO note: subject is not directly above object, but close to it, not just at a higher altitude. (#$above-Indirectly UPPER LOWER) means that upper is generally above [#$isAbove] LOWER, but not directly above [#$isDirectlyAbove] it. bd58ab26-9c29-11b1-9dad-c379636f7270 COSMO: the most specific 'above' predicate. In Cyc called 'above-Overhead'. Cyc: (#$above-Overhead ABOVE BELOW) means that ABOVE is directly above BELOW (see the predicate #$isDirectlyAbove), all points of ABOVE are higher than all points of BELOW, and ABOVE and BELOW do _not_ touch. bd58b981-9c29-11b1-9dad-c379636f7270 A binary #$SpatialPredicate that is a specialization of both #$above-Directly and #$touches (qq.v.). (#$above-Touching ABOVE BELOW) means that ABOVE is located over BELOW and they are touching. Examples of things related by #$above-Touching include a person and a chair s/he is sitting on, a boat and the on water it floats on, and a hat and the head wearing it. Note that it need _not_ be the case that every point of ABOVE is higher than every point of BELOW. bd58f620-9c29-11b1-9dad-c379636f7270 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 #$InanimateThing-NonNatural. bd5905ea-9c29-11b1-9dad-c379636f7270 A specialization of #$PartiallyTangible. Each instance of #$MicroscopicScaleObject is a partially tangible object which is so small that human beings cannot perceive it, except (perhaps) with the use of special devices such as #$Microscopes or #$ElectronMicroscopes. Specializations of #$MicroscopicScaleObject include #$Molecule, #$Atom, #$SubAtomicParticle, #$Chloroplast, and #$Mitochondrion. bd5891ac-9c29-11b1-9dad-c379636f7270 hasMassInGrams relates an Object to its mass measured in grams. This is a shortcut to using more general functional mass measures, and is used here only for illustration, to permit some specifics in instances. NOTE: for objects whose mass is unknown, a value of '-1' will serve as the code for 'unknown mass'. If an approximate value can be guessed within 50% (as with human weights),a value should be entered so that the reasoner will have some information with which to make inferences. For example, a carr mass of 1,000,000 grams (one ton) will allow the reasoner to infer 'too heavy for a person to lift'. hasMassInKilograms has the same meaning as 'hasMassInGrams' but may be used for convenience in database mappings where the weight is given in kilograms, to avoid conversion. NOTE ToDo: a relationship should be defined between the two mass relations, but has not been added as of v 0.45 (Jan 2008). A SolidObject is a PhysicalObject that retains its shape with less than 10% distortion in any one dimension when placed on a surface in Earth's gravitational field. This means that reasonably solid but compressible gels qualify as SolidObjects. NOTE that a SolidObject does not have to be rigid. All Organisms are SolidObjects, even jellyfish. A SmallObject is a SolidObject that can be conveniently held in one hand, and when picked up is typically picked up by one hand. A BB pellet would be about the smallest, but the largest could be as large and extended as a sword. COSMO note: In Cyc, called 'FluidTangibleThing'. In Cyc this is an object, though many of its subclasses are what would normally be considered as substances. We keep this Type as a PhysicalObject in COSMO (some piece of fluid matter), but the subtypes had to be disentangled. NOTE: this is not a state of matter, it is an Object that is fluid. Cyc: A subcollection of #$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. bd58d1e3-9c29-11b1-9dad-c379636f7270 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 #$Petroleum-CrudeOil. SUMO: A greasy, viscous Solution that cannot be mixed with Water. Note that this general class covers petroleum oil, vegetable oil, animal fat, etc. bd58d9e9-9c29-11b1-9dad-c379636f7270 COSMO note: there should be some minimum number of members in a 'Mob', perhaps 10. This constraint has not yet (v0.44) been formalized. In Cyc a mountain range is a Mob of mountains, so the number cannot be too large. A specialization of #$Group. Each instance of #$Mob is a group that contains a large number of objects or events of the same type. Mobs typically have more members than would be feasible to enumerate or reify. One rarely refers to particular members of a given mob; and when one does, it is usually only to relatively few of them. Examples: the #$Andes-Mountains is a mob of mountains; each instance of #$Galaxy is a mob of stars; a cupful of sand is a mob of grains of sand; and making popcorn involves a mob of corn kernel bursting events. See also #$MobFn. bd58ed36-9c29-11b1-9dad-c379636f7270 A 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 #$ChunkOfSpace-Empirical, whose instances are pieces of space in the empirical universe - the kind of space that physical objects occupy. be669a01-9c29-11b1-9dad-c379636f7270 A SpatialRegion can be of any dimension, though the ones of most interest are three-dimensional in our real world. All Regions must have their location referenced to some definable object, whether abstract or physical. In theory, it may be possible to consider the whole universe as an Object and define 'absolute' regions based on locations in the whole universe, but that may not be useful for any practical purpose. The regions of greatest interest to people are regions defined relative to the Earth's surface, which forms a moving rotating frame of reference, which we treat as stationary for most purposes. NOTE: The BFO 'SpatialRegion' is closest to the COSMO 'PhysicalSpaceRegion' which is a subtype of this Type. COSMO note: Place can be a PhysicalObject or a Region. This category is very generic. Cyc: A specialization of #$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. bd58d3b4-9c29-11b1-9dad-c379636f7270 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 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 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. 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 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. e96ee736-74ba-11d6-8000-00a0c99cc5ae An attribute of PhysicalObjects specifying that they can bend to some extent and do not retain their original shape when some force is applied (though they may regain their original shape when the force is removed). This is a general category of attribute which can take several degrees. In Cyc this concept is in effect a PhysicalObject that is flexible, but in COSMO the attribute and the object are separate concepts. For the Cyc notion of a flexible object, see 'FlexibleObject'. Flexibility can be a property of substances, but is more appropriately assigned to objects, since the degree of bending for any given force will depend on the dimensions of an object and where the force is applied. This attribute includes all perceptible degrees of flexibility. A sphere or cube of rigid material such as solid plastic, rock, metal, or glass should not be characterixed as flexible in any degree, though they may be 'Compressible'., 'flexible' can be distinguished by degrees of flexibility: (1) 'slightly flexible', meaning that an object such as a metal beam or airplane wing, or wooden plank, is relatively rigid, but can flex to some extent (perhaps not much more than 10% of its length) when some pressure is applied at the point furthest from the point where it is fixed to an immovable object. This property is not disjoint with 'Rigid' or 'Stiff'. (2) 'bendable' (3) 'foldable' (4) 'creasable' As of version 0.32 not all of these distinctions are included in COSMO, and none have been axiomatized. Cyc: (the object, not the attribute) The collection of instances of #$PartiallyTangible that can be flexed, twisted, contorted. #$Flexible objects which retain their contorted shape are instances of #$Bendable (q.v.); #$Flexible objects which vigorously bounce back to their original shapes when contorted are instances of #$Elastic. cb70e488-74be-11d6-8000-00a0c99cc5ae A physical attribute. #$Bendable is the #$PhysicalStructuralAttribute of an object that tends to stay in the contorted shape when contorted. Note: for something to be bendable, it must be #$Flexible. dbac7fe6-74ba-11d6-8000-00a0c99cc5ae An object, not an attribute: a filament-like object. 416e907a-74bc-11d6-8000-00a0c99cc5ae A specialization of #$PartiallyTangible. Each instance of #$CordlikeObject is a partially tangible non-fluid object (so #$CordlikeObject is disjoint with #$FluidTangibleThing) whose length is significantly greater than either its height or width. Moreover, each instance of #$CordlikeObject has a high degree of flexibility. Notable specializations of #$CordlikeObject include the collections #$Nerve, #$Tape, and #$Cable. COSMO note: in Cyc tapes were also CordlikeObjects, but in COSMO Tape is a 'RibbonlikeObject'. bd58f581-9c29-11b1-9dad-c379636f7270 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: 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. 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 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. bd58c3d0-9c29-11b1-9dad-c379636f7270 An OrganicSubstance which is relatively well defined as to chemical composition, or has some well-defined substructure (such as 'BetaLactam', for which each molecule contains at least one atom of carbon bonded to another carbon or to a hydrogen atom. This excludes mixtures of biological substance such as bone, blood, or secretions. An OrganicCompound can be partly ionic, such as the salts of fatty acids, nucleic acids, and some proteins. Compounds (such as carbon dioxide or carbon tetrachloride), in which no carbon is bonded to another carbon or a hydrogen atom, are inorganic, and not organic. So the presence of Carbon is not a sufficient condition for this type, though it is necessary. bfb68d5c-9c29-11b1-9dad-c379636f7270 A specialization of #$ChemicalCompoundTypeByChemicalSpecies. Instances of #$LigandType are collections whose instances are substances capable of surrounding and bonding to a central metal ion, forming a metal complex (or simply complex). In forming a complex, the ligands are considered to coordinate to the metal. 3bc47b54-3937-41d7-9033-bdfc2024a247 A ChemicallyDefinedSubstance is a PhysicalSubstance that is defined by its chemical composition. The specialized types will have a relatively well-defined composition, though the higher level catagories may have significant variation in the exact chemical composition, such as 'Rubber' or 'Alloy'. Substances that are commonly thnought of as relatively defined, even though they are mixtures such as Ivory and gemstone substances, are also subtypes of this Type. In Cyc labeled 'TangibleStuffCompositionType'. Cyc: A collection of collections and a specialization of #$ExistingStuffType. Instances are subcollections of #$PartiallyTangible whose membership is based only on the physical and/or chemical composition of their instances. #$TangibleStuffCompositionType does not have as instances collections whose instances are determined _solely_ by the physical state they are in - for that, see #$TangibleStuffStateType. However, many substances that chemically break down before melting (e.g. #$FattyTissue) _are_ included in this collection, even though they exist solely in one physical state. The collection #$Water is an instance of #$TangibleStuffCompositionType, as instances of #$Water are all pieces of substance with the chemical composition H20. On the other hand , the collection of all pieces of ice (i.e. (#$SolidFn #$Water)) is not a #$TangibleStuffCompositionType, because membership in that collection depends on the substance's composition _and_ on its physical state. #$TalcumPowder is not an instance of this collection because a fused mass of the substance would no longer be powder, but would still be of the same #$TangibleStuffCompositionType. Further instances of #$TangibleStuffCompositionType are #$Nylon, #$GasolineFuel, #$FattyTissue, #$Nitrogen, and #$Glass. An important specialization of this collection is #$ChemicalSubstanceType - those substance types defined solely by their chemical formulae. bd58864a-9c29-11b1-9dad-c379636f7270 A collection of collections and a specialization of #$ChemicalSubstanceType. Each instance of #$ChemicalCompoundTypeByChemicalSpecies is a specialization of #$PartiallyTangible whose instances are defined _only_ by their chemical composition - not by their physical state or any other property. Instances of #$ChemicalCompoundTypeByChemicalSpecies are collections whose instances are completely uniform with each other in terms of chemical structure, e.g., #$Water, #$Caffeine, and #$IronOxide. This collection does not include the chemical elements - such as #$Carbon and #$Oxygen, since there can be multiple types that molecules can be formed out of a single element, e.g. O2 and #$Ozone. Use the broader collection, #$ChemicalSubstanceType, for substances which have a general chemical specification, that is, whose instances do not have exactly the same chemical composition but fall within certain specifications, e.g., #$DNAStuff. bd40a83e-da13-41d6-9955-dc363ad8ec02 A compound, or mixture of compounds, composed predominantly from carbon and hydrogen atoms, though other elements may occur as minor impurities. By this definition, Petroleum is a Hydrocarbon, though constituents with nitrogen and oxygen may occurin those complex mixtures. These are found in natural gas and crude oil, and are also made synthetically. NOTE the use of the plural form to indicate that this may be, but does not have to be, a mixture of individual hydrocarbons - see, for example, 'Gasoline'. For single-formular hydrocarbons, see the Type 'Hydrocarbon' (singular). be481fa8-9c29-11b1-9dad-c379636f7270 An OrganicCompound composed exclusively of carbon and hydrogen atoms. The singular form indicates that only one hydrocarbon can be represented in this Type, not a mixture. Mehtane and benzene are common subtypes. A 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. 5b6cb4b4-74be-11d6-8000-00a0c99cc5ae A specialization of #$PhysicalObject. Each instance of #$ConvexTangibleObject is a tangible object that is convex; i.e., that has no significant concave surfaces, cavities or crevices (where the size of allowable minor concavities may depend on the context). Each instance of #$ConvexTangibleObject occupies about the same space as its convex hull - see #$ConvexHullFn and #$ConvexHullSpaceFn. A solid physical sphere or cube is an instance of #$ConvexTangibleObject, but a cup or doughnut cannot be. c0b9215a-9c29-11b1-9dad-c379636f7270 A #$SpatialThingTypeByDimensionality and a specialization of #$GeometricallyDescribableThing, #$TwoOrHigherDimensionalThing, and #$ShapedThing (qq.v.). Each instance of #$ThreeDimensionalGeometricThing is a three-dimensional geometrically-describable object. Examples include spatially-localized objects, such as the Pentagon, as well as abstract 3-D geometric objects. Specializations of this collection include #$Polyhedron, #$Ellipsoid, and #$Hemisphere. SUMO: The class of GeometricFigures that have position and an extension along three dimensions, viz. geometric solids like polyhedrons and cylinders. c0fbbe61-9c29-11b1-9dad-c379636f7270 A specialization of both #$RoundObject and #$ThreeDimensionalGeometricThing (qq.v.). Each instance of #$Ellipsoid is a three-dimensional object such that the planar sections along its respective internal axes are #$Ellipses. In other words, the shape of such objects should be roughly describable by taking some two dimensional ellipse and rotating it around its major axis in three-space. Note that #$Sphere and its generalization #$Spheroid are specializations of #$Ellipsoid. bfd0a066-9c29-11b1-9dad-c379636f7270 hasShape relates abstrct figures, substances, substance types, or individual objects to one or more shapes that describe the spatial form of that entity. When applied to substances, the shape description (e.g. 'lumpy') will be interpreted as a description of objects (quantities of substance) that are composed predominantly of that substance. For abstract geometric figures, the shape may be precise, with infinitely precise edges. For real-world objects, the shape will be only approximate, and in some cases very approximate. A specialization of #$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. cc29be1e-e6cd-41d6-8eed-98a95b650fc7 A PhysicalObject that is approximately in the shape of a sphere (spheroid), such as PlanetEarth or a baseball.. Any planet orbiting any sun, including the Earth. We make the distinction in order to avoid specifying that the Earth is located in the 'OuterSpaceVacuum' 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. 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. bd589a3d-9c29-11b1-9dad-c379636f7270 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. 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.. c0fe02b2-9c29-11b1-9dad-c379636f7270 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. 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. bd60398f-9c29-11b1-9dad-c379636f7270 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'. bd588501-9c29-11b1-9dad-c379636f7270 The collection of all auxiliary verbs negated by contraction. Example: 'hadn't'. bd6621bb-9c29-11b1-9dad-c379636f7270 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. bda8a964-9c29-11b1-9dad-c379636f7270 The collection of all #$PeriodicalSeries which have #$NewspaperIssues as #$subWorks. bf80725b-9c29-11b1-9dad-c379636f7270 An individual instance of some #$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 #$DigitalCamera-Generic. be00b0de-9c29-11b1-9dad-c379636f7270 Publication containing ephemeral (daily or weekly) accounts of news events since the last publication. bd58a05c-9c29-11b1-9dad-c379636f7270 A specialization of #$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. bd58c1bd-9c29-11b1-9dad-c379636f7270 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 #$ComputerNetworks. c0bba711-9c29-11b1-9dad-c379636f7270 The AbstractSymbolicObject that is an issue of a Newspaper. Cyc: The collection of all #$PeriodicalIssues for periodicals which are newspapers. Copies of an instance of #$NewspaperIssue are all instances of #$NewspaperCopy for the same #$Date. c103590d-9c29-11b1-9dad-c379636f7270 This collection is a subset of #$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, 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. 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 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. 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 #$depthOfObject. hasHeightInMeters has the same intended meaning as 'hasHeight', except that the unit of measure is implied (the measure is in meters) and does not need to be represented explicitly in the value, which for this relation is a floating poiint number. An attribute specifically to describe the height of a person. For a Person, the 'height' and 'length' are identical. hasBodyHeightInMeters has the same intended meaning as 'hasBodyHeight', except that the unit of measure is implied (the measure is in meters) and does not need to be represented explicitly in the value, which for this relation is a floating poiint number. Cyc: This predicate relates objects to their perimeter lengths. (#$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. bd588e2f-9c29-11b1-9dad-c379636f7270 A specialization of #$AnimalActivity. Each instance of #$BodyMovementEvent is an event in which an #$Animal moves a part of its own body, whether intentionally or reflexively. Specializations of this collection include #$TakingAStep, #$BlockingAPunch, #$Hiccoughing, and #$Blinking. SUMO: called BodyMotion. SUMO: Any Motion where the agent is an Organism and the patient is a BodyPart. COSMO note: SUMO does not distinguish between voluntary and involuntary body movements, though the subtypes are all voluntary. To be inclusive, this Type is considered the equivalent of SUMO 'BodyMotion'. bd58f6e3-9c29-11b1-9dad-c379636f7270 The SUMO equivalent of Cyc 'BodyMovementEvent. SUMO: Any Motion where the agent is an Organism and the patient is a BodyPart. A specialization of both #$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. bd58f69f-9c29-11b1-9dad-c379636f7270 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 #$Reaching. bd58a69d-9c29-11b1-9dad-c379636f7270 Powerful swinging of a leg, usually to hit something with the leg or foot. SUMO: Any instance of Impelling where the instrument is a Foot of the agent. bd58887e-9c29-11b1-9dad-c379636f7270 A specialization of #$LocomotionEvent, #$AnimalActivity, #$SingleDoerAction, and #$PurposefulAction. In each instance of #$LocomotionEvent-Animal, the object moving (see #$objectMoving) is an instance of #$Animal. Notable specializations of #$LocomotionEvent-Animal include #$Climbing, #$Swimming-Generic, and #$WalkingOnTwoLegs. Other specializations include types of events, such as single-person canoeing and #$Skating, in which a person moves himself or herself using a device to which s/he supplies the motive force. Note that instances of locomotion of several animals working together; e.g., tandam bicycling, a crew team rowing a boat, running a three-legged race; are not instances of this collection. bd58e64e-9c29-11b1-9dad-c379636f7270 An event, not a FunctionalProcess, in which an animal moves from one place to another by its own power. A #$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, #$Boring-Locomotion, etc. bd58e68c-9c29-11b1-9dad-c379636f7270 A specialization of #$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), #$Running, skipping, trotting, etc. NOTE: called 'Ambulating' in SUMO. SUMO: Any BodyMotion which is accomplished by means of the legs of an Animal for the purpose of moving from one point to another. bdd4cc3a-9c29-11b1-9dad-c379636f7270 The SUMO term for 'Ambulaiton'. The collection of instances of #$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. bd58e41a-9c29-11b1-9dad-c379636f7270 English length unit of feet. 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. c0fbe2d0-9c29-11b1-9dad-c379636f7270 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. bd58df6a-9c29-11b1-9dad-c379636f7270 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 #$supportedBy any one of them. c148a15d-9c29-11b1-9dad-c379636f7270 From Cyc relation 'supportedBy'. Cyc: An instance of #$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. bd5901fe-9c29-11b1-9dad-c379636f7270 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. bd58b498-9c29-11b1-9dad-c379636f7270 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. bd58a4b7-9c29-11b1-9dad-c379636f7270 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.). bd5905d8-9c29-11b1-9dad-c379636f7270 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 #$Ocean) - including the oceans themselves. bd590519-9c29-11b1-9dad-c379636f7270 #$Water in any physical state (solid, liquid, or gas) which is considered fresh water rather than sea water. Thus, lakes, rivers, drinking water, steam, precipitation, are all fresh water. bd589758-9c29-11b1-9dad-c379636f7270 '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. bd5890fd-9c29-11b1-9dad-c379636f7270 SUMO: An Icon made of Fabric that refers to a particular GeopoliticalArea or Organization. bd5890ba-9c29-11b1-9dad-c379636f7270 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 #$StateFn). This is the most general goal attribute and should be used only when one is unable to specify more exactly what kind of goal the relevant state of affairs is for an agent. ToDO: axioms must specify that the FutureSituation of the Desire and Intention are the same, and that the Agent that has the Goal will be a participant in the FutureSituaion. bd58fb03-9c29-11b1-9dad-c379636f7270 isaGoalOf relates an instance of a Goal to the CognitieAgent that has that Goal. Each instance of a Goal is held by some CognitiveAgent (animal, person, group) for some period of time. The time interval when a Goal is active may be open-ended. COSMO note: in COSMO a mental object. Cyc: This attribute characterizes goals which are concerned with an agent's status in (or with) another agent or group of agents. The kinds of 'status' at issue here include an agent's level of prestige, power, and influence, and position within an organization. Correspondingly, the kinds of agents or groups in which one can have a 'status' includes organizations, geographical regions, professional groups, and peer groups. Examples of goals which may be qualified with #$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. c080bd58-9c29-11b1-9dad-c379636f7270 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. bddf602c-9c29-11b1-9dad-c379636f7270 This attribute characterizes goals which are foreign policy goals. bf6e6728-9c29-11b1-9dad-c379636f7270 This attribute characterizes goals which involve aiding one's allies. bdbd817e-9c29-11b1-9dad-c379636f7270 A Mission is a Goal, to which the IntelligentAgent has a higher level of commitment (or determination) than for a common Goal; in addition, the Goal needs to have as a beneficiary some purpose other than benefitting the IntelligentAgent itself. A Mission may include a number of individual Goals, a and will be motivated by some sense of duty, which may be self-imposed. The Random House dictionary defines this sense of Mission as: '16. an assigned or self-imposed duty or task; calling; vocation.' . The level of commitment required to make a Goal into a Mission is vague, but for this ontology it merely needs to be significantly higher than for a typical Goal. The commitment may be imposed by some authority other than the Agent with the Mission, e.g. by an employer or supervisor. A military 'mission' will typically be assigned by someone other than the persons performing the mission. Having a Mission does not necessarily mean that the IntelligentAgent with the Mission will not benefit from its accomplishment; it merely means that some other Agent must also benefit. Thus a commercial company can have as its 'Mission' the total satisfaction of its customers. That benefits both the company and its customers. ToDO; axioms must specify the above conditions. 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) #$TradeGoal). be909fd7-9c29-11b1-9dad-c379636f7270 In Cyc, named 'OrganicMaterial'. This can be a solid or liquid, and can be an object composed of complex material froma living thing, or an organic chemical of defined composition. Cyc: A collection of tangible things. Each instance of #$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. bd58c3d0-9c29-11b1-9dad-c379636f7270 An OrganicObject is an object at least as large as a cell of an organism, that consists predominantly of substances which are living or are derived from living things, or are synthetic substances similar to those found in living things. An OrganicObject may be living or dead, or if dead, highly processed, providing that the main active constituent is derived from or similar to those in living things. Thus one muscle or one apple pie would each be an OrganicObject, but 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. bd58a6ed-9c29-11b1-9dad-c379636f7270 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 #$PortugueseManOfWar. A specialization of #$Organism-Whole. Each instance of #$Heterotroph is an organism incapable of manufacturing organic nutrients from inorganic raw materials. All instances of #$Animal are instances of #$Heterotroph, since animals must eat other living things, or parts of living things, in order to get the nutrients they need to live. Other specializations of #$Heterotroph include #$ParasiticOrganism and #$Fungus. Cf. #$Autotroph. bd590331-9c29-11b1-9dad-c379636f7270 #$EukaryoticOrganism is a specialization of #$Organism-Whole. Each instance of #$EukaryoticOrganism is an organism (individual organism, not type of organism) composed of #$EukaryoticCells (cells which have mitochondria, other organelles, and nuclei containing chromosomes). bfc8323a-9c29-11b1-9dad-c379636f7270 A specialization of #$Organism-Whole. Each 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 #$Fish. bd589715-9c29-11b1-9dad-c379636f7270 A specialization of #$BiologicalLivingObject that includes all living animals, body parts of living animals, and body regions of living animals. #$AnimalBLO is thus the union (see #$collectionUnion) of #$Animal, #$AnimalBodyPart, and #$AnimalBodyRegion (qq.v.). c0fe0761-9c29-11b1-9dad-c379636f7270 The dead body of an animal.. The dead body of a person. NOTE: in SUMO this is described as: SUMO: A Dead thing which was formerly a Human. However,in COSMO the relation is that a Person 'has' a body, not that a Person 'is' its body. In COSMO a dead Person is a Person with the vitality attribute 'Dead', so a Dead Person exists, and can be said to 'have' a Corpse. This will allow phrases like 'John's corpse' to be interpreted literally,, as the corpse that John has, or the corpse 'of' John. A person can 'have' only one corpse at a time, though a Person might own other corpses. An instance of #$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 #$Agent-Generic. bd58a562-9c29-11b1-9dad-c379636f7270 The collection of all sentient agents. Instances of #$PerceptualAgent are #$IndividualAgents (q.v.) capable of performing acts of #$Perceiving (q.v.). In many cases information that a perceptual agent gathers through perceiving can influence certain other of the agent's actions. bd58a72d-9c29-11b1-9dad-c379636f7270 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. bd58b031-9c29-11b1-9dad-c379636f7270 A specialization of #$Animal and an instance of #$OrganismClassificationType. Each instance of #$Homeotherm is a warm-blooded animal. That is, each instance is an animal that is able to maintain a stable body temperature relative to its environmental temperature. Cf. #$Poikilotherm. bd59432f-9c29-11b1-9dad-c379636f7270 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. Frrom Cyc: OPENCYC 1: MAY 23, 2002\nA specialization of #$AbstractInformationalThing. Each instance of #$Information-Content is an abstract object that can be the content, or meaning, of some token in some language. A pair of tokens of linguistic objects mean the same thing just in case each has the same content as the other. Instance of this collection can be used to represent the content of an instance of #$ConceptualWork. Wordnet: the psychological feature that arouses an organism to action toward a desired goal; the reason for the action; that which gives purpose and direction to behavior; 'we did not understand his motivation'; 'he acted with the best of motives' WN-N: sense 1 of 'motive', in synset 'motive, motivation, need'. Information-Content that is represented in the mind of a CognitiveAgent. Wordnet: the psychological result of perception and learning and reasoning. WN-N: sense 1 of 'knowledge', in synset 'cognition, knowledge, noesis'. In COSMO 'TruthValue' is considered an Attribute of either an Abstract Proposition or a linguistic Assertion. Cyc: #$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. bd58e3ba-9c29-11b1-9dad-c379636f7270 A Proposition is the abstract propositional content (i.e. the 'meaning') of some sentence, formula, or combination of sentences in any language. A Proposition is the actual meaning of a sentence or sentences in any language, and is independent of the language and of the symbol system used to encode the meaning. A related collection of Propositions is still considered as a Proposition; a prominent example is the body of accepted lore in some FieldOfStudy. There may be some temptation to use the subtypes of Proposition (Assertion, Axiom, Rule) as though they are symbolic objects - perhaps AbstractTexts. In casual conversation this will create no problems, and in fact it may not create problems in reasoning with the COSMO either, since both are abstract entities and not PhysicalObjects, and thus not disjoint. But it will be good practice to keep the propositional meanings separate from what are explicit though abstract linguistic representations of the meanings, wherever the distinction is clear. NOTE that this abstract notion of Proposition should not be conflated with an AbstractText that expresses that Proposition in symbols (usually linguistic symbols). An abstract 'Proposition' is related to such a symbolic representation by the relation 'hasAbstractRepresentation'. SUMO: Propositions are Abstract entities that express a complete thought or a set of such thoughts. As an example, the formula '(instance Yojo Cat)' expresses the Proposition that the entity named Yojo is an element of the Class of Cats. Note that propositions are not restricted to the content expressed by individual sentences of a Language. They may encompass the content expressed by theories, books, and even whole libraries. It is important to distinguish Propositions from the ContentBearingObjects that express them. A Proposition is a piece of information, e.g. that the cat is on the mat, but a ContentBearingObject is an Object that represents this information. A Proposition is an abstraction that may have multiple representations: strings, sounds, icons, etc. For example, the Proposition that the cat is on the mat is represented here as a string of graphical characters displayed on a monitor and/or printed on paper, but it can be represented by a sequence of sounds or by some non-latin alphabet or by some cryptographic form. OPENCYC 1: MAY 23, 2002\n A collection of intangible individuals. Each instance of #$Proposition is an abstract propositional thing that has some truth value in some context or world. A proposition is assumed to be representable (at least in principle) by a sentence in some formal or natural language. But it should _not_ be assumed that propositions are themselves intrinsically linguistic items in the way that sentences or formulae are. Indeed, propositions are often viewed as extra-linguistic, intensional entities that (while not sentences themselves) are represented or expressed by meaningful sentences (or, on some versions of this view, by concrete tokens of sentences). On such a view it is possible for distinct sentences (either from the same language or from different languages) to express the very same proposition; e.g. 'Snow is white', 'White is the color of snow', 'Schnee ist weiss'. (in German), and (arguably) '(#$relationAllInstance #$objectHasColor #$SnowMob #$WhiteColor)' (in CycL). Similarly, it is sometimes the case that a single sentence - when used in different contexts - will express distinct propositions; e.g. 'I am hungry.' said by you and said by me. Most formal languages (such as a first-order predicate calculus) and natural languages (such as English) include the resources for composing expressions that represent propositions from component expressions (that might or might not themselves represent other propositions).\n\nDOLCE: The abstract content of a proposition. Abstract content is purely combinatorial: from this viewpoint, any content that can be generated by means of combinatorial rules is assumed to exist in the domain of quantification (reified abstracts). A PredicatePhrase is the abstract InformationContent of a VerbPhrase, which contains a verb and (possibly) some object. A PredicatePhrase can combine with some semantically appropriate argument (which serves in the role of a Subject in a linguistic sentence) to form a full Assertion. Just as a Sentence can be represented as NP + VP (noun phrase followed by VerbPhrase), an Assertion can be represented as the concatenation of any semantic entity with a PredicatePhrase. A PredicatePhrase is the logical equivalent of a grammatical 'predicate' in those formulations that represent a sentence as consisting of a 'subject and predicate'. TheTypical is a relation that can be used to specify defaults . in other relations. For example one may want to say that 'the typical adult person has two legs'. This can be represented as the KIF proposition (TheTypical HumanAdult (hasExactlyTwo Leg)). A Belief is a Proposition that a CognitiveAgent considers to be so likely to be true that there is no value in doubting it, and no good reason to act as though it might be false. The degree of certainty which people attach to various statements of fact varies on a continuous scale, and it is probably not possible to distinguish some opinions that a person has some doubt about from what they 'believe'. Also, people may say they 'believe' one thing, but act as though they don't consider it true. One function of representing a Belief (as contrasted with an assertion that a person may make) is to allow representing a Lie (an assertion contrary to an Agent's belief), and to provide one componenent of motivation for an Agent to act. NOTE that although a Belief, like other MentalObjects, may have a location that is the sum of all physical representations, it must have had at least one active believer to be a Belief. That Believer may be a DeadPerson. The detailed axiomatization of 'belief' is postponed until COSMO is converted to FOL and some task that requires details of belief is at hand.. 'hasBeliever' points from a Belief (or BeliefSystem) to to some IntelligentAgent (or group) that holds that Belief. 'believes' is the inverse of 'hasBeliever'; it points from an intelligent agent to a Belief or BeliefSystem to which the agent has at least nominal adherence. NOTE that to say someone 'believes' something does not indicate the strength of the belief. For religious 'believers', the belief may be so nominal as to be nearly meaningless. But there should be some agreement to some core elments of a belief system to say that someone is a 'believer'. For cases where someone is, for example, traditionally Catholic but has no actual belief at all in any of the theological assertions of that faith, the relation 'believes' should not be used. Since the ontology says that a Catholic 'believes' Catholicism, a different Type should be used for those who have only nominal but not actual adherence to a faith. As of COSMO version 0.45, this distinction has not been added to the class hierarchy - no parent 'nominal' type is defined. This may best be approached by creating a 'nominal' function. A BeliefState is a stative Event (an Event in which some property stays constant - often called a 'state'), during which some CognitiveAgent believes some proposition. The necessary components of each instance of BeliefState are an individual CognitieAgent and a Belief (which is a subtype of Proposition). As an Event, a BeliefState has a specific beginning and ending time. If one asserts that an Agent believes something, one may not know when that belief began and when it will end, and it is not necessary to specify the beginning and ending time to create an instance of BeliefState. 'hadExperience' points from a MentalEvent to some MentalObject that formed the experience (if any) that the experiencer experienced (if the mental eent was an experience event). Examples of experience types that may be pointed to by this relation are 'Belief' and 'Emotion'. It is in the past tense, as Events in COSMO are considered as bounded in time, and must be in the past after the end point. NOTE: this relation might better be represented by an argument in a ternary relation, but is binary to accommodate the limitations of OWL. A ReligiousOrMoralBelief Belief is a Belief that contains some assertion about spiritual beings or moral imperatives, often referring to some Duty or Obligation arising from the sistence of those spiritual beings or moral imperatives. The basis for moral imperatives can be very vague, personal, or idiosyncratic and are therefore not possible to define precisely. A Group of (more or less) related Beliefs held in the mind of some IntelligentAgent. The beliefs may be only loosely if at all connected to each other, so it is not a 'System' in the formal sense used in COSMO. If the Beliefs actually fit together logically, that might make a 'CoherentBeliefSystem', but at this point there is no need for such a concept. An Ontology may be a BeliefSystem under some circumstances (see 'Ontology'). A BeliefSystem is a subtype of Belief - a group of Propositions is also a Proposition. Cyc: A specialization of #$AspatialInformationStore. Each instance of #$BeliefSystem is an ideology (systems of belief) in terms of which an agent characterizes (i.e., makes sense of) the world. Instances of #$BeliefSystem include: #$VegetarianBeliefs, #$GermanNaziIdeology, #$RepublicanPartyIdeology, #$CommunistIdeology, #$PacifistIdeology, #$Atheism, etc. See also #$ClassificationSystem. bd58bd47-9c29-11b1-9dad-c379636f7270 The collection of all religions or equivalent sets of beliefs that answer the `big questions' about creation, existence, etc. Some instances of this are: #$AnimistReligion, #$Catholicism, #$Buddhism, etc. bda75c6b-9c29-11b1-9dad-c379636f7270 The #$GoalAttribute used to characterize the cause or ideology that drives the actions of a given (principled) #$Person or of an #$IdeologicalOrganization. bfcded23-9c29-11b1-9dad-c379636f7270 The collection of all religions or equivalent sets of beliefs that answer the `big questions' about creation, existence, etc. Some elements of this are: #$AnimistReligion, #$Catholicism, #$Buddhism, etc. COSMO: various definitions of Religion have been proposed. For COSMO the esential core of a religion is a set of beliefs that attribute at least some of the events in this world to beings or forces other than physical processes that are susceptible at least in theory to reproducible experimental or observation confirmation. A belief system that considers people (or other living things) to have a soul that is more than the manifestation of physical processes in the body would be a religion by this definition. NOTE that a religion does not hae to believe in one or more gods. Other definitions: a system of beliefs usually involving the worship of supernatural forces or beings. a set of ideas, beliefs, practices, rituals, etc. through which a people relates to supernatural powers-- whether those powers are impersonal 'forces', spirits, or 'gods.' a framework of beliefs relating to supernatural or superhuman beings or forces that transcend the everyday material world. the codification of values, beliefs and behaviors in a society with a transcendent element; Theology is 'ideology' with recourse to the supernatural. Religion can be manifested as a type of ideology, forms the basis of group identity, is associated with 'code' books, is practiced in localized populations, contributes to ideas of social justice, can be mobilized in support of political violence, and is useful in negotiation and peacemaking efforts. bd59021d-9c29-11b1-9dad-c379636f7270 The collection of instances of #$Person who are not religious in any way. c0c530ab-9c29-11b1-9dad-c379636f7270 The collection of instances of #$Person who are uncertain as to whether or not there are #$Gods. c06ff570-9c29-11b1-9dad-c379636f7270 The collection of instances of #$Person who are athiests. bdb2baf4-9c29-11b1-9dad-c379636f7270 (ISO18025) Any traditional Chinese religion, including local deities, Taoism, ancestor veneration, Confucian ethics, Chinese universism, divination and magic.. (ISO18025) Original or primitive religions in an area including animism, shamanism, spirit-worship, ancestor veneration, polytheism, and pantheism; usually exclusive to a particular tribe or people.. (ISO18025) Belief in the action and agency of spirits of the dead, producing mediumistic phenomena. A Rule is a special kind of Proposition that asserts that some agent has some Obligation to do (or refrain from doing) some act. This is not a logical 'rule', which is categorized in the type 'Axiom'. NOTE that as a subtype of Proposition, this 'Rule' type represents the conceptual content, not the abstract symbolic things (AbstractTexts) that describe the Rule, nor the physical texts on which the Rule may be visibly written. Every Rule specifies what is desired or mandatory for some future situation, and carries the expectation that agents who conform to the Rule will make that Situation happen. The definition of Rule subsumes simple games as well as complicated laws and business rules. The future situations may be processes, events, or states. Thus the Rule 'stop for a red light' refers to the situation where a vehicle approaches an intersection with a traffic light that is red; - to conform to the Rule, the vehicle must perform the event of stopping before the location of the light. That event of stopping is the desired situation that the Rule specifies. Although Rules are created to be applied to Agents, it is difficult in many cases to specify the agents to whom the rules are intended to apply, as the agents may be in some cases only vaguely defined by membership in a class - for example, game rules only apply to those playing the game at some particular time. Laws may apply to anyone 'within the jurisdiction'. COSMO note: In COSMO, this is a substance, not an object. There are some inorganic materials, such as carbon dioxide and carbon tetrachloride, that contain carbon. So carbon content is not the only criterion to distinguish organic from inorganic substances. Cyc: A specialization of #$InanimateThing. Each instance of #$InorganicMaterial is a tangible thing wholly composed of one or more types of inorganic molecule. Instances of #$InorganicMaterial usually didn't originate as parts or products of living things. Notable specializations of #$InorganicMaterial include #$Mineral, #$Metal, and #$Glass. bd590a05-9c29-11b1-9dad-c379636f7270 In OpenCyc this class is a collection of pieces of crystalline material. In COSMO it is reinterpreted as an attribute of some solids. Cyc: The collection of instances of #$PartiallyTangible having a solid crystalline structure. In a crystalline solid the atoms, ions, or molecules are ordered in well-defined arrangements. These solids often have flat faces that make angles with one another. They are frequently translucent and brittle. 892632f8-74bf-11d6-8000-00a0c99cc5ae In OpenCyc called 'Crystalline'. Cyc: The collection of instances of #$PartiallyTangible having a solid crystalline structure. In a crystalline solid the atoms, ions, or molecules are ordered in well-defined arrangements. These solids often have flat faces that make angles with one another. They are frequently translucent and brittle. 892632f8-74bf-11d6-8000-00a0c99cc5ae A specialization of #$InanimateThing-Natural. Each instance of #$Mineral is a piece of homogeneous inorganic physical substance that has a crystalline structure. Specializations of #$Mineral include the collections #$Diamond, #$Turquoise-Gem, #$Jade-Gem, and #$Corundum. c1008900-9c29-11b1-9dad-c379636f7270 A PhysicalSubstance that is in a crystalline form, and inorganic (possibly except for some small amount of included organic material), In COSMO this is a Substance, not an Object, whereas the Cyc term is an Object. Cyc: A specialization of #$InanimateThing-Natural. Each instance of #$Mineral is a piece of homogeneous inorganic physical substance that has a crystalline structure. Specializations of #$Mineral include the collections #$Diamond, #$Turquoise-Gem, #$Jade-Gem, and #$Corundum. SUMO: Any of various naturally occurring homogeneous substances (such as stone, coal, salt, sulfur, sand, petroleum), or synthetic substances having the chemical composition and crystalline form and properties of a naturally occurring mineral. c1008900-9c29-11b1-9dad-c379636f7270 COSMO note: LandStuff (land) is considered as a substance in COSMO, not an object. Cyc: A specialization of #$NaturalTangibleStuff. Each instance of #$LandStuff is a portion of the stuff that the ground of a planet (at or near its land surface) is made of, including rocks, boulders, sand grains, soil, mud, lava, and mixtures of those things (such as islands or whole continents). Examples of #$LandStuff include #$ContinentOfAustralia, #$CapeCod, Zion Hill, and the lava pouring out of #$MountEtna-Volcano. c0fba244-9c29-11b1-9dad-c379636f7270 A TopographicalFeature is a kind of Place, and is ambiguous as to whether it is a region of space on the surface of a planet, or a physical object (e.g. an ocean) that characterizes some region of space on the surface of a planet. Both types may be subtypes of this category. Cyc: A specialization of #$GeographicalRegion. Each instance of #$TopographicalFeature is a three-dimensional feature of a planet's surface, typically with boundaries defined by formations of rock, dirt, water, etc., or by significant changes in elevation. Some important specializations of #$TopographicalFeature include #$Mountain, #$MountainRange, #$Peninsula, #$Harbor, #$Shoreline, and #$Arroyo. Note that collections of regions defined by the presence of human artifacts (e.g. #$CitySkyline) or ecological characteristics (e.g. #$Forest) are _not_ specializations of #$TopographicalFeature. Instances of #$TopographicalFeature include #$KyushuIsland-Japan, #$SaintThomas-Island, #$LakeErie, #$VictoriaFalls, and #$MalayPeninsula. bd58ce45-9c29-11b1-9dad-c379636f7270 The physical material at the surface of a GeographicalArea that is mostly solid and is not located on a BodyOfWater, although it may contain some body of water that is less than half its total mass (e.g. a continent). be66109c-9c29-11b1-9dad-c379636f7270 Ground is some PhysicalObject consisting of a piece of land typical of land in situ, e.g. soil, sandy ground, or rocky ground. Artifact constructs such as pavement are not instances of 'Ground'. Cyc: A specialization of #$GeographicalRegion. The collection of all land surfaces of planets. bd58d0b0-9c29-11b1-9dad-c379636f7270 A LandArea that has been cleared of BotanicalTrees. Note that a Field is not necessarily used for the cultivation of crops and that a Field may be very small, e.g. Lawn is a subclass of Field. A Field is not necessarily flat, it can have small hills. The unpaved outdoor space around a building, owned by the owners of that building. bd58ef69-9c29-11b1-9dad-c379636f7270 A grassy piece of land in a human-occupied areas, etc. Lawns are usually maintained by mowing, etc. They are often but not always around buildings. COSMO note: this is the physical material that occupies the region defined by the lawn, it is not a region itself. SUMO: A Field of cultivated and mowed Grass. bd58f62f-9c29-11b1-9dad-c379636f7270 A GeographicalRegion coinciding with the boundaries of some BodyOfWater. The whole Atlantic, North and South,excluding adjacent seas. This is the physical object consisting of lots of water. For the region of space in which the AtlanticOcean is located, use 'AtlanticOceanRegion'. 3.32E23 The whole GulfOfMexico. 3E22 Body Of Water bd5884fc-9c29-11b1-9dad-c379636f7270 NOTE: this is a physical object located on the surface of a planet, which contains mostly water, but will also include a part of the land which serves as container for the water; thus it is a subtype of 'ContainerAndContents'. This is not a region or area, but it can serve (as can other physical objects) as a location. Certain bodies of water can be 'located at' themselves, when they occupy a named region, such as a river. Every physical BodyOfWater should specify the region in which it is located, which may have the same name. For logical clarity, we distinguish regions of geographic space containing water from the water itself, though in ordinary speech the distinction may not be made, and may not in specific cases be important. Where the object itself may be most significant is in cases where one discusses the composition of the water, e.g. salinity, polllution, etc. For spatial regions coinciding with bodies of water, use 'WaterRegion'. The SUMO terms 'BodyOfWater' and 'WaterArea' were merged in this Type SUMO: (bodyOfWater) A BodyOfWater is a connected body of water with established boundaries marked by either geographical features or conventional borders. SUMO: (WaterArea) A body at the surface of the Earth which is made up predominantly of water, e.g. rivers,lakes, oceans, etc. OPENCYC 1: MAY 23, 2002 A collection of topographical features. Each instance of #$BodyOfWater is a natural or artificial body of water. Instances may belong to specializations as #$Lake, #$Stream, and #$Ocean. #$BodyOfWater includes #$Reservoirs, #$Canals, and navigation channels that are developed and/or enlarged by humans. However, it does not include smaller purely-artificial bodies of water such as #$SwimmingPools or tanks of water. #$Glaciers and snowpacks are not included, but lakes and ponds that are sometimes liquid are included, even if they have an ice crust or are solidly frozen. Examples of #$BodyOfWater: #$HudsonBay, #$PanamaCanal, #$AdriaticSea, #$BayOfBengal, #$NiagaraFalls. A SUMO term approximately equivalent to 'BodyOfWater'. This is the thin layer of ground or artificial solid that underlies a BodyOfWater and serves as a container for it; this is the 'Container' which is part of the ContainerAndContents which is a BodyOfWater. This would be a lake bed, a stream bed, an ocean bottom, or a canal lining (if a canal had a lining). SUMO: A WaterArea whose Water is saline, e.g. oceans and seas. OpenCyc: SeaWater: OPENCYC 1: MAY 23, 2002 A specialization of both #$LiquidTangibleThing and #$Water-Saline. Each instance of #$SeaWater is a portion of salt water with the kind of mineral concentrations found in oceans (see the collection #$Ocean) - - including the oceans themselves. A SUMO term approximately equivalent to 'BodyOfSaltWater'. For spatial regions coinciding with bodies of water, use 'WaterRegion'. NOTE: this is a physical object consisting mostly of water and partly of the surface solid that serves as a container for the water. It is, not a region or area or substance. . A SUMO term approximately equivalent to 'BodyOfFreshWater'. For spatial regions coinciding with bodies of water, use 'WaterRegion'. A Designator is a SymbolicObject that is created as a means of reference to some entity other than itself; in addition to being an AbstractSymbolicObject, it plays a Role in designating some other entity, and is therefore also a Role. The most common kinds of Designators are names of people and places, but many other kinds of Designators exist, in particular Identifiers that are numbers or have a numerical component. Every word in a language, natural or artificial, is a Designator of some kind of entity. Designators do not have to be strings or words in a language: symbolic objects such as icons can also be Designators. An Identifier is a specialization of Designator in that it refers to a particular individual entity. This contrasts with the more general Designators, which can refer to classes of entities, such as the Designator 'cat', referring to a species of animal. Identifiers do not have to be unique; for example, many human names are used as identifiers for more than one person. But when the Identifier is created (and as a SymbolicObject, it must be created with a purpose by some intelligent agent), it is intended to refer to an individual entity. A complication exists in that the may be many different linguistic variants of a particular Designator or Identifier. Names may be pronounced in various ways by different people, or transliterated into different alphabets. Thus the designator itself may have an abstract representation as any of various other SymbolicObjects, such as text strings in different languages. We use the convention that the designator itself is fixed as the SymbolicObject created by the agent (person) who created it to use it as a label for an entity, and there may be different ways of linguistically expressing that designator. An AbstractString (in any language) used to represent a Designator will be related to that Designator by the hasAbstractRepresentation relation. A PersonIdentifier is an Identifier that is intended to refer to one specific person. This may be a name string, a number, or a BiometricIdentifier. A BiometricIdentifier is any PersonIdentifier based on body characteristics more or less specific to a particular individual person. BloodType is a marginal subtype, being not very specific but having been used for identification purposes. More reliable are fingerprints, DNA restriction patterns, retina scans, facial patterns, voiceprints. Who knows what else they may use?. containsSymbolicObject specifies that some AbstractSymbolicObject (such as a text) contains some other AbstractSymbolicObject. This relation may be used to specify that some type of text must always contain an instance of another type of text. NOTE that this is not a subproperty of 'contains' because the definition of 'contains' requires that the contained thing is not a part of the containing thing. For this symbolic containment, we allow the contained thing to be a part of the containing thing isContainedInSymbolicObject specifies that some AbstractSymbolicObject (such as a string, sentence, paragraph, or list) is contained in some other AbstractSymbolicObject (such as a document). This relation is transitive. This is the inverse of 'containsSymbolicObject'. A GenericLabel is either an abstract or a physical artifact that is created with the intention of designating some entity or type of entity. This Type corresponds with the English word 'label' which is ambiguous as to abstract or physical labels. A designator (abstract) is an instance of this GenericLabel type, and a physical label that is attached to an individual object (such as the computer I am typing this on) is also an instance of this Type. A PhysicalLabel is a physical artifact that is a SymbolicObject, and is created with the intention of designating the identity or some quality of a PhysicalObject to which it is affixed. The PhysicalLabel may be stamped onto the labeled object (such as the serial number of a pistol, or the VIN on some part of an automobile), or may be a metal tag or paper tag attached by glue or cement to the object, or may be a separate tag that is affixed to the labeled object with a string or wire. This Type corresponds with the physical label sense of the English word 'label', and is distinct from the abstract sense used when one says, for example, that a word 'labels' a concept. A PhysicalLabel does not have to be an identifier of an individual object, such as a serial number tag; it can also be a tag providing information about the nature of the object (or its contents, if it is affixed to a container). A label saying 'FLAMMABLE' or "BIOHAZARD', or a graphical symbol having either of those meanings would be a PhysicalLabel in this sense. In contrast, the abstract symbol for 'BIOHAZARD" (a stylized representation of a four-unit cluster of a coccoid bacterium) would be an abstract label, and a physical tag with a representation of that symbol would be a corresponding PhysicalLabel. hasSubstring relates an AbstractString to another AbstractString that is a part of the parent string. The whole string is also a substring of itself. isaSubstringOf relates an AbstractString to another AbstractString of which it is a part. Each string is also a substring of itself. An IdentifierString an AbstractString that was created as an Identifier for some individual Entity. This is a very general concept. Every name-label for every concept in this ontology is an IdentifierString. A NameString an AbstractString that was created as an Identifier for some individual Entity. This can be any name, first, last, ful, nickname, alias. A FullNameString is an identifierString that was created as an Identifier for some person. The string may include titles, abbreviations of first or middle names, or honorifics, and will in general not be unique for any given person A FirstNameString is a name that is spoken or written first when identifying a person in his/her own culture - it may be a given name or family name, depending on the culture. In forms 'first name' often means 'GivenNameString'. hasFirstName relates a Person to a FirstNameString that is a part of the Person's full name. NOTE that the FirstnameString is an instance of a Type, not a datatype string. A GivenNameString is a NameString that was created as an Identifier for some person, at birth or by some legal process, that is not the family name or surname. In some cultures a person may have only one name, and this name will be the Type to use in that case. In forms 'first name' often means 'GivenNameString'. A particular GivenNameString may be the GivenName for many people. A FamilyNameString is a NameString that was given to some person, at birth or by some legal process, that serves the same function as a family name or surname. In many cultures it is usually the same FamilyName as the FamilyName of the father, but that is not necessarily always true. A particular FamilyNameString may be the FamilyName for many people. A MiddleNameString is a NameString that was given to some person, at birth or by some legal process, that serves the same function as a family name or surname. In some cultures the middle name may be derived from a relative; in Russia, the MiddleNameString is typically the 'patronymic', derived from the father's first name, as in 'Boris Vasilyevich Zarkov', where the father's first name was 'Vassily'. In some cultures, for some individuals, the mother's maiden name might be used as a middle name. The first letter of the true MiddleNameString may often be used as a middle name, and this Type allows the middle initial (with or without a period) to be included as a MiddleNameString for a person. The MiddleNameString of an individual will therefore not be unique, though when an initial is used it is predictable from the actual MiddleNameString. A particular MiddleNameString may be the MiddleName for many people. hasFamilyName relates a Person to a FamilyNameString that is a part of the Person's full name. NOTE that the FamilyNameString is an instance of a Type, not a datatype string. hasMiddleName relates a Person to a MiddleNameString that is a part of the Person's full name. NOTE that the MiddleNameString may be an abbreviation or a full middle name, and is therefore not unique. It is an instance of a Type, not a datatype string. In western cultures a particular name may be used as a MiddleNameString or a GivenNameString. hasGivenName relates a Person to a GivenNameString (not the inherited family name) that is a part of the Person's full name. NOTE that the GivenNameString is an instance of a Type, not a datatype string. A particular GivenNameString may be the GivenName for many people. Each UniqueIdentifier16 is an IdentifierString that has exactly 16 characters and must be unique within any given ontology. Making these identifier strings as instances allows the uniqueness to be enforced by an ontology editing tool such as Protege. The basic 16-char identifier string is unformatted. Formatted subtypes might be defined if desired. 16 An AbstractWordString is an AbstractString that is intended to symbolize a single concept, therefore it is also an AbstractSymbol. There is some debate over what should linguistically constitute a Word, and some of that ambiguity will apply to the notion of an AbstractWordString. At a minimum, in the English language, a string of characters that is not broken by spaces can be considered an 'AbstractWordString', even if it is nonsensical or some code string. Tightly linked groups of character strings that have meaning that cannot be constructed from the individual character strings (e.g. idioms that are not sentences) can also be considerd here as 'AbstractWordStrings' isDefinedByText a WordString to another AbstractString which describes or defines the meaning of the WordString. A LinguisticAssertion is sentence or combination of sentences in some language which expresses in linguistic symbols the content of a logical Assertion (which is an abstract Proposition). The Assertion may be a complex combinations of simple (atomic) assertions. In COSMO every LinguisticAssertion is a topic of some 'Communication'. The reason for this is that the act of creating an assertion in linguistic format entails that the creator had some audience in mind - even if that audience was the creator him/herself. This may leave out mindless rambling speech, but that kind of speech can be represented by a more general linguistic entity, such as 'Statement'. NOTE that the restriction here requires that a LinguisticAssertion be mentioned in some communication (not necessarily part of a communication). It can be mentioned without being part of a Commujnication if it is referred to or summarized without being presented in full in that communication. Proposal in COSMO differs from the use of that term in Cyc in being broader. In COSMO it is a linguistic assertion of the form 'We should do xxx' - putting forward a course of action. It applies to all suggestions for action among any group of two or more agents. NOTE: in COSMO this is an abstract LinguisticAssertion, not an Event. Cyc: A specialization of both #$SupposedToBeMicrotheory and #$IntangibleExistingThing. Each instance of #$Proposal is a potential agreement in the 'proposal' stage -- i.e., a potential agreement which is under consideration but which has not yet been adopted. The making and consideration of #$Proposals is an important part of such activities as #$Negotiating and legislative #$Debate (qq.v.). Examples of #$Proposals include instances of #$BidOnSale, job offers, proposed codes of conduct (including proposals for new #$Laws), and proposed punishments. bd646625-9c29-11b1-9dad-c379636f7270 A PolicyProposal to adopt a policy, among some reasonably stable group of agents that have some more or less formal codification of their policies. This is not only for governments and organizations, though it is likely to be used most commonly by them.. SUMO The Class of LinguisticCommunications that effect an institutional alteration when performed by competent authority. Some examples are nominating, marrying, and excommunicating. NOTE: in COSMO this is an abstract LinguisticAssertion, not an Event. An assertion is a Proposition that is expressed in one logical sentence, which can be a complex sentence formed by an 'and' (a conjunction) or by an 'or' (disjunction'), or any combination of those. It stands by itself as being evaluable as true or false. It cannot have variables in it. Factual assertions in a knowledge base will be instances of this Type. For rules the form if-condition-then-condition, use 'Axiom'. An InferredAssertion is an Assertion that was created by a process of inference, and was not directly asserted by some source.. An Axiom is a formal Rule in a form: antecedent-consequent (if - then). It will typically have variables in it, and may be arbitrarily complex, with 'and's and 'or's. The collection of all #$InformationBearingThings whose information content is a request for information. An #$InformationRequest-IBT is the #$communicationToken in any act of #$RequestingInformation. 705ecc38-5d38-11d6-8000-0050dac4bdee The collection of all instances of #$InformationRequest-IBT which take the form of a question. This collection includes yes/no questions, questions that ask for bindings (e.g. beginning with 'Who', 'What' or 'When') and questions that ask for descriptions or explanations (e.g. 'How' or 'Why'). ac6329f0-f0d5-41d6-92ba-92a220a65964 The AbstractLinguistic representation of a Request - whether a request for information, or a request to perform some action. Cyc: The notion of a 'request' involves both the event in which a Request communication is made and the content of that communication. The content of a request can be interpreted as a combination of assertion and question: the assertion is that some information or action is desired, and the question is whether the listener will provide the information or do the action. This Type represents the request content. The Event of making a request is represented as 'Request'. SUMO: A Sentence that expresses a request for something or that something be done. The value of an angle in a solid. PressureMeasure is the class of UnitsOfMeasure used to measure pressure (barometricPressure), e.g., InchMercury. Time unit. one calendar year. 1 year = 365 days = 31536000 seconds. The Class of all calendar Years. A UnaryFunction that maps a number to the corresponding calendar Year. For example, (YearFn 1912) returns the Class containing just one instance, the year of 1912. As might be expected, positive integers return years in the Common Era, while negative integers return years in B.C.E. Note that this function returns a Class as a value. The reason for this is that the related functions, viz. MonthFn, DayFn, HourFn, MinuteFn, and SecondFn, are used to generate both specific TimeIntervals and recurrent intervals, and the only way to do this is to make the domains and ranges of these functions classes rather than individuals. (YearFn Integer) An important specialization of #$InanimateThing. Each instance of #$ExanimateThing is an individual that is typically regarded as truly inanimate, or non-agentive in the sense that it is utterly incapable of any subjective or mental experience. c0d2c2fb-9c29-11b1-9dad-c379636f7270 MicroLifeForm is a category that includes Virus and Microorganism. This is useful where, as in COSMO, a virus is not considered a Microorganism. A specialization of both #$MicroscopicScaleObject and #$Organism-Whole. Each instance of #$Microorganism is an organism too small to be seen by humans without the aid of a microscope. Notable specializations of #$Microorganism include #$Protozoan, #$Virus, and #$ProkaryoticCell. SUMO: An Organism that can be seen only with the aid of a microscope. COSMO note: This means that the single unit needs a microscope to visualize; of course, microorganisms can form colonies that are visible to the naked eye. c00b2dee-9c29-11b1-9dad-c379636f7270 A Virus is a life form that, in one stage if its life cycle, may consists simply of DNA or RNA coated by protein, or, in more complex forms, may have a membrane and some enzymes. But the memberane is lost when the virus infects a cell and multiplies, so that membrane does not serve as a cell membrane, and even the complex viruses are not organisms for this classification. In Cyc, a Virus is an organism, but in COSMO it is not. NOTE that a Virus is an Object, and the proper interpretationshould be a single virus particle. A Group of virus particles could also be considered as a Group object, but that has not yet (v0.32) been represented in COSMO. Cyc: A specialization of #$Microorganism. Each instance of #$Virus consists mainly of a capsid (capsule chamber) containing viral DNA or RNA. Viruses have no cells, but reproduce by inserting into living cells the viral DNA or RNA, which then uses cellular mechanisms to create new viruses. Viruses cause many diseases in all other types of organisms; some can even infect instances of #$Bacterium. Note that #$Virus excludes prions, bacteria, rickettsia, and protists. bd589742-9c29-11b1-9dad-c379636f7270 A Pathogen is a life form that can cause disease in man or animals or plants. Prions that cause disease are classified here as pathogens. A microrganism that can cause an infectious disease (in man or other animals). Note that pathogenic viruses are a separate category, because viruses are not classified here as organisms. A specialization of #$Organism-Whole. Each instance of #$TerrestrialOrganism is an organism adapted to life on land, out of water. Instances of #$TerrestrialOrganism spend all or most of their time out of the water, either on the land surface or under it. Specializations of #$TerrestrialOrganism include #$Dog, #$Bird, and #$Person. bd590841-9c29-11b1-9dad-c379636f7270 COSMO note: PhysicalPartOfObject is here interpreted as a Role, which means that anything classified under this category must have as part of its definition that it is necessarily a part of some larger physical object, in the sense specified in the ontology.. Cyc: The collection of things that are best thought of as parts of other things, and about which we might have something useful to say. Think of table legs, sleeves of garments, etc. This is just to make it easier to search through all this part stuff when someone needs to do so. None of us (#$Guha, Karen, Nick ...) are very happy with this collection ... bd589de9-9c29-11b1-9dad-c379636f7270 The collection of living cells; a specialization of #$BiologicalLivingObject. Each instance of #$Cell is one of the basic structural units of nearly all living things, consisting (at least) of cytoplasm bounded by a cell membrane. Only the living structures viruses, mitochondria, and plastids are not composed of cells. bd58ee63-9c29-11b1-9dad-c379636f7270 A specialization of both #$BiologicalAgent and #$Microorganism. Each instance of #$LivingBiologicalAgent is a living micro-organism that is also a biological agent. COSMO note: this category is interpreted as meaning that the organism is 'living' in some world, which may not be our real world, but a fictional or hypothetical world. This distinction is used in defining the subtype of 'LivingPerson'. c01280e4-9c29-11b1-9dad-c379636f7270 A specialization of both #$Microorganism and #$Cell. Each instance of #$SingleCellOrganism is an organism composed of a single self-reproducing living cell. Notable specializations of #$SingleCellOrganism include #$Protozoan, #$ProkaryoticCell, and #$Algae-LikeProtist. bd5906e6-9c29-11b1-9dad-c379636f7270 A specialization of #$SingleCellOrganism. Each instance of #$ProkaryoticCell is a single-celled organism that lacks both a nucleus and mitochondria. Notable specializations of #$ProkaryoticCell include #$Bacterium, #$MoneraKingdom, and #$BlueGreenAlgae. bd58d537-9c29-11b1-9dad-c379636f7270 An instance of #$BiologicalKingdom, and a specialization of #$ProkaryoticCell. Each instance of #$MoneraKingdom is a one-celled prokaryotic organism (so each instance lacks a nuclear membrane, as well as other internal organelles). Specializations of #$MoneraKingdom include #$Bacterium, #$PseudomonasMallei, and #$EscherichiaColi. bd58cb4b-9c29-11b1-9dad-c379636f7270 The collection of bacteria; a subset of #$SingleCellOrganism. Each element of #$Bacterium is also an element of #$ProkaryoticCell and of #$Heterotroph. Bacteria are typically incapable of processes of #$Photosynthesis-Bacterial. The class #$Bacterium, also called the Schizomycophyta, is one of the divisions of the #$MoneraKingdom. Many bacteria cause diseases that are instances of #$BacterialInfection in both plants and animals, but some are beneficial or even necessary for life. Compare with the #$BlueGreenAlgae. SUMO: A small, typically one-celled, prokaryotic Microorganism. bd58d4fb-9c29-11b1-9dad-c379636f7270 A collection of #$Bacterium that use complex carbon compounds to fulfill their cardon requirements. This type of #$Bacterium can not use #$CarbonDioxide, see #$Autotroph-Bacterium. c0768e3c-9c29-11b1-9dad-c379636f7270 An ImmatureOrganism is an Organism in which some typical feature of the adult form is not yet fully developed. NOTE carefully that in COSMO the category 'Organism' is intended to represent typical adults forms of an organism. Therefore we can make certain necessary assertions about an 'Organism' without being concerned about exceptions. When exceptional circumstances are encountered, one should use the catgegory 'ImmatureOrganism' or 'AbnormalOrganism'. Rather than reify such categories for each organism type, they can be generated by use of functions on the typical organism Type. If functions are not available in some implementation, reification may be necessary. An AbnormalOrganism is an Organism in which some typical feature of the adult form is either imperfectly developed (as by a developmental problem), or had developed and was altered to a less functional form. An immature form in which the normal functions are not yet developed . are not instances of this category, but of 'ImmatureOrganism'. NOTE carefully that in COSMO the category 'Organism' is intended to represent typical adults forms of an organism. Therefore we can make certain necessary assertions about an 'Organism' without being concerned about exceptions. When exceptional circumstances are encountered, one should use the catgegory 'ImmatureOrganism' or 'AbnormalOrganism'. Rather than reify such categories for each organism type, they can be generated by use of functions on the typical organism Type. If functions are not available in some implementation, reification may be necessary. A specialization of #$Animal. Each instance of #$ViviparousAnimal is an animal which is born from its mother's body. Cf. #$OviparousAnimal. bf058d0f-9c29-11b1-9dad-c379636f7270 A specialization of #$BiologicalLivingObject that includes all plants and parts of plants. #$PlantBLO is thus the union (see #$collectionUnion) of #$Plant and #$PlantPart (qq.v.). For whole plants, see 'Plant'. c0fe06bb-9c29-11b1-9dad-c379636f7270 A mixture of sticky materials, including organic and inorganic, such as Glue, or 'Cement'. Adhesives have the property of being sticky, and must be in the liquid or semiliquid form; a dried Adhesive is not a subtype of this Type. Solder is not an 'Adhesive' both because it is not liquid, and it is not sticky. SUMO: Any Mixture whose purpose is to be used as the instrument of Attaching one thing to another. A mixture of sticky materials, usually made of a protein gelatin obtained by boiling the skins or hooves of animals in water. In COSMO 'Glue' is restricted to such sticky stuff made of organic materials. For non-organics use the generic 'Adhesive' or 'Cement'. Glue has the property of being sticky, and must be in the liquid or semisolid form; dried Glue is not a subtype of this Type. SUMO: Any Mixture whose purpose is to be used as the instrument of Attaching one thing to another. bd589733-9c29-11b1-9dad-c379636f7270 Cement-Adhesive is an Adhesive substance that starts as a liquid, but dries into a hard solid that grips two solid objects together. It differs from some other ahdesives, such as that on the back of a band-aid, in that not all adhesives neeed to dry in order to prform their gripping function, whereas Cement-Adhesive in COSMO only grips as intended after it hs substantially hardened. NOTE that Cement-Structural is not an Adhesive, as it is not necessarily employed for holding objects together, but more commonly as a structural support. Cement is a subclass of Mixture whose instances may contain various minerals or ores, prepared by heating and pulverizing, and used in binding Concrete or in laying brick or stone. Called 'Cement' in SUMO.. A Carbohyhdrate having more than 5 linked monosaccharide rings in each molecule. a polysaccharide that is the main constituent of the cell walls of plants. SUMO: The main component of Plant Tissue. bd607756-9c29-11b1-9dad-c379636f7270 A polysaccharide used for storing energy in animal cells. A Substance which is a polymer consisting of chains of glucose molecules, to some extent cross-linked. **Not** an object,as in Cyc. SUMO: A complex Carbohydrate that is the main form in which Carbohydrates are stored. Cyc: A piece of starch, i.e., a piece of a substance made up of starch molecules. bd58b70c-9c29-11b1-9dad-c379636f7270 Organisms which spend most or all of their time immersed in salt water. bd590884-9c29-11b1-9dad-c379636f7270 This is the collection of (individual) animals in the phylum Echinodermata. It includes starfish, sea urchins, sea cucumbers and sand dollars. Echinoderms are #$Coelomates. c09e485b-9c29-11b1-9dad-c379636f7270 A specialization of #$Echinodermata. Starfish are the most familiar of the echinoderms. 1a0205e1-1448-11d7-87bf-000347a4228d The Cyc term for the concept 'ArtificialSubstance'; but in Cyc is is actually an Object, not like a COSMO 'Substance'. COSMO note: redefined as strictly organic, so water is excluded. Cyc: An instance of #$ExistingStuffType and a specialization of #$PartiallyTangible. Each specialization of #$EdibleStuff is a type of partially tangible stuff which all normal instances of some specialization of #$Organism-Whole can consume and successfully metabolize a significant portion of any instance of, with or without resulting harm to themselves. This collection includes virtually all animal and vegetable matter, as well as salts, potable water, and instances of #$OralDrug. It does not necessarily include things that are ingested but not metabolized, such as the stones that birds swallow to aid in digestion, or dirt, paint chips, and coins ingested by children. The function #$EdibleByFn is used to specify the collections of edible stuff that are ingestible by all normal instances of certain specializations of #$Organism-Whole, including #$Person. Note that whether an edible substance _also_ has a detrimental effect if eaten is a separate question. Something can be both edible and poisonous. bd5908ef-9c29-11b1-9dad-c379636f7270 A specialization of both #$NaturalTangibleStuff and #$OrganicStuff. Each instance of #$VegetableMatter is a piece of stuff (solid, liquid, or, improbably but conceivably, gaseous) which is a piece of vegetable material. Important specializations of #$VegetableMatter include #$Plant and #$PlantProduct. bd58c455-9c29-11b1-9dad-c379636f7270 The collection of all individual plants, an instance of #$OrganismClassificationType and a specialization of #$EukaryoticOrganism. #$Plant is a member of the #$BiologicalKingdom and contains the primary subjects of #$Botany. The instances of this collections are typically stationary, living, whole organisms; the cells of plants generally lack cholesterol and have cell walls that include substances of #$Cellulose. Most, though not all, plants are capable of making sugars by #$Photosynthesis-Plant processes and have green parts. Some example subsets of #$Plant are the collections #$RoseBush, #$SpruceTree, and #$Moss. SUMO: An Organism having cellulose cell walls, growing by synthesis of Substances, generally distinguished by the presence of chlorophyll, and lacking the power of locomotion. bd58c6e1-9c29-11b1-9dad-c379636f7270 An instance of #$BiologicalClass and a specialization of #$Plant. Each instance of #$FloweringPlant is a plant whose seeds are enclosed in ovaries; consequently, this is the collection of flowering plants in the botanical sense. For flowering plants actually in bloom, see the collection #$FloweryPlant. NOTE: This meaning also applies to the term ;flower', when it refers to a plant that bears flowers. SUMO: A Plant of a species that reproduces by producing seeds and flowers. This class includes trees, shrubs, herbs, and flowers. bd58c76b-9c29-11b1-9dad-c379636f7270 A Plant that reproduces with spores and does not produce flowers. (disjointDecomposition NonFloweringPlant Alga Fern Fungus Moss). An Alga is a chiefly aquatic plant that contains chlorophyll, but does not form embryos during development and lacks vascular tissue. A specialization of both #$EukaryoticOrganism and #$Heterotroph, and an instance of #$BiologicalKingdom. Instances of #$Fungus are eukaryotic, heterotrophic organisms that are typically not capable of movement. The cell walls of instances of #$Fungus are structurally similar to the cell walls of #$Plants, but the former are composed mostly of chitin, while the latter are composed mostly of cellulose (see the collections #$Chitin and #$Cellulose). Instances of #$Fungus reproduce by means of spores, which are usually disseminated by the wind. Some types of #$Fungus are parasites (see the collection #$ParasiticOrganism), some are saprophytic (see the collection #$Saprophyte), and some have symbiotic relationships with other organisms. Notable specializations of #$Fungus include #$Mushroom, #$Yeast, and #$RingwormFungus. SUMO: A eukaryotic Organism characterized by the absence of chlorophyll and the presence of rigid cell walls. Included here are both slime molds and true fungi such as yeasts, molds, mildews, and mushrooms. bd589909-9c29-11b1-9dad-c379636f7270 A biologicalDivision including mosses, liverworts and hornworts - those plants lacking vascular tissue. bd58e897-9c29-11b1-9dad-c379636f7270 Those plants lacking vascular tissue. bd58e8d3-9c29-11b1-9dad-c379636f7270 A biological class within the plant kingdom which includes the mosses. bd58e955-9c29-11b1-9dad-c379636f7270 SUMO: A NonFloweringPlant without true roots and little if any vascular tissue. bd58a34f-9c29-11b1-9dad-c379636f7270 A major group within the plant kingdom which includes those taxa whose members have an embryonic stage which is dependent on the parent plant for some period. Includes vascular plants (tracheophyta division) and mosses/liverworts/etc. (bryophyte division). bd58e997-9c29-11b1-9dad-c379636f7270 The division in the plant kingdom that contains the vascular plants. bd58da3b-9c29-11b1-9dad-c379636f7270 A #$BiologicalSubdivision including ferns and seed plants. bd58ea21-9c29-11b1-9dad-c379636f7270 A biological class within the plant kingdom which includes the TrueFerns bd58828d-9c29-11b1-9dad-c379636f7270 An instance of #$BiologicalClass, and a subset of #$Plant. Instances of #$Fern are vascular plants that lack flowers, have characteristic fronds, and reproduce sexually via spores. SUMO: A NonFloweringPlant that contains vascular tissue. This class includes true ferns, as well as horsetails, club mosses, and whisk ferns. bd58a248-9c29-11b1-9dad-c379636f7270 A specialization of #$Plant and #$TerrestrialOrganism. Each instance of #$Plant-Woody is a plant whose trunk, stems, or branches (and usually roots) are woody. c0fde301-9c29-11b1-9dad-c379636f7270 In Cyc called 'Tree-ThePlant'. In SUMO called 'BotanicalTree'. Cyc: A specialization of #$Plant-Woody. Each instance of #$Tree-ThePlant is a tall woody plant (typical mature specimens are usually taller than a person or a bush), generally having a branching form overall, and with roots in the ground, a trunk, and the branches having numerous leaves exposed to the sky. Notable specializations of #$Tree-ThePlant include #$OakTree, #$MapleTree, #$GiantSequoia, and #$BananaTree. bd58cf75-9c29-11b1-9dad-c379636f7270 Cyc synonym for 'Tree' Cyc: A specialization of #$Plant-Woody. Each instance of #$Tree-ThePlant is a tall woody plant (typical mature specimens are usually taller than a person or a bush), generally having a branching form overall, and with roots in the ground, a trunk, and the branches having numerous leaves exposed to the sky. Notable specializations of #$Tree-ThePlant include #$OakTree, #$MapleTree, #$GiantSequoia, and #$BananaTree. SUMO synonym for 'Tree'. A specialization of both #$PhysicalPartOfObject and #$BiologicalLivingObject. Each instance of OrganismPart is an anatomical part of an organism. This collection includes the gross anatomical parts and microscopic anatomical parts of every individual of every species. In SUMO, approximate equivalent is 'AnatomicalStructure' SUMO: A collection of Cells and Tissues which are localized to a specific area of an Organism and which are not pathological. The instances of this Class range from gross structures to small components of complex Organs. c1005766-9c29-11b1-9dad-c379636f7270 The collection of structures which are typically found and formed as parts of #$Cells. This covers components of both #$EukaryoticCells and #$ProkaryoticCells. It includes organelles, vesicles, cell walls, extracellular matrix, plasma membranes, receptors, cellular humours, microtubules, etc. c10c2471-9c29-11b1-9dad-c379636f7270 This is the collection of organelles (individuals, not types). An organelle is a specialized structure or compartment within a eukaryotic cell, which is responsible for carrying out certain isolated functions. Organelles include the nucleus, mitochondria, the endoplasmic reticulum, the Golgi apparatus, lysosomes, the cytoskeleton and (in plant cells only) chloroplasts and vacuoles. becdca3f-9c29-11b1-9dad-c379636f7270 The part of a cell which contains the genetic material. This includes the nucleus of eukaryotic cells and the nucleoid of prokaryotic cells. bd58c369-9c29-11b1-9dad-c379636f7270 The part of a #$EukaryoticCell that contains most of its genetic material. SUMO: The part of the Cell that contains DNA and RNA. bd58bce2-9c29-11b1-9dad-c379636f7270 The SUMO term for the concept 'OrganismPart'. A collection of Cells and Tissues which are localized to a specific area of an Organism (plant, animal, microorganism) and which are not pathological. The instances of this Class range from gross structures to small components of complex Organs. Note that this is a Role, which only means that the part was created or evolved for the purpose of being a part of an organism. When removed from the organism, it is still a BodyPart, but will have different attributes (e.g., not in situ). NOTE that this includes only solid parts; blood and lymph are not included here. A MetazoanCell is a cell which is part of a multicellular organism. #$InternalAnatomicalPart is a specialization of #$OrganismPart. Each instance of #$InternalAnatomicalPart is a part of the internal anatomy of an organism. Example subcollections include #$CirculatorySystem and #$MiddleEar. NOTE that this includes only solid parts; blood and lymph are not included here. bdc6db2f-9c29-11b1-9dad-c379636f7270 Any AnatomicalStructure which is not normally found in the Organism of which it is a part, i.e. it is the result of a PathologicProcess. This class covers tumors, birth marks, goiters, scars, etc. A specialization of #$OrganismPart. Each instance of #$Tumor is an abnormal tissue mass found in an animal. Instances of #$Tumor include both malignant (cancerous -- see the collection #$Cancer) and benign (non-cancerous) growths which have no normal physiological cause or function. SUMO: Any AbnormalAnatomicalStructure which consists of a mass of Tissue. Note that this class covers both malignant (i.e. cancerous) and benign tumors. c0fd58aa-9c29-11b1-9dad-c379636f7270 A specialization of #$AnimalBLO. Each instance of #$AnimalBodyRegion is a significant spatial subdivision of the body of some animal, where the subdivision in question is usually contiguous, and has some more or less clear boundary. Instances of this collection include anatomical parts (see the specialization #$AnimalBodyPart) , such as a person's head, beard, or right arm. In addition, this collection includes body regions that are not anatomical parts, such as a blister, a puncture wound, or a bruise. SUMO: AnatomicalStructures that are possessed exclusively by Animals. Also, 'parts' composed solely of liquids, such as the blood of an animal, are not included as regions. bd5adaa1-9c29-11b1-9dad-c379636f7270 The SUMO term for the concept 'AnimalBodyRegion'. #$ExternalAnatomicalPart is a specialization of #$OrganismPart. Each instance of #$ExternalAnatomicalPart is a part of the external anatomy of an organism.